Ghost Recon Wildlands - Ghosts say no to drugs


Place mines all around the perimeter, where there are little gaps in the fence etc. If you run out just restock from the handy ammo crate placed right beside the place he makes his speech from. Do all this before talking to the bloke, and then stay up on the stage area and fire from there. Also keep an eye on your mini-map to see where the goons are coming from.


I am digging it. Its like the Far Cry base attacks but with less forced story bullshit. The vehicle controls are as noted just awful. But the core shooty stealth stuff is so solid and fun its worth while. Plus the upgrade system is nice & meaty.


Thanks. I got it. :) I’d been using mines, but I stayed a bit closer to the target and was able to get it sorted. Phew.


I tried the extreme difficulty, but while it was too hard for me (died a lot), I liked how it removed the enemy heat maps from the mini map. I wish there was an option for that on the lower difficulties as well.


My brother is saying this us like a more realistic Mercenaries, which would sell me right away. But does it have Mercenaries level destruction, and airstrikes and stuff?


I didn’t see any of that in the demo I tried at least, didn’t get Mercenaries vibe at all, especially since the “flight model” they have in this game is… insane. + There’s no Peter Stormare (Mercs 2…)


“Hey Ewan? How’d you like to earn some extra cash?”

Fiona: “That’s a nice find.”


Ubisoft:Ubitech:UPlay:Wildlands PhotoRealism™!

El Rancho de las Vacas

La Abuelita

Rain slick precipice of adventure

Wildlands:Uplay featuring RockTextureTech.

Here be Geology

In the jungle… wait, this isn’t jungle! This is weeds. 0/10 Yelp review.

In the Bowls* of the Earth (*sic)

Mas sol, nada luna

Cross, chuches, coca and me.

Blinking red lights

Nights out

Sunset porn? Is there such a thing?


Nice pictures, but can we all agree that lensflares have to go.
They were fun back in the 90s when you raytraced stuff… but since then…


The 90s didn’t die, they just went on to game development at Ubisoft.


You can’t destroy buildings and the vehicles options are limited. You can call a mortar attack. In a way have some mercenaries tools, but less has effective.


Absolutely not. When your brother called it a “more realistic Mercenaries”, he means a Mercenaries stripped of its gleeful excess.



One of the most immersion-breaking things is calling in a mortar strike on a ramshackle shack made out of aluminium siding, and the shack comes out of it completely unharmed.


The whole thing is open world Ubi nonsense. To me it seems patently clear they wanted to cash in on GTA Online’s glorious recurring payments and the whole game is designed around that thesis. What do GTA players apparently not care about? The story. So the story in Wildlands is a threadbare embarrassment just AAA enough to slip by, but is generally nothing but cutscenes and dialog and almost no difficult scripting in the missions themselves. When I play online for less than a minute, the game helpfully asks me to friend request the people I’m with “because we’ve played for a long time together”. Why? Because single players aren’t going to drop real Boliveros on skins and backpack stickers, but multiplayers will. Why else get bling if not to show it off? Because it’s a meaningless multiplayer sandbox running on a local server there’s no point in making the AI actually good, just serviceable. Stop a car in the middle of the road and the AI peasants just pile up behind it. Shoot cartel fighters and the peasant guy next to him keeps hammering away as if nothing happened. At every point you can see the financial logic playing behind the scenes, where this or that is “good enough” and move on to the next feature. It’s GTS Online on the cheap because GTA V was enormously expensive and there is no way to guarantee a break even on a lesser branded title like Wildlands. Give Ubi credit, they’re a business that knows how to crank this stuff out.

I only play on the hardest difficulty and it’s fun enough though your teammates are more like a squad of power up fighters you get in a SHMUP, and the AI will gun me down in seconds if they have direct line of sight and see me at medium range.


Actually Wildlands has me seriously considering what is value in modern gaming. We all think Tartovsky is great and all but I don’t won’t to spend all my free time watching his stuff. And we all know that a Chik-Fil-A sandwich is the best chicken sandwatch readily available to the average American while also admitting it’s pure junk food. What to do in a world of junk food video games? If everyone wants to play it all the time, can it be “bad” or just “fast food”, no nutritional value, loads of trans fat, but oh so delicious? How do you grade that? Comparing a Chil-Fil-A to a Michelin rated restaurant seems to miss the point.


I mean I don’t have the game yet and so can’t claim this about this particular game … but some games are just…

checks to see if Tom is over his shoulder

"ffffffffffffffffff… *

checks again

“fun”. Like Mercenaries 2. I can boot up that game now and spend 15 minutes in it, calling down airstrikes, ordering helicopters, honking my horn to get some backup to get in my vehicle, exploring the jungle … that game is just “fun”.

Perhaps this is one of those games, where the story is about a MacGuffin dictator, yet the mechanics they developed are good. I think a lot of Ubi games fall into that category. I can boot up Black Flag or Far Cry 3 and just tool around a bit and get into some fun fights. Yet it does seem to become repetitive after a while. Then again, as I’m getting more into the mechanics of animation and video game development personally, and it’s peeling back the curtain. I’m becoming like Joe Pantoliano’s character in The Matrix: When I’m running around in these games now all I see are meshes, camera tricks, particle effect triggers, and while loop code. I’m not sure what the huge shakeup is going to be in the industry though. How will Ubisoft break out of this routine? Do they even want to? They don’t seem to be incentivized by the market, the market is buying games and giving them good sales feedback.

Anyway, that’s a bit meta. Value is different to different people. It all depends on what clicks with you. I played Combat Mission: Beyond Overlord for like 4 years straight with no other games even on my radar. Now that’s value!


I disagree that this isn’t like mercs. I admit, I’ve skipped every single cutscene, so I’m not tarnished by whatever crap story it tries to have, but - the goofy co-op is here in spades, the shooting is good and the vehicles are dumb. (I’m not much of a story in games guy these days, unless perfectly done, which is so rare I do not expect it, so I tend to ignore them unless there is some buzz around the story being fantasticly well executed, ala witcher 3)

Feels almost exactly like mercenaries to me, maybe with better gunplay even, though tagging supplies for invisible pickup isn’t as cool as mgs or mercs. And this could use a serious destructability upgrade - but, without a new mercs, this will do for awhile and be my go-to shooter… probably for a year or so (I do not need pvp. Though I guess that is coming)

This is a crazy year - yakuza and nioh were fantastic and now this. Best PlayStation year I’ve ever had.


Mercenaries 2 Cutscenes:

The little I played in this didn’t feel like Mercs 1 or 2; But I guess it was mostly the horrible air “controls” that ruined it for me. And no destruction means it isn’t anything like Mercenaries.

Maybe Peter Stormare DLC for Ghost Recon Ubistuff would help.


Yup. It really does fall down in the destruction department. Chain link fences in Bolivia are made out of some kind of anti-explosive armor. C4, grenades, and mortar strikes do nothing. But drive a motorcycle into a section of fence and it falls over like cardboard.


For me it’s the feel of the vehicles that’s the weak link. It’s acceptable, but lacks the weight and physics that would really elevate this game. If you’re going to be a fun sandbox, those fundamental gameplay elements have to be spot on. And I like how the shooting feels. So they got that part right. Unlike Tom, I don’t mind when a game like this gives you too many abilities you don’t need, etc. That part of the game design doesn’t have to be as tight IMHO in an open world game. You can be generous because you don’t know how much the players will do, and you don’t want the skill points and the weapons to be too critical to any of the gameplay, since you don’t want to gate the player. In an open world sandbox like this the limitless weapon changing, ammo, skill points, it’s all like a sprinkling of toppings on top of your muffin; unnecessary but fun.