Tom Clancy's Ghost Recon Advanced Warfighter 2![]()
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Publisher: UbiSoft Genre(s): Action, Shooting Home Page: http://ghostrecon.uk.ubi.com/graw2/
Squad! Atten-hut!Squad-based tactics are, of course, integral to success in many missions. Clever commanders will detail routes and issue orders frequently. Managing a team like this can lead to a more decisive victory (and more accolades), but it's not always required. In fact, it's possible to play much of the game by ordering the team to “Follow” and occasionally directing a unit to take out a specific target. This is a testament to the excellent AI routines, but it also lessens the importance of tactical acumen. There's no substitute, though, for wise decision making. For instance, sending a rifleman to scope out a new area while ordering a backup to sit nearby and provide suppressive fire is an excellent use of resources.
At various points in the game, it's necessary to control a support vehicle. Directing the MULE resupply vehicle is a simple task, and it's best to keep it nearby when circumstances dictate. Ordering a tank or a gunship is less intuitive and more of a chore, particularly when the action is heated. These scenarios don't really add to the gameplay, though thankfully they are few in number. It wouldn't detract from the game at all to make these higher-level support tasks completely scripted, given the scope of the rest of the gameplay. Also, the CrossCom system, which provides an omniscient view of the battlefield, is a bit too helpful; it's just too easy to locate and dispatch targets. Much more realistic is the team AI's vocal cues which accurately alerted me to the enemy's position. Speaking of audio, the experience is top-notch. Nothing makes it harder to suspend disbelief in a game world than poor voice-over work, but the voice acting here is professional across the board. Units do have a tendency to repeat the same lines when idle, but once the action heats up they point out enemies and add bits of topical chatter. The music is subtle, but well-done. While I didn't notice it at first, the dynamic music - which deftly changes depending on the current in-game situation - adds to the atmosphere. It fits nicely with the game's covert military theme. Standing out are the sound effects, which are movie-caliber. From the sound of a tank exploding and the associate aural mess it creates, to the singular shot from a silenced sniper rifle, all of the sounds contribute to the overall experience. For those with an EAX-enabled card, positional audio is available.
The single-player game flows nicely and there is a thoughtful balance between all-out action sequences and Recon-mode crawling. Time-wise, the campaign is a bit shorter than most FPS games, but what's there is completely satisfying. With video games, absolute time is the worst measure of value-per-dollar; the experience provided by GRAW 2 is worthy of my money. In most respects, the game is an evenly polished package with continuity among all game elements. Some areas, such as the pre-mission setups, could use a reworking, and the cutscenes are so well-done that I was hoping for more. By now, Ghost Recon is a tried-and-true formula, and #2 expertly hones the elements which make the series popular. Then again, there's nothing outstanding. Greater attention to detail would bring out the shine. For instance, how is it possible that an enemy soldier can't kill me in three shots at point-blank range, yet one tag to the foot from my scoped rifle at range sends a unit to Valhalla? Location-based damage is certainly nothing new. It's moments like these which jar the player out of the game world.
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