‘Ghost Recon Breakpoint’ is one of those games that admits to live completely different experiences . You can fall into a broadcast in which someone doing the goat has just annoyed their friends while parting with laughter. At his side, on another channel, four players with military aspiration communicate quietly to hunt down a target stealthily. Despite the difference, both play well.
How you decide to deal with it is your thing and although its creators define it as a military survival title , it is surprising how two such diametrically opposed views can work with the same precision. Even more so when the work behind each new edition of the saga seems to want to turn more and more towards realism and the long-distance game.
A fictional world in search of military realism
Following the evident evolution of the videogame industry together, which were previously more specific levels focused on communication and tactical action, little by little they have been transformed to the times that are running. With ‘Ghost Recon Wildlands’ , his previous installment, the saga embraced the open world in a chaotic Bolivia that often took itself very little seriously.
Here in ‘Ghost Recon Breakpoint’ , on the other hand, the idea is to pursue a fictional realism that takes us to Aurora, an island that serves as the basis for a multinational company dedicated to the construction of drones. Avoiding a real scenario not only frees Ubisoft from problems like those he had with the Bolivarian government, upset by the image that the previous game of his country gave, also offers a blank paper on which to paint more extreme and varied scenarios for the adventure.
Commanding a member of special operations, or managing a whole team if we play cooperatively, our role will be to hunt down a former partner who seems to have gotten out of the way. For no apparent reason beyond the fatigue of seeing how his work brought many deaths and few solutions, the character played by Jon Bernthal ( ‘The Walking Dead’ , ‘The Wolf of Wall Street’ ) has assaulted the island and the drone factory that there he is located to take justice by his hand.
It is not very common to face a Hollywood actor who joins the videogame industry with something more than contributing his face, but Bernthal’s performance seems key, they say, to try to pursue that credibility . During the test we were able to talk to him to ask him that, his perspective on a jump, that of cinema and television to the world of videogames, which currently may seem like a step backwards.
“Everyone can have their own opinion and this is mine. For me the level of the script was incredibly high, the level of technical advice the same, a great direction.
So I think that right now if you are a storyteller, if you are an artist, I think you have a lot to lose by judging something you don’t know anything about. I didn’t know anything and now I can say with certainty that there is an opportunity to make art in this medium. ”
Bertnhal is not the first or the last to wear a suit full of lights and balls to record his performance, but it is true that the role of top-level actors – such as Willem Dafoe and Ellen Page in ‘Beyond: Two Souls’ – is They have focused more on narrative and cinematography than on the experience of a shooter like this. Despite this, the actor who gives life to ‘The Punisher’ in the Netflix series seems happy with the experience.
“The process of taking everything in one shot is exciting and raises the level of work. All cameras are working at the same time, even if it is a 20-page scene with a lot of dialogue. That means there can be no mistakes, it has to be perfect.
I love it because they are scenes in which there is great pressure. It’s like the theater but with 800 cameras recording. There is nowhere to hide. I wish television and cinema recorded more in this way. ”