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GR:W Full map size revealed


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Looks like a big size of terrain :)

 

Ghost Recon Wildlands map is bigger than The Crew - http://www.thebitbag.com/ghost-recon-wildlands-map-bigger-crews/155206

The Crew’s Open World is Larger Than GTA V, Far Cry 3, and Skyrim Combined  http://mp1st.com/2014/04/09/crews-open-world-larger-gta-v-far-cry-3-skyrim-combined/#.V1kb9rh9601

Some more size facts from open world games...

Elder Scrolls 4: (16 sq miles)

Far Cry 2 (31 sq miles)

Fallout 4 (39 sq miles)

The Witcher 3: Wild Hunt (56 miles square)

Grand Theft Auto V (100 square miles)

Operation Flashpoint: Dragon Rising (135 sq miles)

Far Cry 3 (310 sq miles)

Just Cause 2 (400 sq miles)

Final Fantasy 15 (800 square miles)

The Crew (1900 sq miles) :o 

 

Edited by Zeko
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Yeah that is a point I'll be interested in as well. Also that large how its populated should be interesting, along with the idea if its free open world for you and your 3 m8s, what if two decide to hit an objective in the north and two in the south would that be possible?

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I really don't want it to have the same ol' tedious Ubisoft sandbox list of chores.

 

I do like the idea of being able to interdict drug convoys on Death Road though. Sounds like some silly fun to be had.

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I just wanna run around and blow things up like you do in Just Cause right now. The map actually looks pretty promising, noticed a few engine glitches in that video, lets hope that's ironed out before release. but it's got to be a fair balance of scale and fun, I don't want it to end up like GTA V where there's a huge map but not an awful lot to do. It's all well and good having a huge map, but if there's little fun and variety to be had within it, it defeats the object.

 

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I just hope that emergent gameplay is present... That and the ability to set boundaries in which we can edit in objectives for player created missions..

it is the same idea i wanted for Flashpoint Dragon Rising... 

i just want to set boundaries and conduct a long rescue/escort mission..

 

The biggest seller will be just how much we can interact with the in game environment... Something as simple as Red Dead Redemptions inability to swim/touch water greatly affects how enjoyable a sandbox can be..

Edited by 5timechamp
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Bigger isn't always, better i personally prefer a smaller scale maps with multiple approaches etc

The open-world approach could work, but for me all open world games i ever played (minus the witcher3) always got a boring and highly repetetive after a while, lots of running and traveling from place to place, and a crapton of samey sidequests filtering the map

I am hoping for the best.

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I think the salt flats may be indicative of large "dead zones" with nothing going on, basically padding where some missions might take place, but not much outside that. On the other hand, the presence of cities and towns, combined with NPC traffic suggests there will probably be areas where lots can happen as well. The southeast looks more densely populated. The forest being where the drug war started may mean that that's the endgame zone, if there is such a thing, where deadlier enemies with better equipment reside.

Also, mountains provide natural barriers, so breaking through checkpoints may be necessary. They also may be story-related ways of cutting off some areas. A few steep hills or cliffs and bam, "natural" barrier with only a few ways through. The Afghanistan map in Metal Gear Solid V provides a lot of verticality, but the mountains also force you to stay near roads. There's still a good amount of horizontal freedom, but in contrast the Africa map is 90% horizontal with some big hills and that one jungle area in the east.

It'll probably break down somewhat like this:

- Big flat dead areas: Stuff may happen here for story missions, but organic, random stuff may be scarce. The desolation may play into the atmosphere of these areas. May also serve as map padding. Scant chance of gameplay barriers. Possible dust/sandstorms.

- Mountains: Lots of verticality, less horizontal freedom. Depending on how close we are to towns, camps and fortifications, we may see varying amounts of NPCs. Hopefully we can put on something more than a T-shirt, especially in those snowy areas. Snowstorms in snowy areas. Rain maybe?

- Jungles/forests: Moderate verticality. Medium to high horizontal freedom. Excellent ambush territory, but this is a two-way street: I expect enemy patrols and ambushes. Rain, for sure.

Hopefully we see some NPC vs NPC fighting. I'd rather have someone trying to fight the cartel but being hindered by corruption than have no ambient conflict. Though how the Ghosts would interact with government forces is a problem, unless there are paramilitary vigilantes filling this role who have more pressing concerns than a small group of foreign soldiers with the same goal as them. I could see that happening.

I'm also thinking at least one of these airfields may be a small affair. The kind that groups seeking discretion may want to use. Since Libertad seems like it'll be the biggest city, I expect the airport to reflect that. The other two are probably smaller.

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