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Postcards From Peru By Jack57


Rocky

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Postcards From Peru

Mod By Jack57

Reviewed by Rocky (Version 1.0)

Jack57's Joint

Download Version 2.0 Here File Size : [3.6Mb]

Walkthroughs : M01 | M02

Type : 7 Mission Desert Siege Single Player Campaign

Requires : Ghost Recon v1.4, Desert Siege, Island Thunder.

Introduction

post00.jpg

Jack57 brought us the superb Saving Pilot Ryan mod a few months ago (watch out for v2.0 soon), so when I saw a new Campaign from Jack57, I didn't waste any time in loading it up. And I am glad about that.

There are 7 brand new missions, based on Desert Siege maps. What's unique about this Campaign is the clever way Jack has tied them together with a Postcard theme, as explained in the excellent Readme.

... this campaign is a little different in that there are no formal military style briefings - instead there are letters, or postcards, which may describe the mission in the past or future tense (or a mixture of both), as if you where writing home to your family about your experiences. The postcards will usually give you all the information you need to play the mission (without spoiling any suprises! and will often be supplemented during the mission with orders and extra objectives.

The Missions

A key part of the Campaign is how they are all bound together by a cohesive and convincing story, as detailed in the Postcards.

The Campaign kicks off with the Ghosts arriving at the Docks to collect their equipment. Proceeding to the Shipping Office though, it becomes apparent all is not as it should be when the staff come running out of the front door in an obvious panic. Entering the office another alarm bell sounds as a "gringo go home" warning is crudely painted on the walls. With the tension now measurable in kilo-volts, it's not long before the shipping office see's a little more action than docking slips being signed for.

post01.jpg

Explosives have more than one use....

This short opening mission continues with one or two nice touches that I won't spoil here....

Mission two see's a night insertion at the beach, where the Ghosts are met by a friendly soldier who leads them to a base camp full of allied soldiers. Unfortunately these soldiers are not well trained, and after supplying you with a suppressed weapon and a briefing, they remain by the camp fire as the Pro's set about the rebel forces over the hill.

What I liked about this mission was the obvious replay factor. After playing it a few times it was obvious that the rebel forces were not going to react to the same situation the same way everytime. For example, in the first phase of this mission a single Ghost must infiltrate a captured Comms Centre, and secure it from the Rebel attempt to re-take it. Sometimes I could sit tight inside the Comms Station and pick them off as they tried to enter the building. On other occassions I would have to leave the building and hunt them down from around the perimeter. That was cool, but not the coolest thing.

The coolest thing was something already mentioned in the Readme...

... this is more to do with the outstanding AI that GR has (even better now with patch 1.3), than anything I have scripted. The AI can be quite cunning at times. Like doubling back, flanking, strafing, throwing frag grenades, using grenade lauchers when equipped, going prone and lying in wait

Both the enemy AI and friendly AI was superb in this mission. Although Jack57 makes apoint of not taking credit for this, the mission really does bring the best out in the AI.

For example in the final phase of the mission, the Ghost's must clear the rebels from the Beach Camp, attacking from the North, down the east gorge. I had two teams set about 30 metres back from the top of the gorge, one dead centre, one team off to the east. Both teams set guns free, and watching the top of the ramp.

Then I took my solo Ghost to the top of the hill, she only had 4 bullets left after her succesfull solo assault on the comms centre, so she was the bait! Firing her last 4 bullets down the gorge she turned and high-tailed in back to the safety of the two awaiting teams.

post03.jpg

The Ghosts Dig in

post02.jpg

Lambs to the Slaughter for a Prepared Force

As the rebels came up the hill to investigate the gunfire, they threw up a grenade to clear the brow of the hill; luckily we were waiting just out of throwing range! As the grenade exploded infront of my troops I saw the three man team split. One ran forward, and went down on one knee behind a tree, the other two immediately went prone, scanning ahead of their colleague! Now, as the rebels advanced they were ruthelessly picked off one by one by the awaiting Ghosts - awesome stuff.

What all of the missions have in common is that they are all very clever, very convincing and enjoyable. Nice use of pop-up mission updates and Non Player Characters add to the immersion of already atmospheric missions.

Conclusion

This is the first full Ghost Recon modded Campaign released since Free Libya!, which totally impressed and scored highly. I'd put this in the same catagory as Free Libya! without any hesitation.

The Postcard theme is a clever new take, and tastefully implemented (check the briefing screen alteration). The climax is suitably climatic, and has a nice touch to round it off well.

This is a very enjoyable campaign, that joins the ranks of the few that can stand up and say "Here RSE - this is how you do it!"

Suffice to say, this is without doubt the best 3Mb you could download for Ghost Recon this month. Well done Jack57 and your testing staff!

Final Score, 9/10

Fan Feedback

"...download Post Cards From Peru don't hesatate" Russian Assasian

"Now this is a MOD!!!!!!!!!!! This is what we need more of!! Great JOB!!!" cjcj97

"Hey I just want to say it really kicks ****. Finally a new mod who really test the skills of the player." .FbM. PriZe

"Thank you very much Jack. 1st class campaign. " xG5kdo

"I'm very impressed." Earl

Edited by Rocky
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  • 2 weeks later...

This is awesome! :D

A work of art! :lol:

Incredible! :o

Fantastic! :o=

Jack57 if you ever come to Denmark I'll buy you half a lager (that app. 1/2 liter of good danish beer - Carlsberg "probably the best beer in the world").

Keep up the good work.

Regards

Mike75

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Thanks Mike75 - very flattering indeed :wub:

I might just take you up on that beer you know! - one of my best friends is Danish and it is more than likely I will visit again at some stage :D

Cheers, Jack

Edited by Jack57
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  • 2 weeks later...
One critisism. The replay value isn't that good. But then niether is RSE's.

Hi SLINKAY (I just read your sig :P ),

One thing of course is that in a campaign you are trying to tell a 'story' so by definition that limits the amount of variability you can employ. However, I do use random plans where appropriate - perhaps not as much as I could. Also one thing you might like to look at is that I try to make the missions so they can be played in any way you like - for example doing the objectives in the wrong order, or killing the wrong people :devil: , or even deliberately failing objectives. Try it sometime you might be surprised by the results. It certainly adds to replay value.

Don't think I have taken offence at your comments - quite the contrary :) I am always looking for suggestions for improvements. So I am wondering if you could name some examples of missions with good replayability, so I could take a look and plagiarise, oops! . . . I mean gain insperation from them :P

Cheers, Jack :)

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  • 2 weeks later...

As always, thankyou everyone for your words of encouragement!

although I enjoyed BoB more

At the moment I am working on a Panamanian Rebel mod for IT so you'll probably like that as well if you like sockin' it to the Ghosts for a change of pace :D

Edited by Jack57
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I think I had to edit the missions to set them for coop mode during the last LAN I attended. :rolleyes: And it was great fun. Really like the beach map when you see that friendly soldier at the start. My friend wasted him at first sight. :lol: He herd about that every time he was complaining that we where to careful. ;)

Overall I have to say that these are the best missions I've played for GR. GReat work and a must for any GR player to test in Coop. :rocky:

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I didn't enable COOP for 'Postcards' as I wasn't in a position to test them properly at the time. I have had enough feedback now from people who have tried them in COOP that I could probably release an update sometime. Same deal with 'Saving Pilot Ryan'.

'Band of Brothers' is enabled for COOP (except two missions where it is either not possible or applicable) with the caveat that it is untested. Some feedback indicates there may be some lag in one or two missions but otherwise ok.

Overall I have to say that these are the best missions I've played for GR. GReat work and a must for any GR player to test in Coop. 

Wow :wub: There's nothing quite like a compliment from your peers, esp when they themselves are held in such high regard :o Thankyou!

Jack :)

Edited by Jack57
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  • 2 weeks later...
One thing of course is that in a campaign you are trying to tell a 'story' so by definition that limits the amount of variability you can employ. However, I do use random plans where appropriate - perhaps not as much as I could. Also one thing you might like to look at is that I try to make the missions so they can be played in any way you like - for example doing the objectives in the wrong order, or killing the wrong people :devil: , or even deliberately failing objectives. Try it sometime you might be surprised by the results. It certainly adds to replay value.

Don't think I have taken offence at your comments - quite the contrary :) I am always looking for suggestions for improvements.

Hi SLINKAY (I just read your sig  :P  ),

That's a first. From anyone. :D

I'll try those suggestionsyou made.

So I am wondering if you could name some examples of missions with good replayability, so I could take a look and plagiarise, oops! . . . I mean gain insperation from them :P

Stealing the ideas of one person is plagiarism. Stealing the ideas of many people (what you plan to do) is research. :wall:

Anyway it's not a big deal. I keep trying new ways of doing things.

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As the rebels came up the hill to investigate the gunfire, they threw up a grenade to clear the brow of the hill; luckily we were waiting just out of throwing range!

Similar thing happened to me except that the grenade rolled back and killed most of them...

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  • 2 weeks later...
  • 2 months later...

I've just played Postcards from Peru right through (last night and tonight). Jack - its a great mod, I particularly liked the last 3 missions of the campaign - Desperado is a great 'running battle', the insertion in Ring of Fire is unique and the ending in Night Moves is great fun. Thanks a million.

I guess its all a matter of taste, but for me I find the scripting in Postcards more involving than that provided in the much hailed Frostbite (though Frostbite takes the prize for maps). Postcards offers a fluid gameplay, with shifting objectives throughout - keeps you on your toes.

Edited by egobirchy
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  • 1 month later...

I'd have to agree that this mod has had me in good spirits. I managed to spend the night playing this whole campaign, and well, enjoyed it thouroughly, and can't figure out a "best" mission yet. Good job Jack57...

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Thanks guys for all your kind comments. I will soon be releasing an updated version of PfP with full co-op support. To the player there won't be any obvious changes to the missions but below the surface it required a lot of re-scripting to get around the shadow bug. Also the new version will require IT as the rebels will now be the Cuban models from IT and will speak Spanish instead of Amharic.

For some reason this campaign is extra-good fun in co-op mode.

Cheers, Jack :)

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  • 1 month later...

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