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Has anyone got out alive?


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I refuse to play that mission anymore, but the one time I did play it, I was under the impression that senior Scott actually does get out alive, and collapses at the exit, but that doesn't mean he dies. If you notice, after he falls, the general is still speaking to him.

Jees, what suspense.....what drama......can't wait to see what happens next!! :rolleyes:

Edited by doubletap
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[sarcasm] Aren't you all glad that Ubisoft decided the most important part of their games would be the story and not the gameplay? I know I am. I can't wait to find out what happens to Capt. Mitchell and the other Ubisoft heroes next! Besides, in the old days you could go anywhere in games like [GR]. So many choices! These days, Ubisoft has thankfully stuck us on a rail so we won't miss a single visual effect or plot twist! Yay! Now, if only they could remove the interaction so I could just sit back and enjoy the spectacular effects and keep track of the storyline then everything would be, like, perfect! Oh and leave Britney alone!!!! [/sarcasm]

:wall: :wall: :wall: :wall:

Respectfully

krise madsen

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I just finished and got out, just alive I think as previous posts. I'm 46 and this is my first attempt at any sort of "proper" gaming, and I found it incredibly enjoyable, although with some annoying obstacles as others have posted. Now I'm hooked and can't wait to see where Capt Mitchell ends up next! Great stuff.

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Honestly, I don't know how far back Mitchell goes with the Ghosts, but I could care less what had happened to him. Even if he died, you would want to look forward to a better game with a newer protagonist. If they want to keep Mitchell fine, but EndWar doesn't look particularly exciting to me.

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Honestly, I don't know how far back Mitchell goes with the Ghosts, but I could care less what had happened to him.

Captain Wonderfull showed up the same day GR became something else entirely. That was the day GR2 xbox hit the stores.

Edited by doubletap
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Honestly, I don't know how far back Mitchell goes with the Ghosts, but I could care less what had happened to him.

Captain Wonderfull showed up the same day GR became something else entirely. That was the day GR2 xbox hit the stores.

I don't recall Mitchell being in GR2 unless you mean GR2 for the PC which is GRAW.

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...Now I'm hooked and can't wait to see where Capt Mitchell ends up next!...
My guess is forced retirement.

mitchellslaststandtl1.th.jpg

____

Remember Willem Dafoe in Platoon?

The only thing they forgot was the arms extended to the sky pose with the unspoken lamentation

"Oh Ubi, Why hast thou forsaken us".

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So in [GR] you were just nobody? You know just the guy you play as no named character?

Not exactly. They all have names, and varied abilities. Somewhat like Rainbow 6, you choose specialists from your group for each mission, and can play as any one of them you wish, at any time (soul switching) which I don't do unless I absolutely have to to save the soldier's life or the mission, or occasionally I need to position them just right (behind cover, facing out a window, etc, and I like to switch to my sniper when the time comes to set up and shoot).

Not focusing on one particular character really allows you to almost roleplay, and assume the role of the soldier, because it's not one hero character that is the center of the game, it's them, the Ghosts. When I play GR I don't even know what my character's name is. It's just me as far as I'm concerned.

You start the campaign with about 12 ghosts at a time (not sure exactly). You can take between one and six on any mission, and have up to 3 squads, it's all up to you. As the campaign progresses you will lose men. They are replaced by new ones, and this becomes more of an issue further along in the campaign because you don't want to lose a guy who has combat experience. It makes losing a soldier something you strive to avoid. Getting everyone to the EZ is the ultimate goal.

Unlocked "quick missions" have the same character structure, but random soldiers.

Edited by doubletap
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Ooops, thanks Wolfsong, I fixed it. Actually you have dozens of ghosts, but only 12 available at a time to select from. I did forget about the specialists too. I never use them, that's probably why.

The problem for me was keeping my buddies alive. They came down from the chopper and stood there until they were a jumbled mess of jello.

I'd bet everyone went through that. And probably still do half the time. It's a disastrous insertion, lol. Just put everyone in recon mode as soon as you set foot on the road, and simultaniously throw smoke and send your squad to cover. They are useless until you........I mean Mitchell.......can manage to pick off the serious threats and at least one side of the street.

Then to prepare for the next wave I position my squad on the left side (facing up the bridge) behind the cars and small walls while I draw fire from the guard station and take out heavy targets. This allows me to concentrate on long range while they pick off anyone who gets past my area of attention.

Edited by doubletap
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I usually clear all of M10 by myself. With a silenced MSG90 and a Zeus for the helicopter.

The MSG90 runs out of ammo right before the bunker. Then There is an MP5SD with Aimpoint there you can pick up for the CQB section.

That works. I like to give orders and use the squad to the max, the "Leader" achievement is the one I strive for. Plus, since this is going to be a firefight no matter what, I went loud, not suppressed. If it plays out right it can really be a gloriously brutal fight, with cars being ripped to shreds, rounds smashing the concrete wall next to your head. It's fun.

Edited by doubletap
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I usually clear all of M10 by myself. With a silenced MSG90 and a Zeus for the helicopter.

The MSG90 runs out of ammo right before the bunker. Then There is an MP5SD with Aimpoint there you can pick up for the CQB section.

That works. I like to give orders and use the squad to the max, the "Leader" achievement is the one I strive for. Plus, since this is going to be a firefight no matter what, I went loud, not suppressed. If it plays out right it can really be a gloriously brutal fight, with cars being ripped to shreds, rounds smashing the concrete wall next to your head. It's fun.

You can go loud but not giving the team silencers. Just go slow and silenced to begin with until the MG nests and RPG is gone. Then it's no problem to get out of the insertion zone. Just a tip.

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So why did they drop you in the middle of the bridge? Couldn't they just drop you behind the border station?

I guess because it's a game.

And therein lays the problem with most of the game. The people for years have been pleading with someone/anyone to make a really good tactical sim and instead we get a really good arcade shooter.

Not trying to offend GRIN or its employees as I think we all take it for granted that they had UBI telling them what and how to do things. The support shown by the GRIN staff has been outstanding. I think we would all love to see what you guys could come up with if your hands were not tied by UBI.

Edited by Fletch
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