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ECTS
2001
Report : Mod Viper
ECTS is Europe's version of E3 and
is heralded as Europe's premier interactive entertainment
expo. When ECTS opened this year on the 1st of September 2001
it gave the UK its very first look at Ghost Recon - and in
our case, the very first hands on Ghost Recon game!
Mod
Viper met with the UK Ubisoft team to extract as much information
as he could, while still finding time to enjoy his pre-release
game of Ghost Recon!
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Introduction
What follows is a "diary"
report from Mod Viper who was invited
by Ubi Soft to view Ghost Recon on behalf
of Ghost Recon.net. Not only were we permitted
an extended look at Ghost Recon, we were
also privileged to get some hands on action!
The version we saw was an Beta from August
2001, which has since been subject to
several improvements, so some of the great
information you read here actual gets
better!
Rocky
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Just got back from the ECTS
and my little visit to the Ubi Soft booth, a day
that started off slightly wrong but in the end
worked out great. First I left my digital camera
at home, and secondly we couldn't take screenshots
on the system running Ghost Recon. So after playing
Ghost Recon for about an hour I decided to drive
back home to get it as I thought it will be easier
to explain things with pictures.
When I finally got back I had
my interview with Manab Roy from the Ubi Soft
UK office. That question and answer session will
be published shortly.
My thoughts on Ghost Recon well
what can I say, first of all I was very impressed
with the graphics and the level of detail, it
just looks really good. Even though we couldn't
run the game in high resolution as someone at
ECTS put 2 P4 1700Mhz in an airtight box, despite
this it was still looking good. But from the heat
problem the system suffered from we did experience
lots of crashes and poor system performance. But
lets start from the beginning:
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Preparation
As you load up Ghost Recon you get faced with
a very familiar screen and it's actually identical
to the one used in RS and UO. But from there on
it doesn't look at all the same, the new menus
holds slightly more settings and looks much better.
To start a game is very simple, as mentioned before
there is no pre planning, all you do is a quick
"Briefing" and then your "Platoon
Setup" and off you go. You also have
a auto assign feature too use if your really in
a hurry and don't feel like selecting those 6
guys.
The
briefing is very similar to RS but with one
major difference and that is a satellite photo
you can use as assistance while the voice tells
you what to do. You also have a text version of
the mission as you did have in RS.
The briefing screen will be familiar
ground to Rogue Spear gamers, however the the
platoon set up has some major differences.
There are two different soldiers "Normal"
and "Specialist" but also within both
groups you have different soldiers using different
guns. So if I choose a particular soldier from
the "Normal" soldier group then he may
come equipped with an M4 while a different character
from the same group uses a .50 Cal, in other words
each character comes equipped with his own pre-determined
weapon of choice.
This was slightly confusing as it differs from
the way RS players are used to tooling up. The
same thing when it comes to secondary items, some
people can use the anti-tank weapon and heavy
explosives while others can use only sec mags,
binoculars and frags. I didn't get the complete
kit item list but I know that although it appears
smaller than in RS the selection is from the best
weapons at the US Military's disposal, what else
would you expect from a seriously realistic military
shooter?
There are no more of the generic "John Doe"
characters that populated Rogue Spear. Each soldier
has an individual name, racial background and
visual appearance, which will help players identify
with their squad. These characters can be enhanced
through a new skills system that allows skill
points to be distributed amongst your squad as
you see fit! On top of this there are Specialists
that are unlocked as you progress through the
game, these could be other US soldiers, European
and local allies etc. As the game progresses players
will be building a superior fighting force that
is rewarded for it's successes!
Well after setting up your men with the right
weapons and assigning them to a team you are off
to war. By the way you have a maximum of 6 men
and 3 teams.
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Up
and Running
You start off a la Rogue Spear style where you
have an insertion zone, unfortunately no fancy
parachuting or helicopter drops. The first thing
I noticed (and also something you can see on the
screens) is that the maps are very populated with
trees, bushes and grass, compare to for an example
to Operation Flashpoint where it's very flat,
a BIG plus for the RSE team. The graphics are
also very good not only texture wise. For example,
trees
are very realistic where they don't look like
straight sticks with leafs, they actually bend
and twist to create a very realistic form not
to mention the movement to the wind.
As you send off "Bravo"
team to cover some ground infront of you the first
thing you notice is that the character movements
are very impressive. I remember when RS came out
and the WOW feeling you got after playing R6 and
changing to RS, the same feeling if not more I
got now. I can't say it enough but despite the
resolution fiasco one can really see the graphic
enhancements done to this game.
Okay back to the character movements, there are
3 different positions one can be in Standing,
Kneeling and Prone. From the standing position
you can of course run and this kind of running
is the fastest. From the kneeling position you
can also run but it's the kind of running you
see in RS when you're in "Crouch" mode;
It's slightly slower then the standing running.
So to control these modes they have two buttons,
one button to go from standing-kneeling-prone
and then another to go the other way so you can
go neeling-prone-kneeling. I did find the need
for a straight standing to prone button though,
as I think this feature will be useful as you
run and encounter an enemy. This I gather from
the fact that when you run you can never have
a good aim, you have to stop running to focus
your aim and this takes time so hitting the ditch
will be a fact in multiplayer. (But hitting the
standing-kneeling-prone button twice as fast as
you could did actually have this effect, so I
shouldn't whine!)
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Weapons
Weapon wise one has enough to choose from, the
very best on offer from the US Military! Something
to mention about the arsenal is the grenade launcher,
it's a very cool feature and it works really well.
You don't have 100% control of the shot so it's
a matter of feeling to get that grenade to land
in the kill zone (Very cool).
When it comes to secondary options there is one
device I think will be used a lot more then it
was ever used in RS and that are the binoculars,
these will be a great aid in spotting those nasty
snipers. This because you actually get a nice
pack of ammo to take along anyhow making secondary
ammo excessive, and to get so close to actually
be able to throw a grenade will be much rarer
now. Except for that there isn't so much more
to say about the weapons except they do look great
in the game.
Ohhh one more thing I did notice was that when
you shoot you will fire trace fire and for you
who don't know what this is, that's when every
5 bullet or so is a coloured bullet making you
get a visual of the line of fire.
So moving on from the actual weapons to firing
them, well the reticule has been modified but
look the same and works graphically the same.
Things that have been changed are things like
how it behaves, what can I say it's not easy to
hit a guy from 40-50 yards. But again as hard
it might be to get that killing shot off it does
have improvements towards RS reticule in the way
bullet spread is handled. For an example you don't
have to wait until that reticule is 100% closed
until you can open fire; as soon as you got the
guy inside the reticule you can give it a burst
and the grouping of shots will be better, 3 times
out of 5 you will hit your target in those situations.
But what makes aiming so much difficult now is
that the reticule is very sensitive to sudden
mouse movements. For an example when in RS you
side stepped around a corner you did this to keep
your aim as good as possible and it wasn't that
hard, but in Ghost Recon any sudden mouse movements
will be reflected in the reticule moving quite
a bit. You can move your mouse slowly and you
wont get effected, but if you have to counter
act your side stepping by moving the mouse in
a not so smooth fashion then this affects your
aim even if it was only a tiny movement. It depends
on how fast you moved the mouse. I'm starting
to feel this one is some what difficult to explain
but let's put it like this the reticule is more
sensitive, and yes there has been several changes
on how the reticule works depending on what your
doing.
Okay what should I talk about now there are just
so many things
heheeh well lets take a look
on the sniper in Ghost Recon, really good news
on that part actually. A month or so ago we had
a really massive thread in the www.ghostrecon.net
forum about how the scope should or shouldn't
look like. Well I'm glad to say that they have
incorporated the feature where the scope is a
round circle where everything outside it is blacked
out. This really makes the sniper less comfortable
and it's almost a must to keep your view zoomed
out and only zoom in when a target is spotted
at the horizon, or you will very easily get flanked
out. Also a two-tired zoom is used, with other
words zoomed out = full view and zoomed in = scope
view. And as we know the sniper is wearing a guille
suite and looks really good in it
:o) But
the sniper wont be able to have a too big of a
picnic as many maps do have lots
of fog, so even for him there is a limited
view.
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The
Bad Guys
Okay now lets review the bad guys, well as it's
been said before they look as good as the operatives
and they never look exactly the same. From a distance
I guess one would say they do but when you get
closer you see small details making them unique.
And also again the way the AI thinks has been
greatly improved, it's now very hard to wipe out
a small group of bad guys by surprising them.
They very quickly run for cover and spread out
giving you very little time to target them all.
Usually one returns fire while one or two run
for closest cover while a third or fourth run
to out flank you, giving you less then 4-6 seconds
until you loose at least one of them. So all single
player and multiplayer persons who play in cooperative
mode will be more then pleased with this AI, they
are really good and we only played in "rookie"
mode!
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Taking
Command
Next is the command map, a very
nice feature making planned attacks so much easier
compared to RS. Also here the AI is very smart,
for an example when it comes to waypoint assignment.
You place your route like point A to B and the
AI will alter this to what ever it thinks will
be the best route. Like "I can't walk through
a building", and "it's pointless running
up against buildings", so it adapts the route
the way you would have done more or less yourself.
But this is not the only thing
you can do with it, you also control how the team
should proceed reaching that waypoint. You can
have them in 3 modes "Normal", "Hold"
and "Advance At All Cost". When normal
is set they will run through all waypoints not
stopping but keeping low profile, if hold is assigned
they will hold their position until they are told
otherwise. Advance at all cost will make them
not take any caution as they would in normal mode,
they would compromise their stealth to reach their
waypoint in this mode.
Also another feature
when it comes to team commands are the ability
to put the teams in different firing modes "Normal",
"Fire If Fired Upon" and "Hold
Fire". This, with the combination of the
movement commands makes it very easy to create
ambushes and surprise attacks. But the best thing
about it is that it's easy to use. You can bring
up the "Command Map" in two ways; first
you have a button to bring it up and to take it
away, but you also have another button you press
and hold to bring it up and as soon as you let
go of the button it goes away. I find this way
to be the better one as if you are surprised by
an enemy you don't have to think of pressing a
button to remove the map.
A thing I did find slightly
tricky was that in the command map there are these
tabs you have to press to change teams for example,
or to change from the map view to the team status
view. Unfortunately these tabs are really thin
and in the heat of battle you could very easily
miss them, especially in combination with the
mouse that was very slow and sluggish. I hope
they change this for the final release. You definitely
need a fast a distinct movement in the mouse in
this mode and not have a short delay in the mouse
movements.
Also if you take a closer look
at
this picture you will see the different modes
you can put your teams in represented by the coloured
arrows on the left side and the gun symbol below
it.
So my first impression
with the command map was that it's is very easy
to use and also quick.. As mentioned above it
has several functions and Ubi Soft confirmed that
it will be available in all playing styles, so
in multiplayer each team will have to vote for
it's team leader and if nobody votes a random
team leader is chosen. A very nice thing with
waypoint assignment in the command map is that
if you assign a waypoint for the team you control
then this waypoints direction will show up as
a small arrow on the threat
sensor, that way you can navigate yourself
to it more easily. This is really required as
you very easily get lost and run the wrong way,
so it's highly recommended to put out waypoints
for your own team as well, I did this and this
is how it looks like on the threat sensor. The
hollow arrow is the waypoint and the bold arrow
is pointing north.
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The
Graphics and Sounds
As I mentioned the great graphics
in the beginning of this review I thought I would
cover this area some more.
One thing I found especially
cool was the ability to see through bushes and
trees. Bushes are now really good camouflage,
it's really cool lying prone behind a bush capping
a bad guy, impossible even for the sniper too
see you :o)
Okay moving on, the next thing
I tried was firing the new anti-tank
weapon, this was really cool from a graphical
aspect. The smoke generated from the rocket being
fired was not only so realistic that anybody would
take it for real smoke but it also moved with
the wind! It was just so sweet you almost got
tears in your eyes, pure eye candy. Unfortunately
they are just working on the explosion parts of
the game so after hitting the tank it only started
to smoke and burn. This of course looks really
good as well, so I'm looking forward to that explosion
More eye candy
.well
there are lots of this, but something I haven't
mentioned yet are wounds. Getting shot has been
greatly improved from the blood splash at impact
to the blood running down the clothes, no more
making small round patches of ketchup. You can
now actually see the cloth rip and the hole the
bullet made entering the body. Also the blood
pool on the ground has been improved no longer
leaving a exact round circle of red, now you can
see almost how the blood flows in small streams
making it much more realistic. But for all you
who don't appreciate all this realism there is
an option to turn all this blood off, and even
to remove dead bodies.
I almost forgot to mention the
NIGHT VISION (Good thing I wrote down some notes),
this is really nicely implemented and as mentioned
before some maps will require this because it
is pitch black. No more being able to see at night
- you can hardly see the trees in front of you
without the goggles.
Another thing that has been
improved are the effects after shooting at things,
for every object there is a penetration texture
so no more of the same kind of bullet hole in
a tree as there is on a metal surface. Also the
sounds are unique for each object even more so
than in RS.
As we are already touching the
subject of sounds lets go through it, there are
lots of improvements done in this department.
First of all the gun fire is soooooooooo good,
it really does sound great. In a fire fight you
hear bullets whizz over your head reminding you
that it may not be a good idea to stick your head
out. But it's not only the gun sounds that make
this game get a great feel of realism, the environmental
sounds are also very good - it sounds like you
really are running around in that forest, or that
you're sneaking around in that pitch black night.
Suffice to say the sound team have really come
up with the goods.
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Threat
Sensor
Finally I thought I would discuss
the "Threat Sensor".
From my limited game-time with
this new feature I found it to be of very little
help. So my personal view on it now is that it
will not effect game play anywhere close to what
the HBS did in RS. The threat can be 100 yards
away or 50, you never know. I still do think in
multiplayer mode one can do without it however
there was one feature which I really liked and
would like to see in the final release version;
when fired upon it shows what direction the bullet
came from, any noise is also identified. I found
this to be "need to know" information
and not unrealistic. It would take a good surround
system to deliver this information otherwise.
In Single player I guess you need the full function
of the sensor, as some missions require all hostiles
to be taken out.
Ubi Soft did confirm that it
can be turned off, but this I find a little bit
funny as I was looking for a way of turning it
off but could never find it. Maybe it's scheduled
for a later release?
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Not
Included
I think I've covered all the
interesting parts of the game when it comes to
features and graphics. Now I thought I would go
into why some things weren't incorporated into
the game, from the info I got from the Ubi Soft
guys.
First of all the hotly debated
ability to pick up weapons - after consulting
with the special forces this was dropped for the
simple reason that the special forces would never
touch a dead body because of the risk of it being
booby trapped.
Modding - the process of generating
new maps in Ghost Recon is so much more complicated
then RS ever was so RSE didn't see it as something
anybody could do. After playing the maps you can
actually understand this. First of all these maps
are not completely hand made in the terms of placing
every single grass straw. They are more generated
on the fly, making heavy use of LOD (Level Of
Distance). LOD gives map building a totally different
twist. To make a long story short an object's
form and texture depends on the distance you are
from it. For an example a tank seen from 200 yards
would more or less be a square green box because
from that distance you can't see the details of
the tank anyway and this helps the engine perform
well, while from 100 yards you would be able to
identify the form of the tank and at 50 yards
the details and texture of it. But it isn't totally
decided yet what kind of modding tools will be
incorporated but from what I heard it didn't sound
very likely we would see anything mod wise anytime
soon.
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Conclusion
I hope this review has been
a help in letting you in on what is unfortunately
still three months away. I hope you found it entertaining
as well as useful and not too much of a ramble,
if you still have questions about the game please
visit www.ghostrecon.net
forum and I'll be happy to answer you if I
can.
Viper out
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Editor's
Footnote
I'd like to thank Manab Roy
at Ubi Soft UK for allowing us advance access
to the greatest tactical FPS that we will see
this year.
A great big thanks to Mod Viper
for taking the time out to visit ECTS and for
producing this great report for us, LofD for the
pop-up script, Manab Roy and Jester for proof
reading.
Rocky
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