As visceral and genuinely ‘on the edge’
as they come, Advanced Warfighter
is almost like actually being there...
without the risk of being shot, of
course. Awesome in the extreme
SCORE
13/MAR/06
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War is like a box of
chocolates – you never
know what you’re going
to get, but you can be pretty sure
some despot will have nicked all the
good ones and you’ll have to fight to
get them back. Plus, some of them
will have bullets in. And possibly a
grenade. It’s a messy business and
no mistake, but then we’re lucky in
that most of us will never even have
to find that out; the closest we’ll ever
get is through a television screen,
be it from the news or a videogame.
But even then, it’s hard to get a feel
for what war’s actually like if only
because nothing yet has come close
to replicating the tension, fear and
knowledge that at any moment a
bullet could come whizzing through
the ether and bring it all to a sudden
end. Call Of Duty 2 came close,
certainly, but as much as the frantic
scrambling from cover to cover and
taking shots whenever you could was
enjoyable, there are only so many
World War II games you can play
before they all start merging into one
another. Plus, the online mode was
pump. No, what we need right now
is something that's a little bit fresher,
a little more up-to-date and a little
more… well, awesome really. Yes,
definitely awesome.
Not surprisingly then, Ghost
Recon: Advanced Warfighter is
that game, despite many people
expecting the opposite to be true.
It’s interesting to see how the once
fairly shy and retiring Ghost Recon
series has gone from being a secondbest
to Ubisoft’s more accessible
Rainbow Six series to becoming the
game that it is today – namely, one
hell of a kick-ass ride. In fact, we
remember seeing the first videos of
it last April and, in our usual cynical
hack manner, suggesting that we
wouldn’t be holding our collective
breaths for the finished game to look
or play as awesome as it looked like
it would, simply because it was Ghost
Recon. Oh, how wrong we were… can
you ever forgive us for doubting you,
Ubisoft? We’ll beg if you ask us to.
Really, we will.
Of course, while the moniker of
Advanced Warfighter might suggest
that massive strides have been made
in the art of war (especially given that
the game is set in the ‘near future’
of 2013), little has changed as far as
terrorism goes; seems that no matter
how hi tech the combat gets, bad
guys still do bad things. Cue one
power-mad dictator rising up on
the streets of Mexico City (including
kidnapping the President and his
Mexican counterpart, no less) leaving
you as Captain Scott Mitchell to move
in with your Ghost squad and clean up
the mess. And believe us, it’s one hell
of a mess involving embassy shootouts,
night-time drops into enemy
encampments, forest infiltrations, city
sweeps and explosions. Lots and lots
of explosions.
How you actually go about
approaching each of these situations
is entirely up to you, but before you
go storming in like a gung-ho idiot,
you should be warned that Ghost
Recon is far from your average war
game. You see, in real life there’s
no lone hero winning the whole
war on his own; no solitary soldier
battling his way through the entire
enemy army to emerge standing
victorious on a pile of dead bodies,
bloody flag in hand. Sadly, this is
the approach that most games take
and while we can understand it
from a game design point of view,
it’s just not quite realistic enough to
create the tense atmosphere that a
game like this requires. By contrast,
Advanced Warfighter’s emphasis on
tactical planning, careful movement
and massive amounts of teamwork
has got to be commended simply
because it adds a sharper edge to the
action when it does all finally kick
off. Just a couple of bullets to your
person (or even a single shot to the
head, if the enemy is a marksman) is
enough to put you out of your misery,
rendering the usually prevalent tactic
of running forward, pumping bullets
into anything that moves and then
surveying the carnage as completely
useless. Love Quake 4? Condemned?
Black? Then we doubt you’ll love
Advanced Warfighter, if only because
it’s got more depth in its little finger
than all of those games combined.
But you should love it. Why? Probably
because it’s a game that deserves
every ounce of affection that it gets.
Naturally, a hefty portion of this
affection (though certainly not all of
it) stems from the game looking so
damn gorgeous, we want to take it
out for a nice steak dinner and then
perhaps some sex. A huge amount of
effort has gone into making Advanced
Warfighter’s locales as believable as
possible, along with the movement
of the soldiers and, ultimately, the
destruction that results from armed
combat. That’s not to say you’ll be
experiencing The Outfit levels of
carnage with buildings falling down
just because you happen to brush
against them; it just means that men
move how you’d expect them to move
when dodging for cover, fall how
you’d expect them to fall when shot
in the face and explode how you’d
expect them to explode when hidden
inside a tank or other such vehicle.
The impressive detail on Captain
Mitchell and his team in particular
(the people you’ll be seeing for most
of the game) is especially well done,
with your soldiers diving for the
nearest bit of cover, stepping out to
take tactical shots and generally acting
how soldiers should act in the heat
of battle. It’s genuinely a sight to see,
especially when cranked up to highdefinition
level. Well done, Ubisoft... very well done.
Thankfully though, the action behind
the sheen more than matches the
quality of the visuals, and it’s here that
Advanced Warfighter really proves
itself. As we already said, the game’s
emphasis comes as much from the
need to utilise teamwork and forwardplanning
as it does from actually
shooting people; however, it only
takes a few simple button presses to
get the job done. Simplifying all the
commands you could ever need from
your team in three buttons – D-pad up
for move forward/attack, D-pad down
to recall them to your side and the left
bumper to switch between stealthy
Recon and aggressive Assault modes
– sending your men ahead to scout
any potential danger before heading
into the breach yourself really is as
easy as it has to be.
Of course, that doesn’t mean you
can get them to do everything for
you – although some of the more
advanced artillery you get access to
later, such as helicopters and tanks,
can be abused slightly to cut a swathe
through the opposition, which is a
bit of an oversight on Ubisoft’s part.
Nevertheless, consideration for your
fellow soldiers is as much a priority
as looking after your own well-being;
sending your team-mates to an early
grave leaves you prone to being taken
down yourself, so it’s a balancing
act between scouting ahead and
making moves yourself. Certainly, the
IWS (Integrated Warfighter System)
elements of the game make this
somewhat easier – support such
as the UAV drone allows you to
pinpoint enemy positions, while the
targeting system that gives you all
the information about each hostile
(distance, health and position) allows
you to plan your next move with
extreme care.
And it’s this concept specifically
that gives Advanced Warfighter the
edge over any other game out there;
you actually have to think about what
you’re doing in order to succeed and
you actually have to care about your
companions rather than just knowing
that they’re scripted AI waiting for
you to make the final kill. Few other
games require such effort but rather
than seeming like a chore packed with
menus and other mundane elements,
Advanced Warfighter implements it in
such a way that it flows perfectly into
the obviously gung-ho action. That
it’s all been put together so well as
to create what is undoubtedly a finely
polished package is merely the icing
on a particularly delicious cake – it’s
the tightness of the gameplay and the
overall tension it creates that stands
out as the real pleasure here. Are we
surprised at this? Just a little, yes. Are
we pleased? Hell, yes… war may not
always be justifiable but when it’s this
much fun, we’ll happily put our lives
on the line sir, yes sir.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson