Not that it’s a bad game. In fact, it’s
actually pretty damn good. Reprising
your role as Captain Scott Mitchell, it’s
the usual Tom Clancy story with the
token bad guys now being Mexican
rebels. You’ll soon find it’s hard to care
too much about Generic God-Bless-The-USA Story 101 and instead, you’ll
simply push on with the gameplay. It’s
here that GRAW 2 truly shines. As Scott
Mitchell, you have limited but effective
control over your three supporting squad
members, which means you’ll spend the
majority of your gaming time instructing
them to take cover here, shoot over there
and blow everything up.
The artificial intelligence that crippled
the predecessor has been fixed. Well,
kind of. We all remember how grenadier
Richard Allen decided it would be a
brilliant idea to run into your line of fire,
thus you accidentally shoot him, thus
the mission is deemed a failure. In an
effort to stop the pond life wandering
into areas they don’t belong, Ubisoft has
made your goons a little too hesitant.
Your trained killers are the kids staring at
their shuffling feet, hoping they don’t get
picked for the football team. The AI is far
better than it was, it’s more that Ubisoft
has overcompensated than anything else.
Despite that, there’s a nice rhythm to
ordering your troops about as you set
up flanking manoeuvres and covering
fire in wide-open terrain. It’s not quite as
dynamic as Rainbow Six Vegas, which is
a fancy way of saying it doesn’t feel quite
as cool, but that’s because GRAW 2 deals
with long-range engagements rather
than the suffocating claustrophobia of
Rainbow Six’s gunfights. This makes it
even more obvious that the Cross-Com
Camera Thing™ is an attempt to add
some extra kudos and Cool Factor to
GRAW 2 but, besides looking like shaky
handheld camcorder footage in a Fox
News war reporting way, it’s… pointless.
Completely and utterly pointless. “Hey,
that looks nice,” you’ll think to yourself
the first time you use it, before ignoring
it for the rest of the game.
You’ll also think the same about the
set pieces, before cacking your pants in
fear at the absolute rock solid challenge
of it all. Play on anything other than Low
Risk (aka Child Difficulty) and there’s
a sense of urgency and drama to the
action that’s almost unrivalled on Xbox
360. As predictable as some of the set
pieces may seem – some of them are a
virtual retread of GRAW – that doesn’t
stop them from being any less explosive
when the smelly stuff hits the fan.
Throwing yourself against the nearest
bit of cover and digging in your heels
as soon as a mission goes wrong is the
one thing GRAW 2 doesn’t just do right
but does exceptionally well. You feel as
though you’re fighting for your survival
against overwhelming odds and if you
crank the difficulty up to Elevated Risk,
hold onto your pants. It’s not as hardcore
as the original but still pretty tough.
That’s where the joy in GRAW 2
lies. The difficulty is perfectly pitched,
tough enough to feel satisfying when
you make it to the end of a level in one
piece without ever feeling unfair or
overly frustrating. Those who suck at
ga… sorry, casual gamers can coo at the
pretty explosions, revelling in how cool
everything feels. Everyone else can get
their head down, crack their knuckles and start dismantling the terrorist squads,
calling upon their specialist team-mates
for tricky situations. The ability to choose
your team-mates can alter your tactics
to a certain degree (Sniper teamed with
Rifleman or Grenadier teamed with Anti-
Tank Gunner?) so there’s more scope for
feeling you’ve stamped your individuality
on a level rather than jumped through
the hoops laid out by Ubisoft.
Yet, regardless of all this, we come back
to the original problem (because we’re
miserable, cynical pedants who can’t
let a bad thing slip past unnoticed).
This isn’t a sequel. Regardless of what
the number in the title tells us, it’s
hard to think of this as anything but a
mission pack for those who loved the
original. With the controls unchanged,
the location unmoved and the
gameplay untouched, there’s nothing to
differentiate between the two. Except
for the roll move. Ahem.