Review of a Review
By: Daywanderer

Disclaimer: The views of this reviewer do not necessarily reflect the views of GhostRecon.net.

I was doing my weekly check-up on GhostRecon.com today when I found this review over at AllOutGames.com. I'll state up front that I don't really feel comfortable with talking down on reviews written by other sites (or by people I don't know well in general).

I sat by idly watching the lynch mob tear GameSpot.com's Ghost Recon review apart, and I can't say I blame them either. Let's face it - we all have different opinions of many things, and one of these things is games. What makes them good, what makes them bad, what's a classic and what you wouldn't want to touch with a thirty metre stick even when it's at the bottom of the £9 bargain bin. This AllOutGames review, however, was different. There are several factual errors in the review - errors which I'd like to see straightened out. So, I'm going to quote certain paragraphs from the review and make remarks, with the reviewer's comments in italics. Noman, if you read this, know that I have nothing against you - I simply feel the urge to point out certain things regarding your review :) I'm funny like that. I hope you won't bear a grudge against me over this.
With that out of the way - here goes...

"We all know Red Storm, the development team that has single-handedly changed the face of the first person shooter market. It all started with a Tom Clancy book, called Rainbow Six, which went on to become a bestseller and spawned a bestselling game."

The Rainbow Six book was written concurrently with Red Storm Entertainment's development of the Rainbow Six game. In fact, RSE finished the game before Clancy was done with his book - and therefore the storylines aren't identical: By the time RSE had to make the last bunch of missions, Clancy himself didn't know what would happen in the book (or maybe he did - but he didn't tell anyone).

"Rogue Spear was more like an upgrade rather than a new game. It didn't have the many number of bugs that Rainbow Six had, and just improved on the graphics and the AI."

This, of course, is a subjective statement - and the reviewer is completely entitled to feel this way. Personally I feel like Rogue Spear added a lot to the Rainbow Six series. Updated graphics and A.I. wasn't everything it had, it also boasted new features, new movements and new weapons. Just about everything was new - the only old stuff was Team Rainbow (what would a Rainbow game be without them?) and the basic gameplay.

"They have finally done it, R.S.E. have made a tactical shooter which does NOT use the Rogue Spear engine."

Well, there was Rainbow Six and Eagle Watch on the Rainbow Six engine. Then came Rogue Spear on a new engine, followed by one add-on (Urban Operations) and two stand-alone "add-ons" (Covert Ops Essentials and Black Thorn). Some might argue that these aren't add-ons, but hey..). Then they revamped the Rogue Spear engine and made Ghost Recon. Technically, a total of 40% (if I'm not mistaken) of the original Rogue Spear engine remains in Ghost Recon. (Editors note - I am not sure about that 40% figure, but the fact is Ghost Recon runs on a stripped down and rebuilt RS engine, not an all new engine as many would have you believe)

"They even have chest movement associated with breathing."

That was already in Rogue Spear!

"Here are the disappointing aspects of the engine: There is virtually no damage system to speak of. Vehicles do show damage from time to time. But comparing it to Operation Flashpoint, Ghost Recon really loses out here. In Operation Flashpoint you could knock down trees, while in Ghost Recon the best you are able to do is scrape some chips of wood off of them."

I actually partially agree with the reviewer on this point - in the sense that I wouldn't mind level deformations and such (but I'm perfectly fine with it the way it is). I'd like to point out, however, that the term damage system (or damage model) is more commonly used in regard to how damage to characters are handled in the game. This is why I was surprised when I first read that sentence, as I thought the reviewer was referring to the damage models on the characters. Ghost Recon has a quite nice locational damage model. In a perfect world, every game would have something akin of Red Faction's Geo-Mod engine with deformable terrain all over.

"Often when you take down an enemy your teammate will make some insensitive comment like, "Good bye." For Pete's sake I just took another life here! ... So I shot him in the face, resulting in all my team mates shouting out, "Friendly fire, stop shooting."

My personal opinion on this is that anyone that are so affected by games that they actually open fire on their computer-controlled squadmate for saying "Goodbye" when capping a tango.. Well. Erm, anyway - I thought the doctor story preceding that paragraph was completely irrelevant in a game review. Although I must agree that I was surprised to hear my support operative yell "Nailed 'im!" when expecting the emotionless "Threat neutralized" I grew accustomed to in the Rainbow Six games.

"The music is top notch. It's typical of Red Storm to produce such outstanding music in their Tom Clancy games."

I'd like to see the actual creator (who is not part of RSE) Bill Brown get credit for this in the future, thank-you :)

"First of all the interface of the tutorial is really annoying. Certain times, a section of the tutorial can only be triggered by walking into a certain area--which is fine. It is not fine when you get to the section of your tutorial on commands. There you have a small space divided into four sections. As soon as you hit a section a large instructional window pops up, coupled with a little voice message from an annoying female voice. Now, in order to issue commands, you need to open your command window. Unfortunately it was almost impossible to do this in the command tutorial, because the pop up window always overlapped your command menu, making it impossible to do anything. I would naturally move back, so that the pop up would disappear, but I'd walk into the wrong place opening another pop up window, followed by another voice instruction."

Annoying? I found it confusing at first, but quickly got used to it - and quite enjoyed it. The fact that the map is rather free and there are "useless" places to wander around and about made it turn into a fun expedition. No Indiana Jones-esque adventures, but a nice walk nontheless.
Something this reviewer clearly did not have the patience to figure out was that if you just wait a little bit, the pop-up windows disappear, giving you plenty of room to do whatever you were instructed to.

"The reason that you carry only six members on your team is to keep the chances of detection low, but come on! I am sure twelve highly trained professionals could be as stealthy as six. It's really suicidal for six men to take on twenty-four."

I don't see the big deal about this. There's not really any need for more than six squadmembers - and having a dozen would be overdoing it (even in Operation Flashpoint I never controlled more than ten soldiers at a time - including myself).
And most Ghost Recon missions have closer to forty hostiles, not twentyfour :)

"And don't tell me that American soldiers are so stupid that if they ran out of ammo on their weapons they wouldn't pick up the weapon of a fallen soldier."

Probably not - but according to RSE's military advisors it is against Standard Operating Procedure to "loot" dead or incapacitated people - friendlies and hostiles alike. Apparently RSE decided that if you're not supposed to do it, they won't let you do it in the first place (unless it really screws up immersion of course - or else they'd remove friendly fire too).

"It's incredible that since Rainbow Six there have been over five sequels plus expansions, and we still see the same problems that plagued earlier games in the franchise. Another annoying fact is that you can't jump."

What the reviewer fails to consider here is the possibility that these "problems" aren't problems at all, but design decisions the develpers were fully aware of. Now, why would a special operations operative jump? He wouldn't. There's no need to. You can't hit a barn door when you're jumping. You can hardly jump at all while carrying loads of military gear. Jumping does nothing good.
Jumping is bad, mmmm'kay? :)

"Ever since I started playing online, I picked up the word "bots" from the online community. Bots is short for "robots" of course and is a term used for your computer opponents. The term Bots, is no truer for any game than Ghost Recon."

Actually, 'bots' is a term used about A.I. that replaces human players in multiplayer games. Quake III has bots. Unreal Tournament has bots. Return to Castle Wolfenstein does not have bots. Ghost Recon does not have bots.
Technically.

"If you trample the wrong leaf, or if you spit in the wrong direction the enemy will be alerted and finish you off."

In my experience, the tangos won't spot you as easily as you claim. As long as you don't go wandering off straight into their line-of-fire in a standing stance, you'll be relatively fine. Of course, if your Stealth skill is shot, you can barely hide behind an M1 Abrams without being spotted. On the other hand, with a high Stealth skill you can lie in a small bush and a tango patrol can walk by five metres away without suspecting a thing.

It doesn't matter where you fire from, they will know which direction no matter how quiet the shot, or how concealed you are.

If you're in a well-concealed position and fire a loud weapon, they'll hear the approximate source of the gunshot and lay down suppressive fire (though I have yet to be killed by said suppression). If you're using a suppressed weapon (that is, the MP5SD) you can pretty much take down a large patrol and they won't even open fire.

"... the enemy would make accurate long-range shots with their AK-47s. That's very difficult to imagine, as the Kalashnikov isn't known for its accuracy."

Not that hard really. While the recoil is somewhat harsh on the AK weapons, they still manage to hit home on semi-automatic mode with a decent shooter. The tangos will seldom hit on the first shot, however, but more often than not get in a "lucky shot" on the second, third or sixth attempt. Again, this is my personal experience, and applies to tangos with AK47s at ranges between fifteen and thirty metres (rough approximate).

Now as my editor pointed out... :) ...it's somewhat surprising that despite all these gripes the reviewer appears to have with Ghost Recon, and that he spent the vast majority of the review moaning about, it still got such a good score as 87% (according to AllOutGames.com's 'Scoring Explanation', only the ultimate groundbreakers, the best of the best, cream of the crop.. Makes it into the 90-100% range).

Hope y'all learned something today then!

-Day

 


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