Ghosts are invisible: A detailed review of games website Ghost Recon 4: Future Warrior

    I. Personal mood

    Tom Clancy's Ghost Recon, Ubisoft's carnival for military players around the world, Ghost Recon 4: Future Soldier, has finally gone on sale after two years of skipping tickets.

    Unlike most shooting games on the market, this is a near-future sci-fi shooting game that emphasizes tactical cooperation and team cooperation. For the current environment where there are so many PC shooting games on the market, this Ubisoft production has spent 5000W euros to build a blockbuster?

    Let's take a look below (the game does not support XP system, please wait patiently for the follow-up patch, thank the speed attack group Ghost.Kill to provide some game screenshots).

    Ii. Introduction to the game

    Ghost Recon 4: Future Soldier is set in the near future, where ultranationalists have taken control of Russia and are launching attacks on neighboring countries. Players will play as Commando Kozak, the leader of a four-man ghost squad. The team includes scout expert 30K, sniper Pepper, and engineer Bones.

    Tasked with fighting ultranationalists, Ghost Squad has been sent on missions around the world, including Norway, Russia, Asia, and the Middle East. The game officially begins after the opening watch for both teams of cannon fodder......

    Three. Game screen

    We know that movies will attract fans with short trailers and large, flashy posters. New books and music albums also rely on elaborate cover packaging to attract unfamiliar readers.

    Similarly, when most players choose a game, the performance of the game screen is definitely the first threshold for players to play the game, which is also the reason why manufacturers launch a product to hype the picture.

    In fact, the quality of the screen also represents the quality of the game to a large extent. So what about Ghost Recon 4: Future Warrior, Ubisoft's flagship tactical shooter in 2012?

    The first thing you'll notice is the heavy Battlefield 3 style UI and game graphics, which at first glance look like they were developed by the Frost 2 engine. In fact, the game uses Ubisoft's own YETI engine, which has been used in games such as Ghost Recon: Peak Warriors, Beowulf, and U.S. Army: Real Warriors.

    The YETI engine was originally developed by Ubisoft Tiwak and used on the XBOX360 version of Ghost Recon: Blade Warrior, and the game's graphics are excellent. After five years of painstaking work by the Ubisoft Paris production team, the game will feature stunning light effects and realistic physics effects.

    The overall picture of the game is still quite excellent, a large number of scenes in the game are in the sunny open terrain, so there are a lot of shadow softening effects, making the realistic effect of the shadow mapping of characters and buildings more prominent, and the volume shadow pixels are accurate, and there will be no jagged phenomenon under the irradiation of multiple light sources.

    The game uses a common third-person over-the-shoulder shooting perspective, the clarity of close-up characters, clothing, firearms and the blur of distant buildings and the sky, forming a sharp contrast, the depth of field effect is very obvious.

    Optimized HDR technology and dynamic blur improve the post-processing effect, increase the coherence and realism of the picture, and a large number of scenes in the game form light contrast due to brightness, which greatly enhances the sense of presence in the real battlefield environment in the game.

    Due to the war game without a large number of explosion scenes, explosion particles, air wave vibration, wind and sand explosion, blood splash and other effects are very realistic, the object burning fire and smoke, under the sunlight at a certain point to the surrounding state of natural diffusion, showing a distinct level, very realistic.

    In the game, a large number of landscapes such as deserts, rainforests, heavy rain, fog, snow fields and so on use a large number of dynamic volume light, cube lighting effect, to add excellent image details to the game and add a global lighting effect. Visually very textured, the production team spared no effort to show us a variety of beautiful scenery.

    The character modeling and gun modeling in the game use parallax mapping, displacement mapping, gloss mapping and highlight mapping to create more complex and fine model materials, and the gun looks full of texture in the hand. At the same time, the YETI engine has excellent physical damage effects, many of the game's hiding shelters are destructible, and some walls can be broken but can be penetrated.

    There are also plenty of sci-fi HUDs, electronic loops on the gun, mission data panels that appear out of thin air (in fact, a concrete projection of information from the electronic screen on the display lens of the player's left eye), and arrows that float in the air, which are creative if not ingenious.

    Of course, there are many flaws in the picture, because the game is a console platform port, although Ubisoft has made a lot of picture quality improvements for the PC version, but we can still obviously find in the game close-up shadows and details are very bad father.

    Ground texture and some shelters, small buildings, scattered vehicles and other obvious jerry-cutting behavior (of course, may be limited by the function of the host) the CG picture of the game is terrible to see the entire gun version of the movie level, face modeling is unusually funny, so the production team is very smart to the ghost team are wearing a mask, but a few passers-by are completely tragic, the whole big pancake face.

    The optimization of the game is very poor, small series of this GT540M card can only run more than 20 frames, close the AO environment shading can greatly improve the frame rate, but it will lose a lot of picture quality, ah, fish and bear's PAWS can not have both ah. Finally, after the Ghost squad members open the optical camouflage, why can't they see so many shadow enemies on the ground?

    Are they being cute or natural or just giving away blood? Xiaobian specifically asked for military fans to ask about the optical camouflage is no shadow, how can the Ubisoft production team make such a serious mistake?

    Four. Game music

    If the graphics are largely representative of the quality of the game, then the music and sound effects of a game may directly reflect the seriousness of the production team and affect how much players enjoy the game.

    Upon entering Ghost Recon 4: The music produced by Hybrid seems to fit the name of the game very well. In the first few levels, the alarm cannot be triggered, so the sound effect of the surrounding environment has to emit a dog bark from time to time to contrast the movement with the silence, highlighting the feeling of the team of four cooperating to instantly destroy the enemy's combat effectiveness. At every moment, the player feels like a ghost warrior in the heart of the enemy, and the background music is choppy, like a piano piece, and the purpose of playing this song is the ghost squad.

    As the most important combat sound in the shooting game, the game performance is also quite good. All are real gun records, such as the sound of bullets being loaded, the sound of iron barrels being hit, and even the sound of gravel peeling off the wall are so real, especially when the player controls the machine gun in the helicopter, the impact of the bullet hitting the enemy plane is very real.

    The dialogue between the Ghost team members is punctuated by radio noise, which makes the whole film feel futuristic.

    Five. Game operation

    Different from the "gun gun" mode of "Ghost Recon 3: Peak Soldier", "Ghost Recon 4: Future Soldier" is more inclined to the "sneak + force combat" flow choreography.

    Thus, it can be said that the theme of the previous game was "special operations inside a neighboring country (Mexico) with limited support", while the current game is "isolated special operations teams with high-tech equipment to carry out surgical precision strikes in the heart of the Empire far from the United States."

    Therefore, the game puts more emphasis on high-tech fast-paced combat, adding new modes of operation such as sprints, lateral flash, fast cover switching, enemy marking/execution, and gun Master. Three shooting modes (right right focus, middle key, first person mechanical aiming) allow players to experience a more exciting and exciting combat atmosphere in a full-fire melee scene.

    Before the start of each mission, you can enter the Gunsmith system, select an individual weapon as the object of transformation in the Gunsmith interface, and then the gun will be split into different components such as barrel, air deflator, sight, fender, gun, recharging spring, firing machine, stock, magazine, promotion, fire cap, magazine, etc.

    Players can combine according to the task requirements of each level and their own tactics (weapon accessories in the game need to be unlocked as the level and tactical challenges are completed), the game includes 52 new types of guns that have been used by the United States and Russia, each with more than 48 kinds of modified parts, a total of more than 20 million weapon combinations can be created. After clearing the customs, you can directly change from a puppet fan to a real military residence.

    As the game progresses, the F key can throw sonar grenades to mark the surrounding enemies that can't be seen by the naked eye, the shift key can quickly switch cover, and the thermal imager can secretly sneak in, allowing the Ghost team to hide in invisible optical camouflage.

    Instant kills similar to Splinter Cell 5's "Mark/Execute" system (physical attacks in which players indicate targets and attack priorities for teammates, kill them after giving the order, and touch enemy soldiers behind them), as well as ground-to-air reconnaissance aircraft to check enemy positions and numbers. An entire science fiction movie prop fair

    However, there are some inconvenient operations in the game, such as the menu can not be called out in the game, the basic setting button, the adjustment screen must exit the level to set, exit the game to read for a while, and so on.

    Game style and system

    "Ghost Recon 4: Future Soldier" production team seems to want to make the game into a near-future sci-fi theme of the Call of Duty movie nature of the game, but Ubisoft will always depict a beautiful sky garden but can not fill the full content.

    The pattern of a first-class blockbuster is actually the effect of a third-rate movie. Just to say that the plot planning, movie cutscenes and game pacing are still comparable to the Call of Duty series.

    However, the single player mode is sincere in addition to the plot, different from the Call of Duty series of brainless battle mode, enough to have more than 10 hours of linear game time, and the cooperation between 3 teammates, etc., so that the game is full of endurance.

    The guerrilla warfare mode is similar to the survival mode, there are 50 waves of enemies, each wave will be supported by weapons, but the single-player guerrilla warfare mode is more difficult, the mode limits the player's activity area, often easy to ignore one or the other.

    Vii. Conclusion

    "Ghost Recon 4: Future Warrior" in today's mindless shooting game field makes people feel bright, especially the science fiction genre under the diving element let players once they get started.

    However, this game also has a lot of flaws, simple game ICONS, not very satisfactory picture details, unfriendly optimization, more complex operations, and then is not very colorful game plot and funny character face modeling, but these can not cover up the excellent overall quality of this game.

    If you're looking for a shooter with elegant rhythmic rendering and AI teammates, then Ghost Recon 4: Future Warrior is definitely for you.

    Text and text: games website Literature Group -- Egg-roll Cat Literature Guide: Half-Demon Lich

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