Ghost Recon Breakpoint Is An Infuriating Mess

I have never played a game as inconsistent as Ghost Recon Breakpoint. In its finest moments, when the stars align, it delivers stealth action on part with the best in the genre. When it falls apart, as it usually does, a tangled weave of glitches and half-baked systems reveal a game compromised by bland AAA design sensibilities and a ceaseless desire to churn out content at a breakneck pace.

Ghost Recon Wildlands was a disaster. The 2017 game’s expansive open world was dull and difficult to traverse, its jock-bantering AI companions grated on the nerves, the length never seem justified, and its caricatured cadre of Mexican villains weren’t just embarrassing but racist.

Breakpoint moves into the realm of speculative-fiction, shifting from a “what if” scenario about a real place to a poor man’s Metal Gear or Deus Ex on a fictional island. It’s narrative has more focus, its world map is more diverse, its villains are more charismatic, and its moment to moment gameplay is sleeker than before. These improvements come with their own shortcomings and mistakes. The end result is an improvement over Wildlands that nevertheless disappoints more than it impresses.

Ghost Recon Breakpoint is at its best when you’re taking lengthy hikes through thick forests and stealthily infiltrating bases full of elite soldiers. But, like Wildlands it ultimately crumbles apart into a heap of conflicting ideas. It is a loot-shooter where loot doesn’t matter, a game about technology that constantly confuses its message, and a survival mechanic-laden exploration game where you never struggle to survive. A lot of things are thrown against the wall, rarely sticking.

Ghost Recon Breakpoint

BACK OF THE BOX QUOTE:

War Hasn't Changed

TYPE OF GAME

Legendary Military Sim

LIKED

When the stealth works, gimme that Jon Bernthal, much better map than Wildlands

DISLIKED

Tacked on loot-shooter mechanics, meandering story.

DEVELOPER

Ubisoft Paris

PLATFORMS

PC (played), PlayStation 4, Xbox One.

RELEASE DATE

Out Now

PLAYED

Took down Walker in about 20 hours at gear score 130. Still a few spare missions left.

Here’s the thing: when Breakpoint works, it evokes the best moments of games like Metal Gear Solid V: The Phantom Pain. Kitted with the right mix of sniper rifles and personal defence weapons, a smart player can dispatch platoons of hapless guards and slink into fortified bases to interrogate commanders or hack computers for the latest intelligence.

These forays might unlock a lengthy series of investigations that bring them face to face with dangerous enemy operatives who, while too easily dispatched when discovered, tease the possibility of grander battles. Helicopter chases erupt into something terrible as strange automated tanks fire flak volleys upwards into crackling bursts.

Excursions through wind-swept fields turn grim as a surveillance drone swoops by and detects you before cover can be found. It summons a high-tech kill squad to chase you through the brush. All of these moments are incredible and hint at a game far more exciting than the complete package. But damn, if they’re not fantastic isolation.

Breakpoint abandons the gritty pretext of Wildlands imperialist geo-politics for a techno-thriller whose pitch is more exciting that the execution. After a tanker goes missing off the coast of a remote corporate island commune, the player and their squad of “Ghost” special forces are flown in to determine what happened. Arriving at the island of Auroa, they are shot down and left behind enemy lines.

The once-thriving liberatian paradise is now controlled by rogue paramilitary forces led by former Ghost Cole Walker, portrayed with slimy delight by Walking Dead actor Jon Bernthal. Walker and his allies have seized control of the island’s drone technology, with the aim of expanding outward and using it to quell conflict with grand displays of technological violence.

It’s up to the player and a few allies — including the scientists responsible — to thwart Walker. It is a far more compelling set up than Wildlands, offering a clear villain and personal stakes alongside cursory commentary about modern warfare. But it never commits and is lost amid the static of rote gameplay systems.

Pulling from Destiny 2 and its cousin The Division, Breakpoint models itself like a loot-shooter. Players have an overall gear score, which rises as they collect new items from fallen enemies or hidden caches. Weapons and armour come in tiers of rarity — cruddy grey, decent green, quality blue, rare purple, and legendary yellow — which often boast small bonuses such as reduced recoil or increased stamina. But unlike Destiny, were you might find a weapon with a unique history that you upgrade in order to have a constant companion at your side, Breakpoint’s loot is meant to be discarded as soon as you find something better.

This means that an assault on an enemy base might yield fresh body armour that you immediately replace halfway through with more body armour because some random schmuck dropped a slightly better version. Once, I killed a high ranking enemy and received their unique submachine gun, only to find that the shopkeeper in my base was already selling more powerful weapons when I returned from my mission. There’s never any time to develop a weapon preference or create a unique character build.

You grab loot, equip it if there’s a little green arrow indicating it’s better, and replace it as fast as possible. It’s not a grindy system — any excursion will upgrade your gear score from 5 to 10 points, depending on luck—but it is pointless. Loot is generic enough that players will not care about what they find, and perfunctory enough that raising your gear score rarely seems important. Breakpoint’s developers want the loot-shooter structure, the slowly rising power curve, without ever really committing to it.

Loot doesn’t matter, because Breakpoint is astoundingly easy on default difficulties and only marginally harder on higher settings. Almost every weapon can be silenced and equipped with powerful optics, leaving the player to gleefully sneak about and eliminate enemies at extreme ranges or even up close with a single shot. This is true in nearly all cases, regardless of the difference between the player’s level and the enemies’ own strength.

One time, I found myself on the hunt for a dangerous foe called Flycatcher, a sort of discount FOXHOUND operative who had a masterful command of engineering and an army of drones. After a long chain of interrogations and sleuthing, I located his base of operations. I snuck past the elite “Wolves,” Walker’s personally trained death squad. The sneak was exciting. Although I could kill with a single shot, the base layout was a mix of tight tunnels and drone-packed landing pads.

I was eventually detected and pulled into a firefight with powerful troops. After the fight was over, I resumed my push through the base and up to Flycatcher’s position. When we previously met, there was a cutscene as his drones chased me through hallways, gliding around like deadly predators. This time, with his drones somehow oblivious to my presence, I snuck into his command room and killed him with a shot to the back of the skull. So much for the mighty boss. So much for our much-teased final encounter.

Breakpoint does have some interesting ideas and exciting modes. Its campaign uses a largely non-linear structure that allows you to tackle any challenge, up to and including the final battle with Walker, whenever you want. There’s plenty to do and you can do it on your own terms. Wildlands gated content behind side missions, asking players to perform a variety of minor tasks in order to take on greater challenges. Breakpoint is open, letting players embark on whatever sort of experience they’d like.

That can mean treasure hunts, daily missions to destroy enemy supply lines, the somewhat generic but enjoyable story mode, tracking priority targets, or wandering for better gear. You are the centre of a wheel, with various spokes pointing out in disparate directions. It is often more over-the-top Just Cause than classically stealthy Ghost Recon. You can cut loose, track targets, grind out faction reputation. It’s in your hands, and the world is more exciting as a result.

Draped over all of this is Breakpoint’s most controversial feature: a robust suite of microtransactions that’s proven difficult to talk about given the immediate, inflamed response. This anger is justifiable — that so much of Breakpoint has been chipped and locked behind an instantly implemented store is a grim mark of what modern gaming has become — but the reality is that this monetisation structure is more egregious in its nonsensical existence more than anything else.

Much of this stems from a now-unavailable purchase that was never available during any point of my playtime: the ability to purchase ability-granting skill points. Alongside gear score, players slowly level up their character through experience points that contribute to a general level. Each time you level up, you gain skill points to spend on various passive buffs, drone abilities, and equippable boosters that grant bonuses such as increased accuracy at a distance or reload time.

Their continued inclusion would have upset the game’s already precarious balance. That they were considered at all is frustrating. What remains is a largely avoidable collection of purchasable crafting materials, vehicles and cosmetics that nevertheless grates with its very presence. While there was never a point that I felt compelled to buy anything nor was I made to engage with these systems the same way I might have been with Star Wars Battlefront 2’s odious loot boxes, Breakpoint is draped in a heavy cloth of currencies and unlockables.

Year after year, players receive a new Ubisoft open-world game. More recently, this comes hand in hand with a new shop meant to wring extra cash from consumers. Many will ignore it, others will not but it’s there, waiting for whoever it might snatch in its jaws.

Breakpoint’s gameplay is weighed down by extraneous systems, and the narrative similarly stumbles as it tries to juggle too many ideas. Breakpoint’s creators want to tell a story about the dangers of technology and the terrifying nature of unmanned drones but can never point the finger adequately. This is a game where rogue agents get their hands on deadly and impersonal weapons, where the player often needs to hide from overhead drones lest they call in destruction.

These weapons, Breakpoint shows, are something to fear. They are a power that can easily be subverted for evil. And yet, the player has access to a personal drone that can mark and instantly destroy targets and somehow nothing bad comes of that. Much of the story is focused on rescuing scientists so that they can mope about their creations while also working to subvert them and, ultimately, get them back into the right hands.

The game has no time for the idea that these weapons, at least in their basic forms, are a part of warfare today and that regardless of who has them they enact untold death upon not just enemies but civilians as well. Instead, it presents its weapons merely as tools. Science can get overly ambitious, yes. As Breakpoint protagonist Nomad says: “progress isn’t a zero-sum game.”

But in this particular case, what matters more is the user and not the weapon itself. s. Walker is a rogue agent, a mad outlier seizing innovative technology. The player is the loyal soldier, the good American, who will save the day. We don’t want drones to fall into the enemy’s hands. Better to keep them in our hands, where at least they will sometimes blow up the people we are aiming at. Let me just deploy my drone and tag the enemies for execution.

Thank goodness I upgraded my own tech enough; it would be horrible if anyone else had this power. This disconnect is frustrating because Breakpoint’s gameplay manages to imbue these weapons with gravitas. They are terrifying to behold and it is always horrible to feel the cold gaze of a recon drone hone on your position.

Gameplay systems speak, and their absence also speaks. That I benefit from the tools that I wish to rob my enemies of becomes a judgement on my them and not on the tools. What do my enemies slack? No weapons but discipline, loyalty, and the things that make a “good” soldier. More clearly: what is Ghost Recon saying? Well, nominally that the status quo is fine and that there’s “good” and “bad” applications of technological violence.

The story also falters in other areas. While Bernthal is a deeply watchable actor and Walker chews up every scene he’s in, he’s also a disposable villain. He needs to be, if you’re able to hunt him down whenever you want. As a result, while there are flashbacks that show off the player’s history with Walker and try to bring a more personal side to the story, it falls flat. Walker’s motivations are vague, his speeches empty, and whatever dangerous bite he is introduced with diminishes over the course of the campaign.

Breakpoint’s effort to create a compelling villain are commendable — I certainly paid attention when Walker was on screen — but its loose structure ultimately undermines the narrative. I was told that Walker was a “revolutionary” who “has a reason for being here,” but there’s little time devoted to those motives. It’s clear that Walker feels shackled by government bureaucracy. “We’ve chosen to become the warriors we were meant to be,” Walker says. What that means isn’t apparent until his last moments.

There are smaller narrative annoyances, too. Side characters lack Bernthal’s raw charisma, their individual quest arcs rarely coming to a compelling endpoint. There are times where I get a sense of who these characters are. The ousted corporate CEO Jace Skell seems disconnected until we learn he’s been funding research into a cure for someone’s cancer.

Fiery revolution Haruhi Ito struggles with her methods after a bomb’s collateral damage kills innocents. In other cases, it’s a jumble. Who is this AI specialist and why is she suddenly working with one of my scientist compatriots? Do I really care if one of my fellow Ghosts betrays me if we only had one scene prior to his heel-turn? It’s easy to lose track of the plot.

There’s lip service paid to high concept ideas including the bias of computer algorithms and anxieties about transhumanism, but these are deployed more often as buzzwords than ideas to explore. It doesn’t help that Breakpoint often confuses what these things mean. (Take a drink every time they’re actually talking about posthumanism instead of transhumanism. Take another when the term is used as a boogeyman without context.) Breakpoint’s creators want the game to be taken seriously, but doesn’t want to do its homework.

The more I played Breakpoint, the more frustrated I became. Breakpoint, for its momentary victories, it often feels superfluous and bland. Its tacked on loot rarity system is neither interesting nor robust enough to warrant inclusion. The story claws at ideas without grasping anything. Ubisoft’s structure of annualized releases, of constant open worlds and content, robs Breakpoint of any staying power.

Did I not just play another military loot-shooter when The Division 2 released in March earlier this year? Won’t I just sneak around more guards and evade more drones when Watch Dogs Legion releases next year? Wasn’t I silently taking out bases in Far Cry New Dawn in February? The answer is yes, but here I am slogging through a massive open world to find bursts of enjoyment in a game that’s in over its head.

I knew what I was in for and managed my expectations. Booting up Breakpoint, it was cliche and generic. For the first few hours, it was harmless enough until I resented it. I resented the idea of playing 20 to 30 hours of this bland sludge. I resented its dull military hooting and hollering. I groaned at another cosmetic packed store, another fresh way for someone to lose twenty bucks. It started slow, far too slow.

I didn’t care about Walker and I barely do now. I was supposed to trudge through his huge map, another world built by committee, until I faced off with this crew cut clown? Fuck that. I wanted no part of it. It was only after nearly 10 hours of playtime that things started to fall into place. As Breakpoint allowed me to wander from mission to mission and expanded my sneaking tools, things started to fall into place. Removed from the tacked on loot system and vapid skill trees, I found bright flashes of chewy stealth action.

Finding those moments doesn’t absolve Breakpoint of its many missteps. It’s not a redeeming enough fact to wash away the AAA triteness. Breakpoint is a game that feels meant to satisfy a company’s coverage of Q3 profits, a game with systems so blatant and unnecessary that they literally mean nothing within the game itself. Gear score is an arbitrary value. You can’t even call it a carrot on a stick. It’s all stick. There’s no point. It’s there because that’s what big games do now.

There’s a giant piece of raid content because you gotta have a big endgame for your years-running service games. Microtransactions are slapped one, with useless cosmetics and (initially) sneaky ways to power up your character because a one-time purchase is never enough these days. Bases, side-quest, daily reputation grinds, guns, guns, and more guns. Breakpoint embodies the corporate philosophies that I’ve come to loathe and which many players are rightfully sick of.

I have gone from ambivalence to anger to quiet acceptance with Breakpoint. There is so much that frustrates me, so much that drags down the experience into a muddled and forgettable thing. But every now and then I’ll dive into a snow filled ditch, covering myself in dirt as enemies walk within feet of me or hit a shot from 400 metres out and everything feels right. It’s a damn shame that Breakpoint seems religiously devoted to slapping together mismatched bit of modern game design into a mediocre patchwork. For all the clumsiness, there’s something here but it’s been watered down.


Comments

    Gear score does matter, you take more damage from enemies if they are a higher level than you, I fought a level 180 Behemoth at gear score 100 and got smashed I was in a group of four, now I'm 250 and solo that shit like a boss.

    Although the constant swapping of gear is a must to continually get higher level drops you can gain blueprints for all guns and craft them up too your current level (higher if you under 230 I think) I personally used the same two gun's from the beginning ( the Vector and the Scorpio)

    Later after completing class challenges I used the guns I unlocked from then on when they where 5-10 levels lower than my other gear I would craft again, so you can use the same weapons your comfortable with.

    Even though I hate the gear score mechanics in this game they are necessary for your survival in combat as well as damage felt (a level 10 gun does less damage than a 250 gun) even though headshots still kill regardless.

    As for Walkers motivations and character if you put the effort in you can track down journal entries that develop his character more, I hate this kind of story telling reminds me of the Grimoire card in Destiny you had to read (nobody got time for that)

    It's obvious that a lack of offline play is aimed at pushing micro transactions and even though it's fun too play the combat is about the only positive thing about it aside from the story and Bernthnal.

      P.S The whole Wildlands is "racist" thing is getting a bit tired, if that the take people want too have on it then that's fine but a whole lot of people don't.

      Except for the people of Bolivia, they have every right to be pissed.

        Apparently you can’t have Mexican drug cartels in a game because its “racist”. Despite Mexican drug cartels being amongst the most violent and problematic.

          Yeah I don't get how being Mexican is somehow racist.
          What they supposed to do, Mexicans with upperclass British accents wearing hipster clothes?!

            @rols
            It's a Trump thing, having a negative representation of Mexican's is currently racist, Rambo Last Blood is a prime example just look at the reviews.

          people complain about everything these days. they call it racist if they dont like it and cant find a real reason to complain about it.
          Its not really racist, thats just the poor excuse they use to get things banned, changed, whatever as they cant cry online.

          In real life they cry, online its racist. Thats how women get their way these days.

        Yeah It does my head in that she never explains why she thinks it was racist and why Sueno wasn't a real villain so the only thing we can take away from it is she just wants to be.

        I'm open to hearing why to see a different perspective but what little is said isn't even delivered as opinion, it just is cuz it is apparently.

    Strongly disagree. Wildlands was not a disaster.
    It may have been a bit grindy at times, but I had a ton of fun with it.
    And racist? Well that's a load of shit right there.

      im stuck in wildlands currently. the story mission where you stealth through the enemy base to steal the helicopter with the nuke onboard.
      I can stealth no problems, steal the helicopter, fly through the canyon then when it says they are going to attack it takes 1 rocket and my helicopter blows up. there is usually 4 helicopters around and i have no chance.
      am i missing something? how do you kill the other helicopters like the mission says with the slow sluggish movements of the helicopter?
      takes long enough to get to then do that mission and there is no checkpoint, you are forced to do it from the base again. the stealth part is fine but getting sick and tired of repeating myself over and over coz i cant escape the helicopter part at the end.
      So yea, wildlands is a mess when stupid missions like this are in the story and cant progress until i find a way to cheat and pass this stupid mission.

        Is that the one where you have to fly it through the canyon staying at a low altitude?
        Yeah the checkpoints in that kinda suck.
        All I can tell you is when you engage tell your squad to assault to provide a bit of cover fire, focus your efforts first on the big rocket firing helicopters, and then the smaller ones. Be careful to line up your shots - and evade, evade, evade!
        once you drop them, speed your ass to the drop off point not too far from you and whatever UNIDAD squads chasing you will stop.
        Don't give up

        The checkpoints can be so infuriating, tried landing the copter, not engaging and wait for heat to die down?

    I just don't understand the assertion that Walker is a better villain than El Sueno.

    Sueno was a better villain than Walker from everything I've played in the last few weeks, because he was PRESENT. You actually got to fucking hear from him. In plentiful, prolific vignettes, in audio logs, in missives, radio show appearances, intercepted comms, in getting a couple phone calls. Every new area you explored, you got a clip from Sueno fleshing out how his henchman was running things, from his perspective. Every henchman you take down, you get more of his reflections on his fall. He was charismatic, he was a bogeyman you heard the grunts talking about, he was discussed on the radio, he was THERE.

    And better, every story, every interaction reinforces his legend, reveals more of his motives, shows us what he's thinking and at least paints more detail into his cardboard cut-out justifications. He's actually kind of impressive. There's aspects of his discipline and his code that are worthy of respect.

    Walker? Walker has turned up in three cut-scenes for me so far, and I've already maxed my level and could have turned up and killed him but figured I should probably do the story 'properly' first. I've been playing a couple hours every day. He's absentee. He's not a good villain because he's not even fucking THERE. Not even recorded dialogue vignettes like El Sueno got, presumably because Bernthal costs a lot more per word than Sueno's voice actor did. He gets text, not voice. And nothing about his motives yet, whatsoever. By all reports, we don't get that until he's dead, and the collectibles that reveal it are unlocked for access. We know nothing of his code, just some text notes from side-characters blaming him for derailing their utopian ideals.

    The ONLY thing that Walker does that Sueno doesn't (so far) is interact with the player character in the cut-scenes he bothered to show up for. That does NOT make up for the fact that after literally weeks of completing missions, he's turned up for three voiced cut-scenes, one of which was a flash-back.

    That's not a good villain. That's a bad villain.

    I've yet to see one solid argument for how Walker is better than Sueno, not because I disagree with the arguments put forward, but because NONE are put forward. It's simply asserted as a self-evident fact that needs no explanation.

      Sueno is Mexican and it's racist too call him a villain.
      Walker is a white male and therefore biologically evil.
      I think that's the justification.

      One thing I'd like to know is if you kill Walker early how does it change the story, there are scenes he appears in that are story related but if he is already dead I'd like to know if it changes things.

        I haven't even seen THAT argument put forward. I've seen no argument. There's none being made. Just unjustified assertions.

        Anyway...

        Yeah, I was thinking about alternate cutscenes when I was in the mission where you...
        rescue Skell. Walker turns up and starts firing at you and Skell while you make your escape.

        I'm kiiiiind of glad I'm saving Walker for last, so that he can potentially turn up and have actual interactions through the story, but I'm also probably going to do another run after I've finished everything where I just straight kill him off the bat and see what happens in scenes like that.

          I'm just being flippant.

          Same, will try another playthrough unless I can find it online also wondering if Hill Still turns up as well.

        Sueno is actually humanized as well, despite his evil cruel nature the game actually paints him as kind of complex, which I didn't expect!

    ive had problems with both games but Wildlands has been around long enough to fix the bugs, breakpoint is new and got bugs. wait for a few updates to fix it properly.
    The worst ive found is the aiming. There is no way to invert helicopter aiming so everytime I try to aim up im going down. when i get out of the helicopter I now dont have a clue which is up as now its back to normal (for me) but I've just flown the helicopter for 2 mins and now my aiming is inverted again.
    Then I lie down prone and for some reason aiming is inverted for a second then back to normal.
    Thats a huge bug for me. They really need to add an helicopter aiming option as its not there. Wildlands did and they fixed it.
    There are also game breaking bugs. Yesterday I was flying the helicopter and it hit an invisible wall and crashed. Took about 20 seconds to slide down the invisible wall and I couldn't exit the broken helicopter till it hit the ground. As it was slow it didnt kill me.
    Did it twice more until I closed the game and loaded it up again then it was all fine.
    That's the XboxOneX version of the game.

    Ive also had the stupid servers kick me for no reason then refuse to let me back on. I HATE the forced online for singleplayer games (HEAR ME HITMAN 1+2)
    The forcing online for singleplayer is stupid. There is no good reason for this, just ruins the game and limits me playing the game I paid for. Makes me want to not buy the next game in the series. Same as (Episodic releases. wait and release it when its finished, its better for everyone)

    I find Breakpoint good except for aiming bug and missing options. I completely ignore the microtransactions and I will never buy them. The more they push the more I refuse and the less chance I buy the next game.
    I think the graphics are excellent, the gameplay is ok, as long as your stronger than your enemies, and the fewer enemies the less bugs. more enemies equals lower framerates, more bugs, harder gameplay.

      Yeah a lot of the bugs will eventually be fixed which is why I can ignore them for the most part, they can be annoying though.

      I've got one that keeps happening where the sensor launcher bugs and I can shoot or do anything but run around, I have too slide down a hill or leap of a edge too fix it.

      Quality improvements would be great too no idea why there is no scrap all or sell all option, at least mark multiple items, it becomes real tedious selling or breaking down 200 items.

      Another one I'd like to see is setting a default vehicle at the bivouac when you fast travel, would save time when exploring.

    This website is an infuriating mess, for an entity so opposed to capitalism the poorly optimized layer of ads prevented my login to post this comment, finding the comments section is also very difficult.

    Disagree with this review. Breakpoint is the worst game I've played in 2019 easily, the devs clearly gave up and there is obvious copy and paste across the dead bland map. However, comparing it to Wildlands, and how supposedly bad that game is, is borderline offensive.

    Wildlands is fantastic, I am saying this having never played it until Breakpoint broke me. I picked up Wildlands for $10 recently and it has exceeded my expectations in every way. Avoiding the grind of Ubisoft collect-a-thon on map, I've just naturally chosen to secure major intel, picking up icons on the way, and not out of the way. This has resulted in a smoother non-story narrative, backed by my very competent computer squad (have customized each too) enabling stealth, strategy and reacting when it all goes pear-shaped, they also provide interesting banter and bring some life to the game; never slagging off Bolivia or its people, who are represented as not just Cartel stereotypes. The collectibles inform you of cultural and location-based information, the world has been wonderfully crafted and not really copy-pasted. The horrors and violence of the Cartel itself is downplayed in this game, the reality is far worse.

    The game is not racist, bad guys are bad, good guys are good, race doesn't come into it, the game doesn't make a point of stereotyping South Americans at any point. The cartel heads are introduced with some very stylish and interesting videos, far more so than the PS3 era stilted lifeless cardboard cutouts in Breakpoint (minus the very detailed Jon Bernthal). The story is always present, the game has feeling and purpose, unlike the dreadful nothing black hole of soullessness that is Breakpoint.

    The fact Breakpoint doesn't have a squad is criminal, antithesis to what Ghost Recon is, but there is so many other things that Breakpoint has done from a design point that make it feel Iike an older (and inferior) game; the menu traversal is disgusting, the mission tracking is a mess with no clear mainline narrative, the gear score is pointless (other than bullet sponge drones and mechs) and the blueprint system is less rewarding and more a grind than the intel/upgrade mechanics from Wildlands. The game is not fun, Wildlands is often fun, I highly recommend anyone disappointed by Breakpoint to give Wildlands a go (or another go).

      Pretty much agree with all of this. Still loving Wildlands and quite disappointed with BreakPoint.

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