

Chief among those is the cover system, a vital element of any third-person shooter. Studded with flashbacks and double-dealing, the story unfolds like a well-executed spec-ops mission.īut basic aspects of the game obstruct whatever fun there is to be had.

Hooking up with a bunch of ex-Skell employees and indigenous Auroans, Nomad sets about disrupting Sentinel’s drone defence systems sufficiently to get a boat off the archipelago and return with a military force. Nomad discovers that Auroa is in the grip of a dictatorship enacted by a private military company called Sentinel. A US cargo ship anchored off the island has been bombed, so the Ghosts are tasked with finding out what happened. You play Nomad, a Ghost from the US military helicoptered in, with a squad of colleagues, to an archipelago called Auroa, owned by tech entrepreneur Jace Skell. Ghost Recon Breakpoint’s storyline eventually perks up, though, and the way in which it cleverly splits is pleasingly nonlinear.
