|
|
Thankfully the games design helps here, with only the semi illusion of freedom of movement with most levels being a reasonably tight series of corridors to traverse, with the odd invisible wall thrown in to corral the ghosts through the beautiful presented environments.
Your AI buddies will do a good job of keeping up the chatter, healing yourself and others (when directed) and finding the best vantage points to take out the targets you have designated on your command. Unfortunately they are not great at getting through some of the level architecture, I spent a frustrating amount of time on the third level waiting for and then reloading half a dozen times to coax some of my team past a certain wall, sheesh! These guys are supposed to be the elite.
Also, whilst we are on level design, at the beginning of each mission you can choose your Ghost’s kit, and again the hand-holding kicks in with a voice over suggesting the best weapon and gadget options for the gig. As the mission progresses however, time will move on, targets change and for a significant portion of the levels duration your kit is automatically chosen for you, this seems a strange design choice given the freedom of options given at each mission’s commencement.

Multiplayer is great fun, whilst you lose a significant amount of the strategic edge to the game, the dynamic map objectives, team based game-play and slow-mo kill-cams are a hoot. The brief period we spent online was rewarding and (apart from some annoying spawn-campers) generally glitch free. It is obvious much love was spent on TC:GRFC’s multiplayer modes and fans of the series should be willing to spend time here, there is also an enemy wave upon wave mode known as Gurerilla mode and lots of co-op options.
For those with a more tactical action bent, this latest Tom Clancy’s is well worth the pick-up, just be prepared for a number of single player glitches along the way, hopefully a patch will iron these out in the near future. Also expect extended periods of hand-holding and in-game direction as is the want of many complex modern day games.



















