I know this is a long read. You can find my condensed thoughts in the last paragraph.
I spent over 60 hours with Wildlands, my first ever Ghost Recon game and, apparently, a deviation in style from the franchise's past. After so many hours I gathered quite a few thoughts on it, so much so that I find it best to separate them in digestible chunks. And it just so happens that Wildlands provides perfectly divided categories by its very nature. This game frustrated, bored, puzzled and entertained me in almost equal measure, something that rarely happens. So it’s only logical I use these tags to deconstruct my feelings over it.
The frustrating
For the sake of brevity, I think it's best if I just list all the problems with this game in one full swing without expanding on them too much.
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Wildlands comes with a games-as-a-service coat of paint, painstakingly obvious everywhere from its HUD to its menus, from optional loot boxes to the squad team you're always with. This was to be expected and maybe it doesn't bother many people, but for those who, like me, focus on singleplayer exclusively, it can be quite annoying.
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Movement feels pretty clunky when turning sideways (think GTA except worse), in a way that sometimes it even makes it hard to do simple things like exit buildings or pick up items.
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The checkpoint spawns make little sense. You will often respawn far from your current mission, which sucks because of how much it eats away at your playtime.
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The difficulty imbalance in between missions is wild, perhaps the wildest I remember seeing in a game. Some difficulty spikes are so bizarre that I struggle to believe it wasn't brought up at some point during QA, and simply left unaddressed.
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Was the cover system an afterthought? Sometimes if works fine, sometimes it actually works as an extra enemy during combat.
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Inconsistency can also be found among your squamates’ AI. While sometimes they’re pretty decent, others they can be dumb as sand, continuously blowing your cover and making you detected.
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Speaking of detected, I dreaded every time I had to ‘do x, remain undetected’ missions and couldn't kill and/or use the drone. This was the case because the game doesn’t cater to logical, careful stealth gameplay when it comes to base infiltration.
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Body disappearance literally feels like a coin toss. You can't drag bodies, which would’ve made a lot sense and added a further strategic element. So to solve this, Ubisoft decided to go for the magical vanish approach. The problems is that, yet again, this was inconsistent: sometimes bodies would disappear almost immediately after being dropped, sometimes they’d linger and give you away. There was no way of knowing.
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Not being able to respec is a major bummer, especially because, for a tactical third-person military shooter, Wildlands (maybe due to its multiplayer skeleton) often pushes itself into RPG territory with its XP gains, levelling and skill system.
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Finally, the glitches. Your drone getting stuck in perpetuous scanning or becoming unusable, infinite enemy flurry, getting stuck between a wall and a side panel when riding a bike, mission conflicts. They're all there, and they all nag.
The repetitive
In 2017, Venture Beat published an article titled ‘Ghost Recon Wildlands could take forever to finish’.
Sometimes, it certainly felt like it.
This section is intimately associated with the one above. The game is big, long, and eventually tedious. And tediousness aside, one major hurdle this causes is that it is precisely because of its length that so many of its issues become evident. A considerably shorter runtime would’ve camouflaged a lot of it, but Wildlands takes the literal opposite approach. There is simply way too much stuff here, and even if I understand the need to fill up its massive world due to its scope and multiplayer focus, there is zero need to cramp it this much. Wildlands may be the poster child for all the major criticisms aimed at the so-called Ubisoft design. There is an insane collective amount of content distributed through main quests, side quests and collectibles, and as appealing as the game's initial impact is, it quickly loses its bite due to how much is thrown at you. There’s no denying the world is impressive, but its size, alongside the sheer volume of checklist-type activities, naturally brings with it a ton of asset recycling, map design issues, and an unshakable feeling of repetitiveness.
An example of all of this is clearly showcased throughout the main story: you have the main cartel boss, and to get to him you need to take out his sub-bosses. Yet in order to get to those, you need to take out the cartel heads in each of the four components (security, influence, production and smuggling). But to get to those, you first need to take out their lackeys. There are normally four per cartel head, each with their own string of 4-5 associated required missions before you can get to them. It’s a relentless in-your-face rinse and repeat system. And even though there’s some mission variety and you only need to take out two of the cartel branches to get to the head of the snake, the fact that there is so much of everything works wonders to remove the game's sense of charisma or originality. There’s no doubt in my mind that simply getting rid of all the filler content in favour of a more contained, focused experience would’ve turned Wildlands into a standout.
The puzzling
I’m still not sure what to make of Wildlands’ narrative purpose, to the point of sometimes asking myself if it even has one. Its stereotypical, cartoonish depiction of Bolivia - and South America by extension - aside, I wonder if there was true intent behind telling the story in the way it was told. I’ve read some opinions which claim there’s a glorification of the US patriotic military featured, but for the most part, I disagree. Perhaps it’s just wishful thinking on my end, but I actually felt the American aspect in the game was painted under a very nasty light by every one of its major characters, from the CIA handler and your squamates to its various government bodies and operatives. Wildlands doesn't exactly reach Spec Ops: The Line status when it comes to telling a military story in a different, out-of-the-ordinary way, but its tone feels distinct enough to warrant a mention. Between the cartel boss’s personal perspective and the ugliness of the other side, there are quite a few grey area instances here. However, these are often presented with such nuance that it makes me question whether this was actually by design. I choose to believe it was, and thus give Wildlands credit for it.
The fun
I prefer to end my critique of the game on a positive note, because my final impression of Wildlands was definitely a positive on, even amidst so many problems. And that’s because, at its best, this game is impressively immersive. From its understated melancholic soundtrack to the freedom you have when approaching most missions, there’s this alluring quality to it that keeps you coming back, even if the repetitive nature of its structure can make you weary. I already touched on this, but it’s worth restating how incredible and beautiful its massive open world looks and feels. Clearly, a lot of care and attention to detail was dedicated to it, and for all intents and purposes, Wildlands boasts a pretty faithful recreation of the breathtaking Bolivian topography, with vastly different, visually compelling areas - towns, mountains, jungle, desert, and so on.
Another aspect that kept me engaged through such a long playthrough was its gameplay pedigree. For the most part, Wildlands feels great to play. Combat, both in gunplay and feedback, is beyond solid, and the fact that enemies have different routes adds a welcome element of surprise and tension (one I wish more games would implement). The gadgets on offer are great, and the drone in particular absolutely kills it. It is a must for reconnaissance and distant stealth approaches, and alongside it, the sync shot option - where you use the drone or binoculars to tag enemies and get your squamates to take them out - is stellar, maybe even the most enjoyable mechanic in the entire game. Tied to this is the skill tree. Not all skills pack a punch, but there is certainly enough in there, both in variety and impact, to make the system very useful as a whole and cater to different play styles. The amount of vehicles you get to experiment with, all with their own distinct feel, is also laudable. You have a wide array of normal cars, luxury cars, SUVs, trucks, bikes, 4x4s, tanks, big and small helicopters (arguably the best means of locomotion), planes and boats to go about your business. You can drive through Bolivia’s terrains in any way you see fit. You can parachute into enemy bases. There’s is so much goodness here in the way of traversal that you almost welcome the vastness of the world as a result.
I’ll wrap up this section with the story. Wildlands’ narrative wouldn’t win any Oscars, but it is surprisingly decent for this type of title. El Sueño, the cartel’s main boss, is easily one of the best, most memorable villains I've encountered in the genre and one of the game’s highlights. This is especially impressed upon the player by the incredible voice acting and a glimpse into his internal dilemmas via attractive, well-presented cutscenes. There is also an unexpected amount of cohesive and reactive lore scattered throughout in the form of documents, audio logs and radio talkshows, which all help to make the world feel more believable, organic and fleshed out. I also appreciated the Hitman-type mission briefings, and there is one for every single boss, which added a bit of style and flavour. Although if I'm being honest, I could've done without the cringey attempts at humour that often came with those briefings.
Final thoughts
I wouldn’t consider myself a fan of tactical shooters, so I’m more than likely not the right person to say whether fans of the genre would appreciate Wildlands. But I can at least sum up my singleplayer experience with it: at its core, this is a fun game. It comes with a lot of repetitiveness and bloat, I don't appreciate its multiplayer vibe, and it has several problems that could've easily been avoided. It would've felt eons better had this been a more contained package. But despite that, Wildlands is still a great-feeling shooter with pretty cool gameplay and a visually wonderful world to explore. I wouldn’t call it a must-play, but I will say that there's almost certainly something here that you will enjoy if you do. 7/10