Welcome to The TPS Report, home to video game blogs, mix sets and even the odd piece o' 3D art.

Broke arse student, freelance games reviewer and rambling obsessive that I am, I currently seek work in mags and web sites throughout the world. If you're in a position to make that happen - and like what you see around here - let me know. I've published work with the likes of IGN and Gaming Steve.

-Matt/Diggler

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Ghost Recon 2 - Co-Op Game of the Year?
Posted by Diggler - 1/12/2004 17:38

Click to enlarge
A far better looking game than its prequel, and it sounds amazing too
Released at a point in the year when Halo 2, Half-Life 2 and, ugh, Killzone are all dominating the first person headlines, many may have forgotten, or simply not even care about Ghost Recon 2's release. Unlike those games, it's just seemingly slipped in beneath the radar out of nowhere, but I must say it certainly benefits from the lack of hype of its peers. In terms of expectations, there really aren't many for this game, and as a result its slickness is gonna surprise an awful lot of people. The (most likely) more superior PC version isn't due out until next year, but in the meantime here's some thoughts on the Xbox incarnation.

The first Ghost Recon was a game I rather dug. It felt like a more vibrant and Hollywood-ised version of Operation Flashpoint - a slower paced and brutally realistic shooter, but one still reasonably accessible at the same time. In the end though, even its two expansion packs couldn't give it the same kind of longevity Flashpoint enjoyed.

History Not Repeating

You could argue that Recon 2 is technically just more of the same, but to do so sells it short. As well as reuse all the best assets of the first game, such as the realism, the wide open levels, and just the rock solid feel to the weaponry, it also reworks all the things that perhaps lacked slightly. It's way more impressive both graphically and sonically, controls feel more streamlined, there's Havok physics, and it has a much greater pick-up-and-play feel to it now, but without selling out on that unflinching realism.

It also defaults to a third person view this time, as opposed to the old first person style, and I must admit this had me worried before I tried the game out for myself. It actually works spectacularly well though, you now truly feel like you're a part of the gameworld, not some ominously floating camera. You can also switch back to the first person view at any time anyway, so its a mute point either way.

The group dynamic has also been reworked slightly. No longer can you control any of your squad at will, you simply control one man and have to give orders to the others, but the way these orders are handled is expertly done and incredibly simple to pull off.

While there's the fair share of standard long-range fire-fights that you'll be used to from the first game, GR2 ups the ante on occasion for a much more full-on in-your-face feel too. There's one particular level where you're repelling invaders under the cover of heavy-duty mortar fire that's utterly thrilling in fact...like some kind of demonic firework display from hell. While Call of Duty nailed down movie-like set pieces nicely, I feel GR2 masters the art of making you feel like you're actually in a real war. It's slower, true, but more dangerous, captivating, and even a little frightening.

I Hear Bells Ringing

Rather than detail the single player game too much though, a typical tale of thwarting nuclear warfare, it's the multiplayer portion that I'm here to talk about today. Recon 2 offers a brilliant online component to rival the very best of them you see, and in the crowded war game genre, that says an awful lot.

Click to enlarge
No mere gimmick, nightvision is pivotal to some of these missions
There's a wealth of different online modes bundled with the game, both free-for-all and team based, but it's the various co-op options which stand out. You can play everything from self-explanatory recon missions, to defence missions where you have to hold off invaders, as well as full-on assault missions where the entire enemy population has to be wiped out. Best of all though, you can play the majority of the single player game through with your mates as well, and the much more detailed and meandering tales that they afford. Rather than carry out one specific task, the higher powers tend to pop up on your radio with additional information and twists as the situation arises. The excessive length of these work in the games favour too - especially with no respawns - as you better be at the top of your game if you're all gonna come back alive 20 minutes from now.

Indeed, co-op isn't relegated to one or two players here. As well as split screen, you can setup a squad of up to 16 guys via LAN or Xbox Live, and man it truly shines. The kind of atmosphere you can conjure up in a large group is very much reminiscent of the flick Black Hawk Down I found, if not in setting then certainly in action and feel. The game not only allows it, but actually necessitates thinking and acting like a proper military unit.

Tales of War

In one instance our team of five was attempting to sneak into a village across a vast hill side, and truth be told, it wasn't the ideal route to attempt an attack thanks to all the wide open space surrounding us. Sure enough, the game punished us for that; a hail of enemy fire coming down on us from every direction. We immediately hit the ground and crawled over to a nearby rock formation that provided minor cover, at which point we started returning fire as best we could.

I made a pivotal mistake however. Instead of sticking with my team and coming up with a plan for our next move, I thought I'd be "clever". I took off up the hill to get a better view around, charging ahead without cover or backup. Needless to say, I died straight away. Just as I would have in real life.

Click to enlarge
Single player is okay, but it's online that the game really comes alive
My team mates learned from this and did the exact opposite. They stuck to their positions, each covered a different direction, and used a cunning mixture of short burst fire and grenades to eventually take the hill back before moving onto the village. That's why I love Recon 2 as a team game so much; one man just won't do it alone, you have to work together at all times, and that makes it so damn engrossing.

I had my own moments to shine too. Later on in a forest for instance, we were setup in and around a small cottage, taking fire from up ahead. My men took cover and tried to pick off any distant muzzle flashes as best they could, but in all the excitement we neglected to cover our flanks. I suddenly realised this and spun around to see a sneaky little enemy bastard tip-toeing up to our right...preparing to open fire on the team mate crouching next to me. I took careful aim, knowing time was of the essence, and dropped the guy with a single head shot. And just like that, I'd saved my buddy's life. I don't even think he realised it. But ya know what, it doesn't matter - that's just war for you.

One For the Onliners

As stated, there's a multitude of player vs. player options in Ghost Recon 2 as well, both of the team based and "last man standing" variety, and if that's your style then you won't be disappointed, but personally it's this utterly brilliant co-op mode which makes the game standout from the crowd. Being able to engage in a more heavily plotted and tactical mission is a lot more interesting to me than the often more simplistic respawning style we usually get in these online games. You get all the story and atmosphere of a single player level, but with the social interaction and teamwork of a multiplayer game.

That for me, is why co-op games will always rock my world. And boy, Ghost Recon 2 is right up there with the best of 'em.

(Pictures courtesy of Ghost Recon 2)

Untitled Document

The Polynomial. Like playing a rave

Untitled Document

Game
Fallout 3

Enjoying a fully modded out re-visit. Wow

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The Road

Pretty much due to the above

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Breaking Bad

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Tune
Explosions in the Sky

Easing the pain of living in a post-Friday Night Lights world

Untitled Document

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Matt Robinson, 2011

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