
Ghost Recon Breakpoint is a tactical third-person shooter set in a vast open world. You must survive, adapt, and fight a rogue spec ops faction, using stealth, strategy, and high-tech gear in solo or co-op.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Dutch, Japanese*, Korean, Portuguese - Brazil*, Russian* +4 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 623 reviews with recorded playtime.
Reviews
Themes across 622 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I think this game only holds up on the merit that you've played Wildlands and really wanted more a bit like that, even if it's worse. Here's my autopsy. [b](REVIEW CONTAINS SOME SPOILERS)[/b] [hr][/hr] [h3] The good: [/h3] Great graphics, better gunplay than Wildlands, better character and weapon appearance customisation. The prone camo mechanic is neat, and there are certain welcome improvements to the enemy AI as well, mainly when it comes to how they search for the player when alerted, such as fanning out and searching your last-known or approximate position after firing unsuppressed shots, or after escaping combat. [hr][/hr] [h3] The bad: [/h3] The world feels far less varied, alive, and interesting compared to Wildlands' Bolivia. There are a few different biomes but they don't really make any differences to the gameplay. The weather has some variance, but this too has no apparent impact on the gameplay, such as wet ground affecting mobility, rain/snow/fog reducing enemy visibility, or rain masking your footsteps. Many of the bases & locations also feel very samey, and enemies don't sleep at night like they did in Wildlands. There's also no civilian traffic, so the roads are pretty empty and the world feels a bit dead. Tangentially, and this might be more of a pet peeve but I want to mention it, there are many small landmarks with run-down, abandoned log huts with thatched roofs that the game describes as "ancient ruins". [i]These are structures made entirely out of biodegradable material on a small island with a pretty humid climate.[/i] An actually ancient wooden log hut wouldn't be recognisable as one. There's a chronic issue of encounters and AI behaviours feeling forced, unnatural, and un-immersive. There are intermittent helicopter & drone patrols that you often have to lay low from to avoid detection - I like this idea, but they always pass directly over the player's exact position, and are literally never seen otherwise. They are clearly summoned directly to the player on a timer, rather than roaming the map in a more dynamic way or following set patrol paths that the player can learn and plan around. Similarly, when travelling on-foot, you will constantly stumble across placed, stationary enemy groups (often repairing motorcycles) that just so happen to be directly in your path. Many animations are slow and frustrating. The animations themselves all look good, but it's clear this was the priority rather than making them [i]feel[/i] good. Far too many actions lock the player into a slow animation that prevents them from being able to shoot or act defensively in combat. The most egregious examples I can think of are: using a healing syringe, landing with a parachute, picking an item up [i](which is automatic and unprompted)[/i], and various objective interactions like hacking. Not only do the vast majority of animations have no apparent sense of urgency, but the syringe and parachute actions in particular each have several possible animations that are chosen at random, and some of them are longer than the others. So if you just get unlucky and RNG rolls a longer animation, you might be locked out of being able to defend yourself for longer than expected. Tonnes of random enemy voicelines are blurted in bases & outposts purely to tell the player about certain base features or enemies to look out for, and it's done so loudly and unconvincingly that you can practically hear them giving a camera a side-eye and a wink with every line. I literally mean stuff like [i]"Man, I sure am glad we have this big generator that powers all of our turrets, it really would suck if something happened to it! *wink*".[/i] If the idea was to give hints to reward players for paying attention, you failed - this is insufferable and patronisingly spelling out the obvious, and treating the player like they're stupid. Most of the vehicles all handle so badly and uncontrollably that most of the time they're simply not worth the frustration of using. Driving on the roads will invariably get you detected by the first patrol, checkpoint, or vehicle you pass because the enemies detect you near instantly, even if you're in one of their vehicles, and even through tinted windows. They even react with suspicion to the [i]engine noise[/i] alone. Going off-road may then sound like a logical solution but the terrain is so densely cluttered and uneven (the Lands are Wild, you could say), and the physics so janky, that it's only worth it if you desperately crave the feeling of being a pinball in a pachinko machine. [hr][/hr] [h3] The ugly: [/h3] [b]The game is just boring and unengaging.[/b] The story is short, weak, and often lacks a clear sense of pace, direction, urgency, or stakes. Many missions - main and side - include dialogue options that are completely arbitrary and meaningless, as they make no difference to the outcome of the [i]conversation[/i], let alone the mission. Nomad himself often comes across as a macho tough guy meat-head to the extent that it feels like parody (special shoutout to his [i]comically[/i] grumpy resting b***h face when resting at a bivouac), and there's so much USA-glazing underlying every beat that it's frankly alienating as a non-American player. [b]Many of the major characters are lacking meaningful characterising and thematic moments, and the game constantly fails to "show, don't tell".[/b] It's frankly heinous just how poorly Breakpoint handles and presents its story and characters. One glaring example would be Ilsa Herzog, who can be directly compared to Wildlands' Yuri & Polito. Ilsa, much like Y&P, is a notorious interrogator with a long track record for cruel and brutal acts of torture. This is hinted at in one cutscene, a couple of collectables, and some random enemy dialogue. When you track down and fight Y&P in Wildlands, it's in their dirty, bloody underground torture den, and they're mid-interrogation when you get to them. Ilsa, contrarily, is fought (and killed) very arbitrarily and anti-climactically in a brief [i]attack helicopter[/i] boss fight for some reason. [b]There is no universe where this was the logical, sensible, and/or most interesting or fitting conclusion.[/b] Her signature torture room can also be found earlier in the same mission: it's completely clean and sterile, and it only has a big chair, a big adjustable lamp, and a couple of cameras on tripods. It looks more like a porn set trying to emulate a dentists clinic. Another significant example of this lack of meaningful characterisation is the death of Maurice Fox near the end of the story. Nomad has a very sad and choked-up reaction (across two separate cutscenes, no less), but I as the player didn't share this at all, because up until this point, Fox has only been present in one mission near the beginning, and maybe two cutscenes [i]including[/i] the one he dies in. [b]Nomad's reactions to Fox's death literally had more screentime than he did![/b] Past the intro, Breakpoint seems deathly afraid of committing to anything that might have an actual impact on the player to elicit an actual emotional response and get them invested, and in the rare event that it does try, it's half-assed and it falls flat. This all alludes to the main overarching issue that really plagues Breakpoint - [b]considering it's the sequel for a game called Wildlands, it's ironically very tame.[/b] Besides the pretty vicious (and admittedly kind of awesome) melee kill animations, there's very little in Breakpoint's world or story that can be described as particularly dark or gritty, and there's very barely any iconic, impactful, or emotional (and by extension, memorable) moments. Maybe it's just more glaring after Wildlands' far more engaging world, story, events, and more prominent line-up of villains, but Breakpoint really does not feel like it's trying. It lacks sense, lacks heart, lacks balls, and it's afraid of getting its hands dirty.
The game crashes when a friendly npc uses their ability. The mission selection is a mess. Just stick to Wildlands.
依旧单机全程联网,依旧16个女脸模全部高级脸丑得我不得不选男角色玩,依旧连画面设置都能有bug,依旧跟现实时间走的点卡制经验加成逼你快点玩,所以依旧差评。 ======以上是正式游玩前的体验,以下是游玩后的====== 你在购买游戏的时候,你看着宣传页的无人车,蜂群,科技生产车间,是不是觉得好牛逼好先进,已经迫不及待的要进入游戏大肆体验一番了?是不是开始幻想自己左牵车右擎机,在敌人据点里横扫一切?洗洗睡吧。这些高科技玩意儿跟你屁关系都没有!对你来说它们分别只是一个硬一点的敌人、一个会飞的敌人、和一个你只能站旁边看看的场景。你仍然是那个拿着小手枪往那一蹲让小兵闲聊时唠一辈子的干涉他国内政的老鼠特工。 唯一一个和这些高科技有一点点关系的技工职业也只有一架弱智到爆的无人机,一架需要你即使已经暴露,正在跟敌人交火的时候仍然需要手动指定他才会飞出去杀人的弱智无人机。一架如果它杀完一个人之后即使正在交火但是你不立刻指定下一个人的话它还会像找你邀功一样飞回来等着你手动指定下一个敌人的弱智无人机。连隔壁全境特工小飞机一半的智能都没有,最后逼得我去玩潜行了。 唯一能说道的光学迷彩还是在主线故事之后的剧情才能解锁。也就是说要么你忍受剧情割裂提前拿光学迷彩,要么你老老实实按剧情走拿完光学迷彩也差不多该通关卸游戏了。 当然如果你只是想当一下战术嘉豪享受一段完美的潜行风味游戏体验的话那沉浸模式非常适合你,而且市面上完全没有竞品。 明明是23年的游戏玩起来却像19年的,然后查了下就是19年的,离开steam后在uplay首发售价标准版358、黄金版598、终极版718。噢对了,你能再表演一下那个吗?[spoiler]“我们离开STEAM是为了更好的价格选择” [/spoiler] ============ 通关了,报玩。 从头到尾没有任何惊喜,全程拿着个小手枪搁那蹲,荒野最起码还有个开定时炸弹车和最后民兵反水两个能让我稍微有点印象的场景,断点什么都没有,完完全全没有。然后他妈的宣传什么彩六队友什么特殊技能多牛逼多牛逼的,我让ash去破个门结果她说我得自己来。然后查了一下所谓“特殊技能”就是“交战时”且“面对敌方载具时”有“一定概率”发射榴弹。傻逼吧?
Good game once you turn the equipment gear level and all those ♥♥♥♥ off. The more realistic experience the better. No HUD, no helps and the game feels like a very tactical experience. Enemies in normal level are kind of dumb so it is good to play in an increased difficulty.
这是我玩过最傻逼的游戏没有之一,身为战术嘉豪的我都感觉这游戏就像唐氏综合征的白痴一样的牛逼。法兰西战术罐头游戏就像是他们总裁的老婆一样每一次都会忘记我的密码,就像每次被捉奸口口声声说不会了下次下次依旧会忘记
Oyun için de kıyafetlere takılabilen bayraklar arasında muz cumhuriyeti bayrağı varken Türk bayrağını koymayan ubisoft al oyununu başına çal. Oyunu yapan stüdyo bir çift sözüm var, ''Elimi değil, gövdemi sokmaya geldim. Elimi değil vücudumu ubisoftu ayağa kaldırmak için sokmaya geldim.''
Отличный тактический шутер в который не стыдно вложить пару десятков часов своего времени. Стим библиотека переполнена всякими прекрасными проэктами так почему я должен играть в некий лутер-шутер от Слопсофта? Что-ж, главным аргументом могу представить тот факт что игра вышла до того как половину состава разрабов которые трудятся над играми Тома Кленси (да и большинство работников в студии по всему миру) благополучно сократили aka. уволили, списали со счетов, вычеркнули на***й. В игре прекрасный открытый мир и куча активностей на лейт гейм. Те же рейды или задания фракции которые обновляются каждый день. Весёлый мультиплеер для четырёх человек в пачке. Теперь о сюжете. Завязка довольно простая, супер крутой солдат попадает на остров где обитают одичавшие дроны из-за злых людей которым война и геноцид что мать родная, так что наша изначальная цель меняется на ВЫЖИТЬ и обьединившись с скрывающимеся учёными гуру ИИ попытаться остановить это безумие. Сюжет, как по мне, очень слаб так как основная цель нам представленна (поконать одного недруга и все планы вместе с ним), но вот как к этой цели довести игрока видимо разработчики забыли придумать, поэтому мы скитаемся от региона к региону выполняя цепочки миссий каких-то людей часто задумываясь "а собственно чем я тут вообще занимаюсь". Ко всему что касается геймплейной части игры вопросов нет, - пушек много, гаджеты на любой вкус, снаряги столько что dress to impress в роблоксе может позавидывать. Есть только притензии к так называемому Иммерсив моду т.е. режим погружения. Он отключает прогрессию по уровням в игре, у ваших врагов не будет тел из резины и любое оружие будет убивать их одинаково быстро и это ПРЕКРАСНО! Вот только, не все противники в этой игре сделанны из плоти и крови, скорее из е**чих китайских микросхем, пушек, ракетных установок и армированных пластин. С маленькими дронами навального редко когда бывают проблемы, но вот когда на горизонте появляются Бехемы... ох парень удачи. Лично мне понадобилось около 30 часов геймплея что бы понять, что взрывчатка на них по большому счёту не работает, а только снимает пластины. По итогу, отбросив слабый сюжет и временами трудности от которых подгорает я все ещё намерен поставить этой игре 7/10 так как во многих местах игровые моменты и сложность можно полностью настроить под себя, даже те же шахеды и Бехемы могут быть полностью отключенны в настройках игрового процесса. Игра супер гибкая и её можно превратить именно в то, во что хотите играть вы.
Immersive Mode makes this game SO good. It reminds me a lot of MGS5: The Phantom Pain. Although the enemy AI in Breakpoint falls far short of Phantom Pain in terms of realistic behavior, it still makes for a good stealth experience. Max out to realism and difficulty settings and go solo for the ultimate challenge.
Прошли с другом Марюсом! Кайфанули! Тоже отличная часть! https://steamcommunity.com/sharedfiles/filedetails/?id=3458003552
eu joguei todos, TODOS, essa é a diferença de fã pra Fanboy
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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