Breakpoint PvP changes "make sure that it does have a pace"
PvP game director Bogdan Bridinel talked to us about the tweaks with Ghost War, which is coming at launch this time.
Ubisoft invited us to sample a lot of Ghost Recon: Breakpoint at a preview event not too long ago, during which time we played enough for an extensive preview, but recently we also talked with PvP game director Bogdan Bridinel, since Ghost War is actually coming to the game at launch this time around, as opposed to arriving late as it did with Wildlands.
"We really do think it's important, and we think that by getting it out late in Wildlands it had fewer people trying it," he said. "That's why this time we really wanted to be there from the beginning."
"There are a lot of new things. First of all, the thing that we saw in Wildlands was that people really, really loved their freedom of choice and of customising things, so we decided we want to let them do what they want. So they can use whatever weapon they want with whatever class, whatever attachments."
"Another thing is that now PvP and PvE are completely integrated in terms of progression. You are not two different people - you are the same character, you have the same progression, the same unlocks, and even in PvP you also get the same unlocks that you get in PvE."
He also talked about the changes within the matches as well, which are designed to tweak the flow of the experience:
"What happened in Wildlands is that sometimes the game could become a bit static, so we created these tools to make sure that it does have a pace. It's a tactical game, so people should be a little cautious, a little careful, but at the same time they have incentives to move, they have loot on the map that gives them useful tools. And also, if a match starts to feel like a stalemate, there is the shrinking combat zone."
For more on Ghost War check out our collection of gameplay videos showing how we got on in the PvP side of Breakpoint.
Did you play Ghost War in Wildlands?
