Post by mikeweeks2346 on Mar 9, 2017 23:50:46 GMT
After looking over some game play, reviews, and player comments, here's what strikes me the most about GRW:
First, ignore whether it's best played in COOP or solo player, but focus on the basic premise - that a team of highly trained Delta Force types (the Ghosts) are officially tasked to take down a group of bad guys in a large open-world environment.
IOW it's not some guy found by Dennis washed up on a beach is a gawd-forsaken island, or some dude who is simply attempting to return his Mom's ashes to her final resting spot ...
How is it that the Ghosts aren't equipped from the get-go with the necessary equipment and skills as well as the freedom to accomplish the stated mission in any way they deem appropriate, and how they go about it will impact what happens next? IOW, if you start at point A, and do something, that impacts the next step differently then if you decide to start at point B, and do something based on that starting point. Think of the re-playable options if you have the freedom of how to start off the game and each and every step impacts the next.
Apparently, if I understand it correctly, you have to level up (or collect something or other) to get better skills/weapons/attachments. Excuse me, how does that make sense given the premise of GRW? Shouldn't there be more of a focus on how to accomplish certain tasks, and not how do I learn how to use the parachute (for example).
I could see however the benefit of allowing some types of unique weapons that normally the Ghosts wouldn't show up with, be made available after doing something with-in the game.
So, it's not so much the game play mechanics itself that I'm struck by, but the very basic premise of the game itself which appears to be off.
Does the above appear accurate to others?