A year ago, it may have been hard to anticipate how stuffed with content Tom Clancy’s Ghost Recon Breakpoint would be.
Whether players grew attached to the game or not, its hard to deny that at launch, there was a lot to do. In addition to the previous episodic content drops, Breakpoint‘s expected and unexpected updates have rounded out Ubisoft’s initial promise of the Wildlands sequel.
Episode 3 won’t dunk players into the unknown. Rather, it’s another comforting slice of the third-person stealth and action that should be expected this deep into the game’s life.
Like previous episode drops, Year 1 Pass owners will be granted full access to the suite of content dropping for Episode 3. Most significant is the Red Patriot mission chain and the new Pathfinder character class.
Players who choose the Pathfinder class should expect a fairly different experience from the stealth-focused Echelon class released earlier this year. What makes the Pathfinder unique is its ability to control an Azrael Drone, one of the deadly flying units that Ghosts encounter across Auroa.
The Pathfinder’s “ultimate” special ability is the Armaros Interface, granting access to the Azrael. Unlike the base drone players have from the start of Breakpoint, the Azrael Drone is capable of stunning or killing ground units, scanning areas, or luring targets away.
By equipping the Azrael with an airstrike, the Pathfinder is capable of doing massive damage over a concentrated area. In hairy situations where heavy Sentinel artillery comes in, it’s a lifesaver and also a great tool to use to clear out one corner of a base while players and their AI teammates attempt to wipe out another section of an area.
In terms of team composition, the Pathfinder is going to be best implemented on the outskirts of a fight. Pathfinders have the “Scout Vision” passive skill which acts as a white hot version of thermal vision, providing even more contrast during the night. The “Wild Metabolism” perk allows ration effects to not only last longer but have stronger effects, meaning that mission prep takes on renewed importance for the class. The Pathfinder comes with a special tool called the Uplink Protocol that refills their skill gauge, translating to more frequent use of the Azrael.
The introduction of the Pathfinder also brings along a new element into the world with Tactical Caches. These new caches are items boxes that are covered in ghillie material, making them even harder to see. The Pathfinder has a passive skill which makes them easier to identify, which is helpful because they hold Uplink Protocols. Additionally, the Tactical Caches will house improved items like MK2 equipment, ammo, and cosmetic items.
Continuing the thread from previous episodes, Red Patriot’s story follows Sentinel leader Trey Stone, who has posed a continued threat since Breakpoint‘s vanilla campaign. Here, Stone is aligning himself with a Russian separatist group called the Bodarks to orchestrate an attack on the United States.
While players won’t come across familiar faces, the Red Legion storyline attempts to wrap up major threads from Breakpoint. In terms of how the game has handled story, there aren’t as many moments of spectacle as I would have like. But considering the structure of the game around multiple players, those cool moments aren’t the easiest to execute.
Instead, Red Patriot missions involve several night-based encounters that truly capitalize on the Echelon and Pathfinder classes introduced post-launch. There’s the standard format of exploring bases, searching for intel, and eliminating targets. Like many of the best moments in Breakpoint, these missions require skillful planning as players usually are required to scout out locations and post up for a period of time to wait for intel to come in.
What raised my eyebrows during Red Patriot were the moments where players were put on a time crunch. Whether it was completing an objective before a timer expired or rescuing civilians trapped to bombs, being spotted exacerbated problems for the final goal, especially if a target went on the run. Aside from the final standoff, my favorite mission moment was tracking down bodies and blood in thick snow, making for some rare environmental storytelling that Breakpoint usually tucks away for side content.
Episode 3 also comes at the same time as major updates to the game and various fixes meant to further improve its quality of life. There’s a new PvP map, more compatibility for weapon attachments, and tons of new items both cosmetic and for use in game.
I’ve written a lot about Tom Clancy’s Ghost Recon Breakpoint since before the game even launched, maybe the most I’ve written about any game. Will Chapter 3 and its content shove anyone who has so far managed to resist the game? I doubt it. But like every content drop I’ve covered since last October, it does not change the fact that I find Breakpoint to be a consistently fun game that is so easy to get lost in simply because of how thick of a game it is. And like every content drop before it, Red Patriot’s additions simply provide more options for experimentation that can be welcomed or ignored.
Players are given a wealth of gameplay options, open-ended mission structure, and ridiculous fun with friends or strangers. Ubisoft has continuously put more and more into Breakpoint in hopes of providing various avenues that players can get onto. The 100+ hours I’ve spent on and off in Auroa, taking on impossible odds and pulling off mile-long headshots have been thrilling. Will this momentum continue as a new console generation looms? It’s hard to say. But I definitely would not turn down a potential next-gen upgrade, especially if it brings this world to even crisper life. As players saw with Wildlands and a number of Ubisoft titles, the first year is usually just the beginning.