The Observer

The student newspaper of Case Western Reserve University.

The Observer, March 30, 2007

Volume XXXIX, Issue 22

Ghost Recon: Advanced Warfighter fails to innovate, impress

The Xbox 360 has been advertised as a "next generation" experience since it launched in 2005, but it was not until the release of Tom Clancy's Ghost Recon: Advanced Warfighter (sometimes simply known as GRAW) that gamers understood what that marketing buzzword meant. Thanks to the huge cityscapes and your soldier's innovative cross-com technology, which allowed unprecedented control over troops and armored vehicles, the campaign felt incredibly immersive.

GRAW had a level of intensity that could not be achieved on less powerful consoles, and it was a huge step above previous Ghost Recon games. A sequel was inevitable, as this is a Tom Clancy series, but somehow Ubisoft was able to create a second GRAW in less than a year. As you'd probably suspect, GRAW 2 is very similar to its predecessor, but the more potent explosions and improved multiplayer will likely please diehard fans. However, are these extra bells and whistles enough for the rest of us to justify another $60 price tag?

If you're only looking for single player thrills, the answer to that question is a definitive no. This campaign seems to be half as long as the previous one, clocking in at around four hours. The battlefields are more diverse, and you'll have access to more firepower, but these improvements cannot compensate for such a short batch of missions.

As a supplement to the outstanding multiplayer modes, the single player portion of GRAW 2 holds up much better. The story directly follows the events of the first game, as a Mexican civil war has broken out and threatens the security of the United States. As Captain Scott Mitchell, you're tasked with stopping rebels who plan to detonate nuclear weapons on U.S. soil. The plot is typical for a Tom Clancy production, which is to say that it is completely forgettable. Regardless, the events here never get in the way of the tactical, urban combat for which the series is known. You'll once again have access to tanks, helicopters, ground troops, and even the UAV drone for reconnaissance. New to your arsenal are the MULE, a mobile, armored transport that feels like an afterthought, and jets, which are used to call down air strikes.

The resulting explosions are some of the many highlights in the spectacular presentation. Special effects, including realistic smoke and lighting, give the sense that you really are participating in a massive conflict. While the updated graphics are appreciated, I found myself wishing that some of the minor A.I. and cover issues had been addressed instead. Though you can now see through the eyes of your other soldiers thanks to the cross-cam, you never have direct control of their actions. Most of the time, this isn't an issue, but frustration sets in whenever you are pinned down by a sniper and your soldiers seem unwilling to hide. GRAW was one of the first games that made ducking behind cover an intuitive process, but the sequel should have attempted to incorporate the simpler mechanics of Gears of War or Rainbow Six: Vegas. Still, the core gameplay remains engaging, albeit very brief.

The vast array of cooperative and competitive modes on Xbox Live is what makes this slightly updated package worthwhile. Beyond the standard deathmatches, there are objective-based missions, survival matches, and a complete cooperative campaign. Clan support has now been included, and the game runs smoothly online even with fully detailed environments.

Even though I'd recommend GRAW 2 for anyone with an Xbox Live subscription, I cannot help but feel disappointed by the lack of innovation. The action here is not stale, but I hope Captain Mitchell is allowed a leave of absence for at leasta year s0 the developers can think up some truly original ideas.

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