Multiplayer Review
Nic was so generous, being a veteran of a foreign war, to give his insight on how Ghost Recon: Future Soldier‘s single player stacks up as a quality title and holds true to it’s “realistic-arcade” shooter reputation. I, on the other hand, have zero experience in actual combat and have never fired, nor held a real firearm in my hands. So what do I do, I tell you how the multiplayer is! YAY!
Ghost Recon: Future Soldier is a cover to cover squad based shooter. Teams are broken into two squads of 4, left to hopefully work as one cohesive unit to accomplish objectives for each of the 4 game types GRFS offers. You choose between 3 specifically diverse classes of 2 factions to assist your squad in victory.
- Scout- This is your sniper/recon character. Unless you’re actually spotting people (RB on the control pad) don’t think you’re some Marine sniper and sit at the back of the base “picking” people off one by one. You are not helping or supporting the team, you are wasting space. Scout is a very important class, if you use him correctly.
- Engineer- The CQC/hacker. Engineer is by far the most useful teammate you can use. He can hack and spot enemy soldiers making him invaluable around objectives and bottlenecks.
- Rifleman- The grunt, the bread and butter, the support. The rifleman has more armor than the other two classes and has the option of using assault rifles or light machine guns. The covering fire from the LMG can be an invaluable tactic when capping objectives. After reaching lvl 50 with any character you’re rewarded 1 new class.
- Conflict- The most diverse and heads-up game type GRFS has to offer. Objectives are random and change after being completed or failed. Teams must coordinate together quickly because objectives can appear anywhere and subsequently benefit each team without warning.
- Decoy- Probably one of the strangest and most brilliant of the 4 types. In Decoy each team has 3 objectives, 1 “key” objective and 2 decoys. Not until the 1 “key” objective is completed will the faction be able to cap the final objective.
- Saboteur- You’re bread-and-butter central bomb then plant game type. When carrying the bomb you can use only a pistol, and planting the bomb is almost always a guaranteed win since there is no time to diffuse it…which is strange, but oh well.
- Siege- The “no respawn, take or defend the objective and it doesn’t matter because everyone just camps from cover anyways” game type. My least favorite, if you can’t tell.

“There’s two bulls standing on top of a mountain. The younger one says to the older one: “Hey pop, let’s say we run down there and fuck one of them cows”. The older one says: “No son. Lets walk down and fuck ‘em all” -Bob Hodges (Colors)
Burke
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