Ghost Recon: Advance Warfighter
Just when I’d almost convinced myself that I didn’t enjoy tactical shooters, GRAW arrives for the 360. The core mechanics of the game are almost perfect, and moving about, taking cover, aiming, and shooting, just feels right. The default over-the shoulder third-person view, combined with the fluid, responsive controls and amazingly lifelike animations, make for one of the most engaging game experiences I’ve had in a while. At its most basic levels, GRAW is about as slick as games get.
The single-player campaign isn’t without its flaws, though. The AI is lackluster, the squad command interface is dumbed-down, and the combat scenarios are often ridiculously implausible. In some instances, highly scripted enemy placement and spawning reduces the game to simple memorization and trial-and error tactics. And there are a few frustrating control issues, like the difficulties inherent in predicting grenade throw distance or climbing over certain low walls or obstacles.
Yet what GRAW sometimes lacks in believability and ease of play it makes up for in sheer presentation and polish. Even though its lifeless streets seem more like movie sets than actual places, its depictions of smoggy, sun-baked Mexico City are stunning. I honestly didn’t think that next-gen games would look this good, at least not this close to launch. When you consider that GRAW is a first-year release, it’s pretty exciting to consider what the next few years have in store.
GRAW’s single-player campaign took me twelve hours to complete on normal difficulty. The story was good, but the ending was disappointingly anti-climactic. I doubt I’ll play it again. I will, however, be playing its robust, endlessly configurable multiplayer component for a very long time–at least as long as I have friends willing to play. It’s got almost all the strengths of the singleplayer game, and almost none of the weaknesses.