Taken at face value, Ghost Recon Breakpoint has been assembled from all the pieces it needs to be a success. And that’s its biggest problem. Ubisoft’s entire open-world playbook has been dumped in, alongside many of the games-as-service elements you’d expect to find in a game you’re intended to play for a long time. There are just too many ideas crammed in without a reason to exist and too many annoying bugs and glitches to get a consistent feel for what Breakpoint is aiming to be. It contradicts its good first impression with its reliance on an all-too-familiar shoot-and-loot formula and a collect-a-thon that wears out its welcome before the end.
Part of the lack of undeniably fun moments is due to the fact that I feel like I’ve played this game already, several times over. If you’re familiar with Ubisoft’s many open-world series you have an idea of what to expect here: you’ll take color-coded missions running from story-pushing main objectives, non-vital but still involved side quests, faction missions to please the various stakeholders on the island, and a number of collectible missions to find blueprints or upgrade parts. There’s so much of it that the impressively large island-chain setting Auroa looks like someone threw a handful of Skittles at a map and your job is to pick them up one at a time.