Ghost Recon Future Soldier – A Detailed Look at Competitive Multiplayer

Share this:

Our last Ghost Recon Future Soldier preview took a look at the the newly introduced Guerilla Mode and detailed a number of features included in the Ghost Recon Network. Now, Red Storm Entertainment gives up the goods when it comes to what many Ghosts have been waiting for: Competitive multiplayer details.

If you haven’t yet, make sure to check out the latest multiplayer gameplay trailer from Ubisoft!

Tommy Jacob, Creative Director of Ghost Recon Future Soldier’s Multiplayer, explained to Mr. Sark of Machinima how GRFS’s multiplayer will differentiate itself from other shooters on the market.

All of our game types are objective driven. So, our goal coming into the project was we wanted the players to feel that value in their squad, we wanted the teammates to provide an obvious value on the battlefield. So, because of the fact that we reward the teams that play together – we reward though XP, through the score and just through the win of the match base on how objectives are completed – we found that that drives even the self proclaimed lone wolf of lone wolf players to play with their squad, to play in the intel loop, to help provide cover when taking objectives. So that was a big goal for us to get players playing together.

Jacob then went on to detail the various game types available in GRFS.

Conflict: Objective-based team deathmatch.

Decoy: Attacking team must secure three objectives, 2 of which are decoys. Upon discovering the true objective, a last and final demolition objective will be revealed.

Saboteur: A bomb located at the center of the map must be acquired and brought to the opposing bomb site, typically located near the enemy’s spawn, and must then be detonated. This is essentially a reverse tug-of-war between the two opposing teams.

Seige: Based on the classic Ghost Recon game mode, Blind Seige, but less “blind” due to the Intel Loop feature included in GRFS. Attacking team must capture the defenders objective while the defenders must protect it to the death. No respawns.

In total, 10 maps will be available while each game mode will be playable across all 10 maps.

Gun Smith will inlcude 52 weapons with roughly 48 attachments with the majority of each modification being functional, meaning it will have some sort of effect on the gameplay. This should make for quite a number of combinations and should let players really customized their weapons to their preferred play style.

One aspect to weapon balance described was control vs. maneuverability. Certain attachments will force a player to sacrifice control for maneuverability and vice versa. This means that a player focusing on maneuverability will recover accuracy quicker after moving around while adding more attachments will contribute to the control you have with your weapon.

There will not be enough unlock points to unlock every weapon and attachment in a playthrough, but points can be re-spent by using re-spec tokens awarded once at the beginning of a play through and once more upon reaching level 50. All attachments and weapons can be first tested in a firing range before purchasing.

When asked why the team behind the Ghost Recon franchise decided to adopt and stick with 3rd-person gameplay, Jacob answered, “one of the advantages of playing in the 3rd person is you gain that sense of the location of the team around you and, in a sense of danger, if you see those bullet richots at your feet, you get a much more quicker sense of direction in 3rd person.”

The Confidence system allows player to capture objectives quicker as more team members are present in the capture radius. Currently, there are three levels of confidence. 3 players can capture an objective quicker than 2 and 2 quicker than 1. Additionally, the Engineer class will have the ability to account for 2 levels thanks to specific equipment exclusive to that class.

Private matches will be present in GRFS with an entire squad system set up as well. Private matches will also allow players to unlock all weapons right off the bat as well as let players set up asymmetrical matches. For example, a squad of 4 could test their wits against an enemy team of 8. Jacob explained that the Squad system is more of more of a clan-type system while Fire Teams are the in-game sub-teams. Communications and intel benefits will contribute to the entire team while certain functions, like spawning, are limited to Fire Teams.

Make sure to catch up on the latest Ghost Recon Future Soldier Beta details right here.

Which Ghost Recon Future Soldier multiplayer mode are you going to be checking out first? Let us know in the comments below and make sure to follow MP1st on Twitter and Facebook for more on Ghost Recon Future Soldier.