No weapons are exclusive to a class, so you can really take your character in any direction you see fit. What makes the classes unique - and really sets GRO apart - are abilities. However, no weapons are exclusive to a class, so you can really take your character in any direction you see fit. Each starts with the defining weapons you would expect: assault rifle, sniper rifle, and light machine gun, respectively. In GRO we simply shoot at the guys whose only crime was starting on the opposite side of the map.īefore you enter this inexplicable Ghost-on-Ghost grudge match, you select from one of three classes: Assault, Recon, and Specialist. As Valve proved with Team Fortress 2, a little narrative creativity can go a long way in giving straightforward PvP combat a little depth and meaning. It might sound silly, but I think one of developer Ubisoft Singapore's biggest missteps is not bothering to explain to us why Tom Clancy's Ghosts, a fictional elite special forces unit of the US Army, have suddenly taken up arms against each other in Ghost Recon Online.
If I had to pick between this and Ghost Recon: Future Soldier, I'd pick GRO in a heartbeat. When I do land on a balanced squad, GRO is a tight team- and class-based shooter that's free-to-play with no pay-to-win pitfalls.
Frustrating, right? That's my biggest qualm with GRO at this point, but it's likely only a temporary annoyance until people figure out how to play as a team. Think of it as an eight-man MMORPG raiding party without a healer or tank. Too often, my eight-man squad didn't have enough Assault or a single Specialist class soldier, meaning we didn't have access to critical abilities like Blitz, AEGIS-Shield, and EMP. Just because it's called Ghost Recon Online, doesn't mean you have to play as Recon, folks.