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More commonly in later stages, you find yourself in forced firefights, with enemies alerted to your presence long before you arrive on the stage. Finally, you have different vision modes that can give you the jump on enemies in low visibility, or other such tricky situations. These are also EMP Grenades, to disable vehicles and other electrical items, flash bangs and smoke grenades. Similar to the main capability is the Sensor Grenade, which you can throw and have relay information about enemy placements to you. It has the ability to transform into an invisible land-based drone capable of deploying a shock wave to temporarily disorient foes. This is a small quad rotor device that you launch into the air and pilot around the immediate area to inform yourself of enemy positions and also to mark out targets in advance.
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Without doubt, the most useful of these is the drone. The stealth is backed up by a number of gadgets that you can use to gather intelligence and fluster your enemies. It’s an incredibly useful mechanic, but the only real hint of micromanagement that, I feel, would have elevated the game to a higher standard. The response is instantaneous, and time will slow for a few seconds to allow for follow up shots if there are any others that need to be dispatched.
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All you have to do is mark out the enemies that need to be taken out, get one within your sights if need be, and call the order to fire. Alone, this would be impossible but the AI for your squad mates has clearly been designed for this task. This means moving while remaining hidden (made all the easier by the assistance of Optical Camouflage which renders you almost completely invisible when crouching or lying prone), and taking out enemies in a specific pattern. Most prevalent in the early stages, perhaps to set the rules for the game that it is to follow, you are often tasked with infiltrating enemy outposts without raising the alarm. In spite of this, the game isn’t afraid to force you down certain paths, but it is absolutely better for doing so, birthing diversity in the process. It is a trait that is to be admired in this age of heavily directed, “cinematic” offerings. Surprisingly, each of these different aspects has been crafted with the same level of care making for a balanced gameplay experience that, as often as not, puts you firmly in control of the way that you progress through the game.
At its core, this is a third-person shooter with squad elements, but it deviates from this well-worn path by offering the option of stealth at almost every turn as well as a nice range of gadgets to augment your skills. Striving to present an authentic near-future experience, it sticks quite close to typical video game convention in its design. The development teams at Ubisoft Red Storm, Paris and Bucharest have tapped into this collective mentality, offering an insight into a possible future of warfare with the recent Tom Clancy’s Ghost Recon Future Soldier. Will there be a turn for the better, or one for the worse? Will we find enlightenment going forward or just destruction? There is something very attractive in speculating about the future. Individuals and society as a whole can never know what the future will hold.