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GRAW2 Review
Chris Leyton
12/03/2007

It's more a case of GRAW 1.5, but that's probably enough reason to invest in Ubisoft's quick-fire sequel...
Making an explosive appearance on the Xbox 360 three months after launch, Ubisoft's Tom Clancy Ghost Recon Advanced Warfighter did much to ease some early anxiety over Microsoft's ability to usher in the next-generation. Marrying stylish and intense action with highly accomplished visuals and overall presentation, the initial furore behind GRAW did a lot to disguise its apparent long-term inadequacies.
In double-quick time, Ubisoft Paris has returned with a sequel that throws you straight back into the action. Reprising the role of the unequivocal Ghost Sgt Scott Mitchell, GRAW2 takes place immediately after the events of its predecessor. Following the same lines as last year's original, GRAW2 takes place over three days split into three acts, challenging Mitchell and the Ghosts to infiltrate the border town of Juarez and stop the threat of a nuclear attack on US turf.
Heart Pounding Action
Once again, Ubisoft Paris has effortlessly harnessed the Xbox 360 to create a heart pounding effort. The ferocity of the action from the original has only intensified in the twelve months since, whether it's hurtling yourself through a mortar assault or surviving gunship attacks from all fronts. Creating a strong sense of atmosphere was a key component of the original GRAW, and it's an area that features noticeable improvements in the sequel. Unlike the wavering flow of the original, the frenzied pace of GRAW2 remains unrelenting from start-to-finish. Gameplay wise it's the same mixture of leading squad assaults, defending positions, blowing things up, escort and rescue missions, with one or two surprises along the way. The lack of any major advances to mission objectives and the primary challenge of the game is a little disappointing, with the only notable introduction challenging a wounded Mitchell to go old-school and escape without his helmet and the support of a Cross-Com 2.0 HUD.
Although Cross-Com 2.0 initially smacks of the desperate "New Feature" material to be added as a bullet-point on the back of the box, the advancement to the Integrated Warfighter System has quite an impact later in the game. Providing full-screen footage from the targeted Ghost at the touch of a bumper button, the introduction opens up an additional means of controlling the squad members' position relative to their own and the means to work more precisely and effectively away from Mitchell. Further still, it allows you to take direct control and gain extra precision on initial recon with the UAV drone; transport equipment with the MULE across the battlefield or admire the view from the missile bay of the jet fighters that occasionally come into play.
Utilising the same interface as before, GRAW2 provides a thoroughly intuitive system that is rarely a barrier to enjoying the action and performing the most meticulously devised plans. The AI of the Ghosts goes along way to ensuring that squad management is accessible and you don't have to concern yourself overly if you'd rather just stack up the body count, whilst the Attack/Recon states and general positioning commands, provide the framework to launch surprise attacks or quickly defend against one. That said, the game's quick turnaround is evident in a number of glitches that appeared occasionally in the main game, particularly one that wedges the Ghosts into walls and unable to move. The AI of the opposition seems a little more developed then in the original, diving for cover, working for the tactical advantage; as a result, combat (the sole component of the gameplay) feels dramatic, strategic, engaging, and less prone to pop-up-and-shoot tactics of the original.
Is That It?
Despite the demand and possibilities for the inclusion of air-strikes, GRAW2 relegates their appearance to a handful of occasions. Introduced early into the game with a last-ditch rescue when things are looking bleak for Mitchell and the Ghosts, future appearances are brief and amount to little more then selecting a target during precise scripted moments - but at least the view is impressive!
Another addition that feels underdeveloped is the inclusion of a Medic in the squad. Although Mitchell still has three Ghosts under his control, the addition of a medic doubles the Med-Packs available on the battlefield. Little more then a setup to make difficult stages slightly more achievable, GRAW vets will seldom need the extra insurance and better off with the additional firepower. With different abilities and health to monitor, choosing the three most suited members from the nine-man squad provides a tactical advantage, but feels as though Ubisoft could have pushed this area a little further.
Like its predecessor, GRAW2's biggest misgiving is the lack of any substance. Most war-hardened, fps fanatic, 360 owners will rush through the relentless onslaught of GRAW2 in a handful of hours, making the game feel very much like the unfinished half of the original. Although the original had its own question marks over long-term appeal, GRAW2 feels slightly smaller and easier than its predecessor does, and as such there's a tinge of disappointment when the end credits scroll past the climatic finale.
Life After Death?
In an attempt to inject some life into the single-player campaign, a scoring breakdown is provided at the end, which calculates a total score based on your combat, recon, tactical and skills, with online leaderboards to compare your performance against others. Naturally, it's only going to be GRAW fanatics that will play the single-player campaign over-and-over again, so Ubisoft will be hoping that the multiplayer can sustain the long-term interest.
Once again, Ubisoft have employed the expertise of Red Storm Entertainment, leading to the bizarre situation where the multiplayer mode feels distinctly different to the single-player, particularly missing out on the intuitive cover system. It seems a shame that one of the best features of the single-player mode is once again removed from the multiplayer; a decision that will likely split opinions, much like the original.
A co-op mode for up to 16 players provides the major appeal behind online play, and a likely area for further expansion through downloadable content. Aside from this the standard range of multiplayer modes are all on offer, though the lack of ranking and customisation seen in the likes of Rainbow Six: Vegas, leaves some questions over the mode's long-term challenge and appeal. Ubisoft have incorporated Clan support this time around, though the overall implementation feels a little underdeveloped and without a sense of purpose at this stage. As an added incentive 360 owners that link their Xbox Live to a Ubisoft account (cue lots of corporate conspiracies), will be entitled to download a free "Nowhere" multiplayer map.













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