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GRAW 2 - Hands On Preview
Chris Leyton
09/02/2007

TVG checks in with Mitchell and the team as the heat rises in Mexico...
Less then 12 months after GRAW first propelled itself onto the Xbox 360 with the impact and conviction of a rocket propelled grenade, Ubisoft are back with a sequel in double-quick time for the Xbox 360, PC, PSP and PlayStation3.
Leaving reservations about the quick turnaround to one side, it's easy to see why Ubisoft wants Scott Mitchell and the team of Ghosts back onto the battlefield as soon as possible. Established as a popular brand on the Xbox 360, Ubisoft will be hoping that the sequel can maintain its footing with Microsoft fans whilst also making a debut later in the year on the PlayStation3. Ubisoft have wisely decided to ditch the last generation formats this time around, although specific versions will also make an appearance on the PSP and PC. TVG recently had the opportunity to take a look at the first few levels featured in the single-player campaign of the Xbox 360 version.
Set in the year 2014, GRAW2 follows on after the events of the original, continuing the storyline of the escalating conflict between Mexican loyalists and insurgent rebel forces. Although the finer details of the plot are still unclear, there's enough talk of missing nuclear warheads during the early stages to suggest that Ubisoft have raised the stakes for the sequel.
Although the stages from the preview build took place entirely in Mexico (including the stage from the recent Xbox Live demo), GRAW2 will find players defending the US on both sides of the border, which the developers hope will create an interesting contrast between the two. Stages entitled, "Need Your Cohunes Son", "Knock Em Dead", "Unpleasant Surprise" and "This Place Is Inferno", find Mitchell and the team embarking on various objectives, whilst trying to infiltrate the border town of Juarez. Split between stages that require Mitchell to work on his own and alongside the fellow Ghost members, the build provided a brief glimpse at a number of the new ideas that are being added to the sequel.
Introducing the latest version of the Integrated Warfighter System, dubbed Cross-Com 2.0, one of the most noticeable differences is the ability to see through the eyes of the other Ghost members in full-screen (an evolution of the system featured in GRAW PC). Further improvements to the new system also allow direct control over the UAV recon drone and the newly introduced MULE vehicle. Based upon the Lockheed-Martin project of the same name, the MULE essentially provides autonomous Attack and Recon, Transport, and Counter-Mine functionality on the battlefield, though its use in GRAW2 so far seems limited to keeping a supply of weapons and ammunition readily available and to be used as a versatile recon/diversionary tool against the insurgents. Although most of the weapons at Mitchell's disposal stem from the original, the Training mission briefly introduces Satchel Charges, although these were never called upon in the main stages from the build.
Heavily mentioned during the game's announcement, the ability to include a Medic in the squad should ease the frustrations and incredulity of the original, where anybody else could be rescued, but if Scott took a serious hit then that's it, time to start the mission over again. The three stages featured in this build never called upon the feature, but hopefully more will be made of it as the game progresses and the difficulty intensifies.
Ubisoft Paris appears to have made some significant changes to the YETI game engine that powers the GRAW series. Although the preview build is extremely rough around the edges as this stage, there has been some debate as to whether the overall look of GRAW2 is going to be a step forward or back compared to the startling impact the original had the first time around. Advances in lighting and the way in which clouds of smoke behave, mark an unmistakable improvement over the original; watching the sunrays break through the clouds and cut through the sky is often enough to make you forget about the explosions occurring all around - but not for long. Although we've only seen 3 of the 12 missions featured in the game, there are already enough explosions to ensure Mitchell and the team will need a long vacation to recover once it's all over. The trails of smoke from an explosion and the resulting mushroom effect are pronounced, believable, and leave a lasting impression, whilst the sudden camera jerk captures the impact of an explosion with supreme conviction.
The advances to explosions were most evidently demonstrated in the "Unpleasant Surprise" stage, which has Mitchell gunning an enemy installation from the relative safety of a Black Hawk. Similar to the on-rails shooting sequences from the original, this particular stage was effectually intensified by the shockwaves from a wave of explosions, cast against a mountain backdrop on a stormy night. Packing more ferocity then the original and an increased sense of vulnerability, the addition of counter-measures to attract enemy rockets should not only be of assistance but also add a slither of depth to what is otherwise an on-rails shooter.
There is something, however, about the overall style that leaves us a little unsure at this stage; perhaps it's the clinical, defined look of the desert environment that makes GRAW2 look a little closer to a PC title, or perhaps the subtle style that lacks the gritty look of the original. More likely, it's the fact that GRAW always looks better in an urban setting, which certainly seemed to be the case when the final mission of the build moved to the densely packed streets of Juarez. Either way, it's jarringly obvious from the build that improvements to the visual presentation are still underway, and we're hopeful that GRAW2 will pack a similar punch as its predecessor.
Slowly creeping into the war-torn zone of Juarez, the preview concluded with a climatic air strike on two tanks that have penned Mitchell and the team into a tight spot. Originally hinted at during conceptual trailers from the first game, players now have full control over air strikes at certain points in the game. Using the same system as the Squad/UAV command interface, delivering a payload has never felt so powerful; a view best sampled from the aerial camera accessible with Cross-Com 2.0. The latter stage also highlights the increased emphasis Ubisoft are placing on having the right squad members to solve the current objective. Like the original, squad members can be changed at certain points during a mission; however, this time around, the difference and the importance on the correct line-up is far more pronounced and effective - you can no longer simply rely on the default setup.
A crucial aspect of the Ghost Recon series, GRAW2 will feature the standard selection of multiplayer modes via Xbox Live, along with the reported introduction of a "Recon vs. Assault" mode that groups players into two teams with varying objectives to complete. Whether Ubisoft will implement the persistent career that featured in Rainbow Six: Vegas is unknown at this stage; however, we hope to have further details on the multiplayer side of things soon.










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