

That encourages teammates to stick together, generating group engagements at range that I heavily prefer over darting around like an armed insect. At pub levels, Ghosts' multiplayer is whack-a-mole to Counter-Strike's chess game.Īn exception is Search and Rescue, which gives teams bomb and defend objectives, and players one life per round unless a team member collects their dog tag to revive them. Everyone swirls around the map like disoriented flies, and I either catch glimpses of their feet under collapsed steel girders, or run face first into them as our beelines intersect, reacting with spasms more often than cool tactical awareness. Guns are plentiful and nuanced, though every vital stat, from how long it takes to raise the iron sights to recoil and spread, is experienced in milliseconds of surprise action. Getting knifed from around a corner is something I excel at.

It's every action scene Hollywood has imagined for the past 20 years packed into five to six hours of super-stylish interactive montages, and wrapped up in a goofy, inoffensive story about brothers trying to live up to their dad's super-soldier status. Once scene has me rappelling down a skyscraper and shooting guards through the windows-and then the skyscraper collapses while I'm in it. There are pyrotechnics, car chases, submarines, and drone strikes. It's fun in that it's something exciting to see and do: a theme park ride where I'm given an airsoft rifle to pelt the animatronics with. On-screen cues tell you what you need to know as you're plunged into an airstrike: fire flares when an enemy locks on, left mouse button to fire your cannon, hold down the center mouse button to lock on with missiles. The Apache, for instance, is magically repulsed from the ground-it's like piloting an air hockey disc-so finesse is unnecessary.

I'm in space, I'm underwater, I'm piloting a dog, I'm piloting an Apache, I'm driving a tank that handles like a Lamborghini-all without ever really learning a new skill.
