![]() ![]() There are two types of currencies, Ghost Coins and Skell Credits. While that's not new to anyone who's played a loot shooter, a patched-up Breakpoint still features possibly the most obnoxious number of purchasing opportunities this side of Amazon. ![]() One of the biggest anchors I found to the Breakpoint experience is its overbearing reliance on "gear score" and transactions as a means of progressing your character. It doesn't it know what it is, so it hopes you find your own fun in its overflowing, cumbersome landscape. ![]() Instead of true refinement, Breakpoint gives you a lot more and comes across as an overeager, stubbly and corpulent experience that occasionally crumbles into itself trying to give players the world. Whether it's boots, hats, guns or anything else, Ghost Recon: Breakpoint suffers from what Hall of Fame basketball coach Pat Riley called "The Disease of More." It's a concept that explains how people within championship teams (or in this case, a game franchise) eventually want more of everything, which then inevitably breaks down what made the team a champion in the first place. ![]()
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