Tag Archives: ghost

The Chronicles of Ghost, Chapter I

Ghost tells me he still remembers his first kill.

It’s very late at night. If there was a definition of pitch black, this would be it. He’s run across wide open fields to reach the outside of the south barracks of the north west airfield, a place notorious for bandits and murderers — no easy task when you’re in a gillie suit and carrying a Remington, but he manages.

He begins to make his way towards the barracks, when he sees it. Light. From inside the barracks, presumably from the flashlight of a bandit, murderer, or perhaps even both.

As he watches, there are more flashes of light. Again, and again. In this dead of night, each flashlight cuts trough the night like a spotlight; the bandits/murderers are either inexperienced or just plain dumb, Ghost tells me. At this point he’s perhaps 50m away; close enough to make out flashlights, but far away enough so that he can’t ID targets.

He calls it in, speaking into his throat-mike. This was supposed to be black-in, black-out; no one was supposed to be here, for starters, let alone two fools with flashlights lighting up the place like they own it. Naturally, Overlord tells him to eyeball the targets, and terminate if necessary. Backup is too far out to be of any use to him, because the precious cargo now has an expiry date — if these two goons with the flashlights were here, you could bet that they were also looking for the precious cargo. Why else would they be raiding a barracks in the dead of night?

Ghost inches closer. Crawling along the forest floor in his ghillie, he’s nothing by invisible. The tangos with flashlights are still doing their thing, waving their flashlights around like they’re re-enacting a scene from Star Wars.

Meanwhile Ghost inches closer. 20 meters. He’s moved away from the cover of the bush line now, and he’s out in the open. No matter, no matter, as his ghillie and the darkest of night gives him all the cover he needs. 10 meters.

Silently, sneakily, closer. 5 meters.

He’s right along the wall of the barracks right now, and if the fools with flashlights were paying any attention, they might even be able to hear him breathing. But no, they’re still acting out Episode Two.

At this point Ghost weighs his options: on one hand, they’re bound to discover the precious cargo any second now, no matter how inexperienced they are. On the other, bodies leave a trace…

He calls it.

Popping up right underneath a window — the very window with a perfect view into the room the tangos are in — he squeezes the trigger on his Remington. Two slugs later, and one of the bandits is on the floor. The shots don’t seem to have altered security, but what about the other tango?

Apparently, nowhere to be seen. Ghost starts checking the rooms one-by-one, peering into each one from the outside. Nothing in the first, nothing in the second… No, wait, there! Crawling around on the floor in the adjacent room, like his buddy had just been taken out by one of the best operatives to ever roam the rtowns of Chernarus. Another two slugs, and he’s down for the count.

The rest of the mission is uneventful. Ghost tells me he loots the barracks, finds the precious cargo (a missing arms shipment to a Ukranian druglord,  you know the story), and high-tails it out of there.

Black-in, black out.

Ghost Recon Alpha

A 20 minute short on Ghost Recon. Seriously well produced.

Why we quit: the moments that push us away from gaming – Ars Technica

Last night I was up at 4 am in my recliner, holding my baby while he slept after a feeding. I was playing Mass Effect, going through the game to get ready for the upcoming sequel. I had been playing for around two hours, and I was into the story, more than awake, and ready to go for another two. Then… death. A few bad decisions in a gun fight, and that was that for our Commander Shepard.

via Why we quit: the moments that push us away from gaming – Ars Technica.

I may not feel like it now that I’ve finished it, but I certinaly felt this with a tactical shooter by the name of Ghost Recon Advanced Warfighter 2, or GRAW2 for short.

It wasn’t that the gameplay wasn’t good, because it certainly was excellent – nuking some poor troops with an artillery strike, or even a tank with an airstrike was satisfying beyond imagination, but there are certain places where it fell down, and enemy AI was one of them.

The thing about enemies in GRAW2 – they’re persistent, and annoyingly so. Once they’ve spotted you, they’ll continue to shoot at you regardless of whether you’re taking cover or not – they’ll also do this until they have to reload (at which point you can pop out and shoot them).

That’s not so bad, but what I found myself doing was constantly memorising the enemy positions and taking them out with a rifle before they even spotted me or my teammates. This made each mission feel like just a chore. It’s especially annoying to have taken down every guy bar one, who just so happens to pop out when you have your back turned and shoot you, repeatedly.

…and that’s just the enemy AI. Your own teammate AI is just as stupid, not bothering to take cover, getting stuck behind objects a two year old could climb over, and sometimes moving into the most idiotic positions possible, like directly in the enemy’s sights.

Then there’s the little things, like not being able to jump or climb over things. It’s strictly about the footwork here, and sometimes that’s annoying as hell.

Sure, I managed to pick up mostly “S” (excellent) or “A” (very good) rankings for each mission, but that’s not the point – games are meant to be *fun*, and not made of this “memorising where every single enemy in a level is” crap.

Let’s hope Rainbow Six Vegas 2 is more of the same action and awesomeness that the original Vegas was.