“We are not building a fantasy game, we are building an authentic military game. “Players can expect a lot of cosmetics, and all of them will be grounded in today's reality,” says Marinescu. To this end, Marinescu says aesthetic upgrades will only ever be considered if they maintain the high standards of authenticity Ghost Recon fans enjoy, while also stressing cosmetic items will never give players a leg-up on the battlefield. Like many free-to-play games, cosmetics will play a big part of Frontline’s overarching make-up – both at launch and over time, as the military shooter grows on a seasonal basis. Players will primarily do so in the aforementioned 102-player Expedition mode, but can also embark in a secondary game mode named Control, which sees players lock horns in shorter, less hectic bouts of 9v9. Marinescu also stresses that Frontline is not a sequel or an off-shoot mode of the main Ghost Recon series, but is very much a standalone game – one which follows the story of a former Ghost named Roy who’s out to expose the rogue trading of a mining company on the game’s island playground. As a free-to-play game, Marinescu says the thinking here is simple: he and his team want as many people to play Frontline as possible, on whatever platforms they own. Everything in the Battle Pass is strictly cosmetic, it doesn't influence the game in any way." Stefan Marinescu, brand directorĪt launch, Ghost Recon Frontline will be available on PC via Uplay, old and current-generation consoles, and Stadia – and will be cross-platform across the lot. "Frontline is, under no circumstance, a pay-to-win game. The people that will get first place will get better rewards, of course, this doesn't mean that the second team doesn't get good rewards but there is a difference between them.” Custom fitted There will be a difference, even if both teams are winners. It’s a risk versus reward type of thing that determines the winner of a game, and we have two teams that can extract. Everyone that is still alive in the game will see that you’ve called for an extraction, and they’ll want to stop you from getting off the island. “Once Extraction is activated, you have two minutes in which you have to defend the extraction point – at which point you become visible. Once you have enough intel you can extract, and that's when things can go a little bit wild.” You can’t know for sure until you get there, but this is a risk you have to calculate and take into account. “This means that, if you choose to gather intel at a specific point on the map, you may converge with other teams. “Every player on the map can see the intel spots via their own drones, but they cannot see each other,” continues Marinescu. All’s fair in love and war, and all that. I suspect all will often not go to plan as teams attempt to outsmart each other in the moment, and I’m already picturing myself at the latter end of the latter scenario, turning my gun on my peers in a moment of agonizing betrayal that’d make Fredo Corleone blush. That is why we did not go for the same recipe." We have this experience, and Frontline is our own very personal take on the genre, and what an authentic, massive military shooter would ideally be as per our vision. I was once semi-pro in Counter-Strike, and a lot of other people on the team have played a lot of other shooter games. Within the team, we are gamers, and we are all shooter gamers. We didn't want to come to the market with the same thing as everyone else. “We always wanted to have something different. It's our own, very personal take on this massive PvP shooting scene that’s done in the Ghost Recon universe.” We are free to play, indeed, but we are a tactical, action, massive PvP shooter, that's what we want to call it. It’s not like we're very far away from it, but we are different in many ways. “It’s very important to understand how we are different,” says Ghost Recon Frontline’s brand director Stefan Marinescu.
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