We've got a Sensei Ten Neon Rider Gaming Mouse and a Neon Rider QcK L Mousepad up for grabs!
SteelSeries Neon Rider Give Away!
We sit down with Remedy to discuss CrossFireX, the acclaimed studio’s upcoming collaboration with Smilegate.
CrossFireX - Remedy on Creating its First FPS Campaign
We fought for the Empire and the Rebellion in our hands-on with Star Wars: Squadrons, and walked away impressed with this spiritual successor to X-Wing vs TIE-Fighter.
Star Wars: Squadrons Hands-On - The Force is Strong
We chat to Hangar 13 about the upcoming remake of 2002 classic Mafia, its beginnings, what’s new, the connection to Mafia II and III and how the team will address the problem of racing.
Mafia: Definitive Edition Interview
Post by Steve Farrelly @ 12:16pm 23/06/16 | 3 Comments
Ghost Recon: Wildlands' open-world reveal at E3 2016 was one of the big surprises from the Ubisoft camp, and while I've already shared with you a written hands-on experience, I've also gone ahead and put together a video showcasing three gameplay captures I managed to nab from E3, featuring a single mission, with three different approaches.

The idea here is to highlight how diverse the game is in terms of its emergent qualities against myriad dynamic systems, when driven by four individuals in co-op. In other words, how the game can change based on player-choices. The actual mission was relatively long, so Part 1 of this video highlights the first part of the mission, and I'll be hosting Part 2 in the coming days.

Watch the video embedded below and drop your thoughts on Ghost Recon: Wildlands in the Comments section.

e3 2016ghost recon wildlandsvideogameplay videohands-on

Latest Comments
Posted 12:51pm 23/6/16
Good stuff Steve although I'm a bit worried about how relaxed they've made the game, I guess it's more casual than previous Ghost Recon games?
Posted 05:37pm 23/6/16
Looks good. Looking forwards to this game. Last GR was bad...
Posted 08:24pm 23/6/16
As a long time GR/R6 fan my gripe in recent titles has been that if you go loud the AI a short distance away doesn't notice or respond OR (even worse) only spawned as you passed a certain point on the map sometimes resulting in the enemy appearing in previously cleared rooms.

I'm hoping they've worked on this cause my fave co-op memories were of wave after wave of enemies rushing my teams position because one guy mistakenly fired his Para instead of his silenced M4.
Commenting has been locked for this item.