18 years after the conclusion of Shenmue II, Yu Suzuki returns with the long-awaited crowdfunded sequel - decades in the making.
Shenmue III Review - Party Like its 1999
We sit down with Hearthstone’s Lead Designer Dean Ayala and Producer Melissa Corning to discuss the new dragon-themed set, the new Auto Chess inspired Battlegrounds, and more.
Hearthstone: Descent of Dragons - Blizzard on the New Expansion
We sit down with Game Director Jeff Kaplan and Lead Designer Geoff Goodman to discuss story versus PvP, sound design, Push, and the game’s interesting launch plans.
Overwatch 2 – The Big Interview
We've run Red Dead Redemption 2 through its PC paces as the series finally lands on the Desktop platform!
Red Dead Redemption 2 is Finally on PC - How Does it Fare?
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
d^
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?
Llian
Posted 05:37pm 23/6/16
Looks good. Looking forwards to this game. Last GR was bad...
MrWolf
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.