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Ghost Recon @ IGN: 3.7

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    Ghost Recon @ IGN: 3.7

    ναι, 3.7!!!!

    αλλα για ps2

    Tom Clancy's Ghost Recon Advanced Warfighter recently hit the Xbox 360 to much critical acclaim, and while the standard Xbox port doesn't live up to its big brother standards, at least it's a capable game.

    GRAW on the PS2 is anything but capable. Practically the only decent element brought over from the Xbox 360 version is the game's storyline, where mission objectives in the PS2 version closely mimic the 360's mission structure. Just about everything else has changed, however, and all of it is extremely poor.

    Some changes are fine, like the fact that it's an entirely first-person experience with no 3rd person option, and you only ever have one other soldier under your control at any time. For the PS2 audience, this works well. What doesn't work well is every single aspect of the game's mechanics. From the control to the animations to the AI to the difficulty to whatever else you can think of, the PS2 version of GRAW fails in almost every single way. It's no wonder that there are no team credits in the back of the manual, because I sure as hell wouldn't want my name associated with this title.

    For starters, the control scheme only sort of supports analog control. I'm not talking about movement speed here, which really is only either walk or run with no variations therein, but rather your aiming and movement controls. Moving either stick to the side and pushing up slightly might, and I stress might, result in a slight upwards creep in direction. In most cases however, your controls feel like an eight-way movement scheme. In other words, the controls usually limit you to up, down, left, right and any of the diagonals in-between. Movement and aiming simply feel downright awkward. It's amazing that a full-priced game like this would have this sort of problem in this day and age.

    The animations for soldiers are pretty horrendous. The biggest problem is that they only seem to contain a few keyframes for each animation, and there isn't any sort of interpolation happening here. When a soldier is killed, he'll jump between a few falling poses until he hits the ground. If you remember what the death animations in Wolfenstein 3D looked like, simply pretend the soldiers were 3D instead of 2D sprites and you'll have a dead-on idea of what's going on here. Movement is the same with soldiers jumping between running poses as they blip along the street.

    Not only are their animations terrible, but the soldiers are dumb as carrots. In one instance, I was on a rooftop and noticed a soldier run out from behind an alleyway so I put a bullet in his head. Then his friend runs out, turns and runs directly over the guy's body. Another shot and he was down. Then another guy ran out, then another, then another, then another, all to the exact same spot. Here's the end-result:

    ...και μετα σου λενε οι ps2ακηδες, "σιγα το ghost recon"
    εμ πως!?!