Review By: WoLf | Posted: 31/05/2012

Multiplayer

2-12 players online can play the game together.

GR FS comes packed with a full suite of multiplayer adversarial modes that emphasise the game's focus on teamwork and cooperation even in adversarial. For a start it awards XP for team based play more than it does Lone Wolf operations. There's an Intel system that you can employ if you use non-lethal means to take down an enemy, you can hack into their system and get enemy position information for the whole squad, as well as using sensor grenades and UAV's to keep your team updated. Data Hacking is a vital thing to learn.

The Coordination system is a quick way to get to objectives and team mates, using this and the Confidence system means that objectives are taken quicker when more of your team are nearby. The whole thing is extremely visual and gives you constant feedback on your team's position and status.

There are several classes in GR FS so you can pick the class that has the best style for your play.

Riflemen have upgraded armour and can tank the enemy like crazy. They get LMGs and are very good with suppression.

Engineers get the best use out of UAVs and turrets, so they make great support classes with their sensor grenades and other tricks. They also have a scope detector that gives them a split second to get out of harms way.

Scouts have optical camo and can vanish from heat sensing equipment, visual acquisition. You can still be spotted if you're not careful.

Gunsmith plays a part in multiplayer as well, so you can make tweaks to your weapons as you unlock new parts and so on in the MP mode.

Then there are the modes themselves:

Conflict: A random series of objectives appear across the map, two teams must battle it out for victory. At the end of 15 minutes the scores are tallied.

Saboteur: A random bomb appears on the map; the team must capture it, escort it to the enemy base and detonate it. The bomb carrier can only use their secondary weapon and it requires teamwork to accomplish this mode properly.

Decoy: Another objective game mode where two teams battle over three objectives and three rounds. Each round is ten minutes long and there are a few things to remember. Two of the objectives are going to be decoys; one of them is the real objective. Once you complete the real one, a fourth objective appears that is the final objective that ends the round. Once you complete the real objective you get an increase in the round timer and this gives you time to get after the final objective. Teams switch roles after each round.

Siege: An objective or elimination based mode, where two teams have three rounds to face each other. Each round is a maximum of five minutes and the game flip flops between attack and defence, one team must transmit intel from an objective and the other team defends it and tries to stop them. You can also win if you eliminate the opposing team. This game mode is fun and brutal, since once you die, you don't get to respawn and you must wait until the next round.

GR FS has ten maps to play with across a variety of locales; these maps are pretty spacious and allow for a variety of player based team tactics.

Currently matchmaking in Adversarial Mode is a little spotty meaning there are some long wait times for matches, frequent kick-outs and issues. When we did get a match or two it was pretty fun and packed with a lot of action/potential. If Ubisoft can iron out these issues the game's Adversarial is a definite bonus.

Ghosts...

The highlight of the game for us has been the single player campaign in cooperative mode. We love that kind of thing and the only thing that would have made GR FS truly fantastic beyond the Guerrilla mode is a Terrorist Hunt mode that appears in games like Splinter Cell: Conviction or Rainbow Six Vegas 1 and 2.

It's a good game though and worth getting.
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