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03rd Apr 2011

Tom Clancy’s Ghost Recon Shadow Wars Review

Tom Clancy's Ghost Recon Shadow Wars is a mouthful of a title, yet its addictive turn-based gameplay has us at JOE lost for words.

JOE

Tom Clancy’s Ghost Recon Shadow Wars is a mouthful of a title, yet its addictive turn-based gameplay had us at JOE lost for words.

By Emmet Purcell

As the second-best reviewed Nintendo 3DS launch title, you’d think that Tom Clancy’s Ghost Recon Shadow Wars would be lighting up the gaming charts a few days after the console launch. Not so, as the game was the tenth best-selling 3DS game last week, behind such luminaries as Rayman 3D and Super Monkey Ball 3D. It’s a cruel word sometimes.

For handheld gamers, the most notable comparison that can be made with Shadow Wars is Nintendo’s classic Advance Wars series. Both are military-based and rely on turn-based tactical warfare, though Shadow Wars takes players to the near-future to command an elite army of ‘Ghosts’, all of whom sport worryingly naff tech eyewear.

Shadow Wars has been much anticipated by a certain section of gamers, as it is the work of acclaimed game designer Jullian Gollop, best known as the man behind the original X-Com title. As such, the game has to live up to some considerable pedigree, though thankfully it does just that.

We should mention, however, that the less said about the forgettable storyline (another Russian revolution, really?) the better, as the crux of the game’s appeal is in its strategic gameplay.

As you can see, the graphics aren’t state-of-the-art, but they do the job

Presentation-wise, Shadow Wars adopts a overhead, third person perspective, which can be rotated throughout, while the 3D effect is fairly minimal and non-intrusive. Controls are dicatated by the D-Pad and a variety of face buttons to select characters, change weapons and view your line of fire.

Both the games’ controls and viewpoint are easy to become accustomed to, while the game is one of the rare 3DS titles where the circle pad is best avoided.  As for the touch screen, here you can view a map, character’s health, ammo and weapon options throughout.

Strategic depth is also ensured through the six ‘Ghosts’. Your represent six different classes of unit – a Commando, Sniper, Gunner, Medic, Recon and Engineer (the oddly-named Mint), each with strengths and weaknesses.

You gradually become introduced to your team members through the campaign, so that once you can use an assortment of your team members, you’re fully accustomed to all facets of play styles and can shift your plans accordingly.

As for replay value, Shadow Wars packs in at least 20 hours of play from it’s 60+ missions, though like any strategic turn-based title, criticisms of repetition will surface towards the latter part of the campaign mode.

Certainly, Ghost Recon Shadow Wars’ thoughtful turn-based antics won’t be to every gamer’s tastes, yet that’s hardly a complaint. It’s because titles like this don’t come around very often that they are misunderstood or ignored by the general public.

It’s their loss – if you give Shadow Wars your time and effort, it will reward you tenfold.

excellent Format: Nintendo 3DS; Developer: Ubisoft Sofia

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Topics:

Gaming