I jumped back in yesterday after taking a week+ off for vacation. I guess there was a patch during that time but I didn't notice anything significantly different.
The game is fun to play, which is ultimately important. I enjoy the small firefights, and enjoy the sneaking around taking down the larger outposts/bases. The inventory/gear stuff is.. mostly fine. At worst it's unnecessary and slows things down a touch, but does give some incentive to kill bad guys whereas you might just skip them otherwise. Controls are serviceable, if sometimes clunky (indoors especially).
My biggest issues now are the emptiness of the world, and the super thin story/narrative.
#1. Emptyness. Everything feels dead. I haven't been everywhere yet, but I've been to most of the little provinces, and they're all the same. Big patches of space populated only with: 2-3 bad guys fixing a bike, 3-4 bad guys walking in a line, 2-3 Civilians talking about the checkpoint traffic or the bees, maybe a couple of drones. Sprinkle in a few checkpoints, bases, bivouacs, and places to inspect.. and that's it.
For as often as the civvys talk about their long waits at the checkpoints.. NO ONE IS EVER ON THE ROAD! At best you see an enemy jeep or two, MAYBE a weapons convoy, but that's it. Wildlands had the Cartel driving around, UNIDAD driving around, the Rebels Driving around, and then tons of civvys driving around going "somewhere". It resulted in fun & unpredictable situations, where all 3 would end up fighting each other and you could help or peace out, but it felt "alive" in a sense. The populated roads made the world feel more real, even if the people on the roads weren't really going anywhere.
Now, it's just a big ghost town. There are civvys at little camps/etc around the world, but you never see them going from A to B. They're just where they are, forever. By making it less realistic, I also care a lot less about the Skelltech employees.
Tied in with this.. Ubisoft made a hugely detailed world, but all to apparently no use. I've visted at least a dozen really detailed, well designed buildings/outposts/etc.. and there is just.. NOTHING THERE. Nothing to interact with, no one to talk to, just.. really cool stuff to look at, and that's it. Sometimes not even any bad guys. It's like they designed all this, and forgot to fill it with people or meaning.
The civilians you do interact with are also a really frustrating bunch. The rare quest givers treat you like a typical RPG messiah come to save the day, but literally every other person you come across is scared to death of you. Aren't you supposed to be saving these people? In Wildlands the civvys mostly ignored you, but would get out of your way, but that was easily explained by them being so used to war that it's just nothing new. I would think the civvys here would be begging and pleading with you to get them out form under the Wolves boot.. but most of the time they just act scared and again do nothing.
#2. This does tie into the above, but the story is so barebones and poorly laid out.. it's a real shame.
Wildlands, by comparison, was very straightforward. You got dropped in to Bolivia to take on the Cartel, which was trying to form a Narcostate. 1 team vs the bad guys, with a lot of other enemies and questionable allies involved. You got a short briefing before each mission, and usually afterwards.. explaining what you were doing and why. Almost all the missions were in service of the main goal of disrupting and destroying the cartel.
Breakpoint.. you're ALL ALONE! (except all the other ghosts you meet, and/or online people) trying to unravel a mystery of what happened on the island, except most of the relevant info is figured out in the first couple of hours. Most of the missions have a quest giver, which may or may not give you a short explanation of what you need to do. Most of the info comes in text boxes in the organizer. The 'main' story line is pretty short, most of the stuff you end up doing is side quests/faction quests/etc. Some of these side thing seem so.. weirdly disconnected from everything else it really pulls me out of the game. I'll give you one example from yesterday:
While traveling the wilds on foot, I came across a random quest-giving civvy. Nice! She talked about how while working at the lab, the robots took on a mind of their own and started shooting at the researchers! Oh no! Would I (the noble hero) be so kind as to go clear out the evil robots from their lab so they can go back to work? Of course I will! Like.. just a standard RPG quest basically. I'm supposed to be here taking down rogue ghosts/wolves and stopping a massive conspiracy, but sure, let me solve your little robot problem. I track down the location using the clues, find the lab, and GASP! There are drones! I quickly dispatch them all, and notice the dozens of dead bodies strewn about, yikes. Morbid. I collect all my loot and get to the center to end the quest.. and there is a lab tech inside. He thanks (the noble hero) me for saving him, and said he was messing around with the drone programming and something must have went wrong (no shit). My character, literally says to him, you better be careful in the future, a lot of people might've gotten hurt. Like.. what? There were dozens of dead people outside? I got my quest reward, left him to do his thing, and went on my way.. but.. just why?
Stuff like that is everywhere in Breakpoint, and it's frustrating because it almost feels like filler content. Why couldn't they have better integrated everything into the overall story? I don't play Ghost Recon to feel like an RPG hero wandering the land doing small-scale quests. Almost nothing feels like it has any impact or weight to the overall narrative. Everything just exists to provide more stuff to collect and shoot to keep the Games-as-a-Service moving along.