The Making of Ghost Recon 2001 ➤ Full Documentary

The Making of Ghost Recon 2001 ➤ Full Documentary

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Published on ● Video Link: https://www.youtube.com/watch?v=XAvNeO-Aw8Y



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Duration: 15:48
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The Making Of Tom Clancy's Ghost Recon (2001) is a videogame documentary interviewing the lead designers and programmers at Red Storm Entertainment. This is an updated version of the video, with improved audio, modern aspect ratios, improvements, ect.

-Reuploaded from AFarCryAway
https://www.youtube.com/watch?v=PgwUKn7KsKU

On Tuesday, November 13, 2001, a PC game developer in North Carolina's Research Triangle, not far from U.S. Army Special Forces installation Fort Bragg, released their opus magnum - Tom Clancy's Ghost Recon.

The company, Red Storm Entertainment, had been founded five years prior, in 1996, by famed author Tom Clancy, best known for authentic and technically detailed military science thrillers, and his friend Doug Littlejohns, a highly decorated British Royal Navy Captain.

RSE had gained major critical acclaim with their release of the first realistic tactical FPS - Tom Clancy's Rainbow Six - in 1998. In stark contrast to the ubiquitous mindless run-and-gun shooters that had gone before, Rainbow Six rewarded real-world tactics and cautious planning over twitch reflexes, and it introduced gamers to the novel concept of unforgiving realism, e.g. with its "one shot, one kill" paradigm.

Red Storm Entertainment's brainchild of tactical realism FPS, a genre unheard of before Rainbow Six, was taken even further and eventually reached its apotheosis three years later with RSE's next and ultimate groundbreaking game release: Tom Clancy's Ghost Recon.

Expanding the narrow counter-terrorism CQC settings of the Rainbow Six universe with open-world environments on military battlefields, while furthering realism through e.g. improved AI and streamlined realtime squad controls, Ghost Recon wins multiple Game-Of-The-Year awards, tops countless Best-Games-Of-All-Time lists, and earns the ultimate accolade of widely being referred to as "The Thinking Man's Shooter".

Ghost Recon strikes a perfect balance between action FPS and military simulator by side-stepping both the simplistic arcade approach of the later Counter-Strike, Battlefield, and Call of Duty series, as well as the overly cumbersome complexity of scale simulation minutiae found in titles like Operation Flashpoint, VBS, and ArmA.

Focused on immersive and ruthlessly unforgiving realism, paired with intuitive controls, Ghost Recon not only commands but also facilitates the undistracted employment of a player's faculties, while adhering to Bushnell's theorem of being easy to learn, yet difficult to master.

Even today, more than a decade after its release in 2001, Tom Clancy's Ghost Recon is considered as one of the best tactical realism FPS ever created. While later shooters were published under the Tom Clancy and Ghost Recon brands, produced after Red Storm Entertainment's sellout to French publisher Ubisoft, none of them ever came even close to the uncompromising concept found in the original.

On the contrary, with every subsequent Ghost Recon iteration, Ubisoft has moved the series further away from its iconic realism and tactical depth towards shallow mainstream action, and Ghost Recon 2 (2004), the first sequel, marked the looming decline. Released for consoles only, with forced third-person perspective and other concessions to make it "more accessible to mainstream players", the title effectively dumbed down all gameplay aspects to reach a broader, less sensible, audience.

In their misguided hunt for mass appeal, Ubisoft ignored Ghost Recon's distinctive fan base of players who appreciate the original's deeply involving and exhilaratingly demanding gaming experience in authentic realism-bound settings. Instead, the publisher gave preference to the broader "casual" gaming audience that looks for cursory distractions providing instant gratification with minimal requirement for conscious effort, let alone elaborate tactical thinking and complex strategy.

This trend of "narrowing the player skill gap" proliferated in later Advanced Warfighter games (2006 / 2007), which replaced realism with sci-fi fantasy themes and did away with nonlinear open-world settings in favor of handholding and dragging players through narrow shooting galleries. Future Soldier (2012) and Online (2012, later renamed to Phantoms) wiped out any last remnants of tactical gameplay to further oblige the endemic mass-market appeal of jejune arcade action.

Consequently, so far no developer has presented any valid contender to classic Tom Clancy's Ghost Recon, ruling King of tactical realism FPS.

- APEX







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Ghost Recon Statistics For BurnerTactical

At this time, BurnerTactical has 44,107 views for Ghost Recon spread across 61 videos. His channel uploaded 16 hours worth of Ghost Recon videos, roughly 4.61% of the content that BurnerTactical has uploaded to YouTube.