Tom Clancy's Ghost Recon 2 Review

The Tom Clancy team must have a low opinion of GameCube gamers. While the Tom Clancy games can be some of the most exciting games on other systems, these same games are stripped-down and dumbed-down when they make the transition to the GameCube. Itís as if they think that the games are too difficult or intense for GameCube players, and so they strip these elements out of the games, and consequently a lot of the fun too. Now we have Ghost Recon 2. The game thatís a blast to play on the Xbox continues this trend by arriving as a lame shooter on the GameCube. So what happened this time?

First a little background story. Ghost Recon 2 is set in Korea at a time in the near future when North Korea decides to flex some muscle. When this saber-rattling involves an attack on an American warship, itís time to call on the Ghosts to infiltrate North Korea, cause some trouble, and pave the way for an invasion if the need arises. This involves a large variety of mission types that will have you carrying out assassinations, rescuing hostages, and destroying military targets and hardware.

So far, so good. However, things begin to unravel for the player from the very first mission. Previous Ghost Recon games gave you open maps and the leeway to approach your objectives as you see fit, but thatís not the case here. The missions and maps are linear to the point where you will feel artificially constrained to a very narrow path from one end of the map to the other. Slopes, rocks, and roadblocks all confound you at every turn as you move from one staged encounter to the next as if you were walking through the neighborhood haunted house at Halloween. Some paths even look entirely passable, but youíll just stand in place going nowhere if you try to take them. Youíre so much so led by the nose in this game that youíll know exactly when youíre approaching the next encounter point.