Tom Clancy’s Ghost Recon: Shadow Wars Review

At first glance, Ghost Recon: Shadow Wars is an unlikely 3DS inaugural title. With a launch library focusing on exhibiting quick, palatable demonstrations of the hardware’s capabilities, a thoughtful turn-based game which delivers a middling initial impression can be a tough sell. Yet, surrender a few hours to the title and its virtues become unmistakable, as the game’s mixture of devastating weaponry and chess-like depth seamlessly converges. Mirroring the calculated tactics of the cartridge’s satisfying skirmishes, Shadow Wars is a powerful counterattack on an otherwise conventional introductory software lineup. Fans of grid-based darlings such as Advance Wars and Fire Emblem should be duty-bound to give the game a try.

While Shadows Wars‘ plotline hinges on predictable contrivance, with formulaic villains and traditional elite forces tropes, it does offer an impetus for the game’s lengthy thirty-seven stage campaign. With an impending election in Russia, a budding challenger seeks to raise nationalistic sentiment by creating instability in neighboring nations. Strip away the stoic Gorbachev-lookalikes found in the game’s dialog driven cutscenes, and players are left with an endless succession of bandits to exterminate. Likewise, the Ghost team’s banter is unlikely to enthrall gamers; instead the invaluable abilities of each member are more likely to instigate a bond.


From Richter, the gung-ho heavy machine gunner to the imperturbable Haze, the team’s sniper, each member of the squad has a particular specialty. After a handful of introductory stages, players are free to choose their own mission rosters, typically picking any three of four members of the game’s six-member regiment. For me, I grew disproportionately enamored by Banshee, the game’s optical camo-suited, stealthy siren. With the ability to remain cloaked to all but adjacent foes she proved to be an imperative asset. Since the game forgoes managing healing items (although immediate-use med packs are scattered around some zones) and the death of a ghost results in mission failure, I also relied on Saffron, the game’s matriarchal medic. Perhaps it was my play style, but I found commandeering the  straightforward assault soldiers a bit less appealing and longed for more a oblique arsenal. If Ubisoft green-lights a sequel, additions like anti-personal mines and decoys would be appreciated.

Beyond an emphasis on direct engagement of enemies, Shadow Wars‘ mechanics should be commended. Typically, the nuances of grid-based tactical titles to acquiesce to a seemingly arbitrary subset of rules of engagement; some games encourage players to attack an enemies vulnerable back, while others offer no bonus. Although Shadow Wars offers a satisfying amount of intricacy, the game’s particulars should be familiar  to players with even a fleeting interest in real-life combat tactics. Keeping your squad tight, elevated, and behind cover is the key to success, although the title offers a protracted in-game tutorial for gamers unacquainted with Sun Tzu. The title’s only battle-blemish is how corners are handled. As it stands those behind a bend are given the same defensive rating as combatants in the wide open.


Depending on the selected difficulty of the mission, players are rewarded with stars which can be applied to supplement each ghost members health or loadout. While being able to control your team’s development is satisfying, the option in undermined by the its depth- each member has only a single tech-tree. Likewise, the game’s multiplayer mode seems like a afterthought. Despite the 3DS’s robust ad-hoc and online functionality, Shadows Wars compels players to pass a single system back and forth. For single players, the title’s supplement of unlockable skirmish missions ensure value past the twenty+ hours it takes to complete the main campaign.

Visually, Shadow Wars characters and environments are serviceable, if lacking in detail. For the first few hours, it was difficult to discern if foes were carrying a standard issue carbine or sniper rifle, forcing a assessment of the enemies attack range by viewing their line of fire. Occasionally, the title’s 3D effect can be impressive, as water pours into deep gorges, but usually it remains functional- bringing selected ghosts to the forefront on roster selection screens. Although the game’s soundtrack is fairly minimalist, it tends to loop far too often, while dialog is limited to text-based banter.


Much like Solid Snake’s deviation into turn-based combat for the Metal Gear Acid series, contextualizing Ghost Recon unto a grid is an inspired choice. With a efficient command scheme which avoids getting mired in multilayer menus along with an instinctive ruleset which balances depth and  accessibility, Tom Clancy’s Ghost Recon: Shadow Wars offers a accomplished alternative from the 3DS’s  collection action-oriented launch titles. Armchair strategists are encouraged to plot a way-point in the vicinity of their nearest retailer.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

27 Comments

  1. Looks good ‘cept for the soul patch dude with the magic eye.

    oh, and FIRST!

  2. Hey, Deagle whatever happened to the 360/PS3 version of Ghost Recon they showed a year ago. Have you seen it?

  3. sounds pretty cool. I like the part how you feel in love with the scout/recon girl.

  4. Can you control vehicles in the game? Ive seen one box with tanks on it, and a screenshot, but no ones answered my question.

  5. most turn based games you have to look at the screen for a long time. Does that hurt your eyes after a while?

  6. yep, its cool. One of the better games on the system. I just wish you could speed up enemy movement. Sometime when there’s like 10 dudes, there turn takes forever.

  7. For some reason, I was sure this game was going to suck. But I like good SRPGs, so I’ll like this right?

  8. I guess it’s a SRPG. But like the reviewer said the story is kinda week. After the first couple scenes, I skip right over it.

    I think of SRPGs as being more story-based.

  9. 1up compared this to Valkyria Chronicles. After playing GR:SW, I wondered if they’ve played both games.

    They say there’s seven characters, I (like you guys) only see six on the select screen. Maybe one shows up for the last four missions, who knows.

    Better review here. Keep on kicking ass.

  10. How crazy are the weapons? Usually the Ghost games give you drones and all kinds of futuristic crap to blow stuff up.

  11. It was made by Julian Gollop. He’s the guy that worked on X-Com: UFO Defense. No wonder it’s good.

  12. They’re 1Up, they can’t count past one. 🙂

    Seriously, do sites fact check anymore. Or do they all rely on readers to do that for them? With you guys, is that the technique?

  13. Wait, so guy who makes freaking X-COM mentions Advance Wars? That’s like Miyamoto saying his game is like Sonic.

  14. Dude makes some kick ass games. If I ever get a 3DS, I’ll be nabbing this one.

  15. continuity error- the blue things on Richter’s eye switches from one side to the other in the pics.

    What do I win?

  16. I remember Karnov used to mention XCOM at least once per episode. I need to thank him for getting me into a great game.

  17. Character design looks more like anime that real soldiers. Long hair? facial hair? Get that outta here.

  18. When princesses and celebs have campaigned agianst them, Deagle want more

    “additions like anti-personal mines”

    Bless his dark little heart 😉

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