The Infinite Zenith

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Tom Clancy’s Ghost Recon Wildlands: Returning to Montuyoc and Conquering Koani’s Salt Flats Six Years After the Open Beta

“Usually, there is nothing more pleasing that returning to a place where you have endured hardship.” –Tahir Shah

On a cold winter’s evening six years earlier, the Wildlands open beta drew to a close. By this time, I’d fully finished exploring the starting region and Montuyoc, a high-altitude, barren province distinguished by the presence of a single large lake at its heart, and in the desert terrain, Santa Blanca makes this place home of their training facilities. The desolate, but beautiful landscape here was quite memorable, and when then open beta ended, I was confident that would be the last time I’d ever set foot in Montuyoc. Six years later, my journey through Wildlands has brought me back to Montuyoc: upon venturing into a vast, mountainous landscape devoid of vegetation and gazing out over the nearly-circular lake at the heart of this province, memories came back to me. Back then, I was a half-year into work with my first start-up, and we’d just pivoted away from providing 3D medical visualisations, which had been something I’d specialised in during graduate school, and moved towards use of Apple’s HealthKit SDK to provide clinicians with a means of efficiently capturing surveys from patients. By this point in my career, I had delivered my first-ever iOS app to a Denver-based computational oncology firm, providing the groundwork for their platform to have a patient-facing client, and through discussions with this firm, it was found that there was potential for electronic surveys using HealthKit, then a novel concept, to become widely used. A successful delivery and a clear path forward coincided with the running of Wildlands‘ open beta, and I found myself exploring Montuyoc a day after celebrating the start-up’s early wins (I spent an evening unwinding to handmade pizza and poker with the team). While the start-up would ultimately prove unsuccessful, my desire to return to Wildlands had endured over the years. I had longed to revisit Montuyoc under happier times, and now, with the full game available to me, my decision was to focus on completing the lower-difficulty regions first and build up enough of an arsenal to ensure that while visiting the higher-difficulty regions, I’d be able to evade Santa Blanca and Unidad patrols, or if the need arose, shoot a path to safety. My first incursion into a five-star difficulty region was met with immediate failure, and I had initially wondered if it was feasible for a solo player to explore these regions; in order to gain access to the under-boss and head of the Santa Blanca cartel, one must clear out the buchons in a region, and some of these buchons are located in the more challenging provinces.

As it turns out, I needn’t have worried: up until now, I’d depended almost entirely on my own patience, tactics and weapons to complete missions. I typically made use of the drone to scout out a base, entered quietly and slaughtered all within, then completed my objective. However, throughout the course of Wildlands, regions became more difficult. Patrols are more frequent, and bases begin equipping more sophisticated equipment, from alarm systems and gated security to anti-air missile platforms. Using the smaller toolset exclusively was not feasible, and I found myself being downed with nontrivial frequency. As it turns out, while exploring Bolivia, I’d also amassed a sizeable collection of skills and support options, too. The drone can be equipped with an EMP pulse, allowing players to disable alarms and generators from a distance without ever being spotted, or alternatively, outfitted with an explosive payload to deal lethal damage to objectives from afar. The AI squad accompanying players can be upgraded to perform more effectively in firefights and revive players more often. The rebels Nomad team have been helping out, through supply runs and side-missions, become increasingly lethal. When called in, they come in larger numbers and bring better equipment to keep Santa Blanca and Unidad occupied while Nomad completes their assignments. Mortar strikes from rebels allow Nomad to suppress difficult positions, and if one is in need of a ride, the rebels are happy to oblige. By making full use of Wildlands‘ options, players can craft solutions towards handling the mission at hand with greater confidence, and in this way, Wildlands does encourage players to use every tool at their disposal to handle a mission. More often than not, players settle into a routine of using the same tools and strategies to complete their objectives, and while a plethora of options mean players have a choice in how they wish to approach something, it also means that one can step out of their comfort zone to explore what’s available. This is one of the biggest draws about open world games, and in this area, Wildlands excels: by gradually increasing difficulty, the game naturally compels players to reach out and give more options a try, resulting in a significantly deeper and immersive experience.

Screenshots and Commentary

  • The whole of Wildlands‘ Bolivia is beautifully-rendered. Here, I stand on the shores of a glacial lake in Inca Camina, a province located in the southwestern corner of the map. Despite being a six-year-old game, Wildlands still looks amazing – one can almost feel the brisk mountain air here. Such a sight was not possible six years earlier during the open beta, as only two regions were available to testers. In the past, Ubisoft tended to run their open betas during February, and full releases came out about a month later.

  • For me, open betas have often led me to picking up a title – by giving me a chance to see the gameplay, I was able to make a better call about things. With this being said, I ended up picking up Ubisoft’s titles during sales, and Wildlands was no different. The reasoning for this is that open world games take a bit of time to play through, and I admit that I was dissuaded by the fact that I will need to go back through all of the onboarding sequences and early missions. Once these first few missions are completed, however, the game really opens up.

  • While Wildlands and other Ubisoft titles like The Division are built on a game loop that feels repetitive (Wildlands, for instance, is a Ghost Recon branded Far Cry game), the fun of these games comes from the exploration element. There’s enough mission variety such that one is kept on their toes by a mission, and the large number of secondary missions available in each region are, strictly speaking, optional; one doesn’t need to capture every supply convoy or assist the rebels in every support mission in Wildlands in order to build up a toolset capable of taking the fight to Santa Blanca.

  • With this being said, taking on the secondary missions is highly useful because it gives players different perks. For instance, investing in the right skills makes a player much harder to detect and gain increased resistance to enemy fire. While a small increase may not appear substantial, being able to survive one additional bullet could mean the difference between successfully ducking behind cover, or dying and being forced to restart a mission. Similarly, unlocking some of the rebel support options can be a game-changer: once I gained access to helicopters, I could call one in and use it to quickly scout out a province, or very rapidly collect all of the weapons and attachments in a region.

  • This increased efficacy means that I’m actually down to the last three regions of Wildlands that still require completion, and while I technically can already take the fight to two of the Santa Blanca heads and force El Sueño’s appearance, I am aware that for best results, one should finish off before turning their attention to Santa Blanca’s leader. This was something that, six years ago, I didn’t think I’d get to do for myself. While Wildlands‘ open beta had impressed me, there were specifcs in the gameplay that I hadn’t been fond of, and a decided to sit Wildlands out.

  • In particular, I had stated that repetitive missions and wonky controls had diminished my interest in the game. However, these criticisms are only valid in the context of the beta: the retail game has a very wide range of missions. Beyond simple kill assignments, players might be asked to interrogate and intimidate an individual for information, capture and extract a high-value individual, destroy assets valuable to the cartel or my personal favourite, lure out a reclusive foe and shoot them down. Throughout these missions, players may see Bowman do increasingly questionable things to complete her task, and this leads one to wonder what may potentially happen after El Sueño is finally forced into the open.

  • On the other hand, my old remarks about the weapon mechanics in the game have remained consistent: weapons handle in a very satisfying manner in Wildlands, and I find immense satisfaction in landing a long-range shot from a distance on an unsuspecting foe. Over the past six years following the Wildlands beta, I found myself wondering more than once as to whether or not I should spring for the game, and last May, a chance sale convinced me that it was finally worth a return to Bolivia with Nomad team. I had originally planned to wait a year and see if Wildlands was right for me, but by 2018, things had become quite difficult on my end, and Wildlands fell to the back of my mind as other priorities appeared.

  • Folks reading through the posts I’ve written in February and Mach five years earlier will not see this mentioned anywhere – I don’t believe that it is necessary to write about all of the things in life,  but the time has come to share the story of what was happening for me back then. A year after the Wildlands open beta, my startup had made some costly choices, with the chiefest of them being the decision to hire a backend and Android developer who, quite frankly, had no competence in either backend or Android development. Three months after bringing this developer on board, we still had no prototype for an Android app, and the backend was a convoluted mess.

  • Despite these setbacks, I had been working on the iOS app that delivered our medical surveys, and this had intrigued a local health supplements manufacturer. Unfortunately, this developer had been invited to join the founder on a presentation, and during said presentation, the developer had stated that our app was incapable of the very things they were asking whereas in reality, I’d already had these features on iOS. The meeting killed any chance of a potential partnership being formed, and with it, any hopes of securing additional funding. This developer was summarily dismissed, but the damage was done. The founder would later confide in me that thanks to the work I had been involved with, there were other irons in the fire, and that the company’s winter would be behind us soon enough.

  • By this time five years ago, I attended a presentation of our software prototypes to prospective clients and investors: the university had been interested in the survey platform I’d been working on. This meeting had gone extremely well, and I still remember leaving the university’s medical campus in good spirits on that Friday afternoon – the founder was certain this was going to be our big break. Although things had been positive, and I spent a weekend enjoying The Division, at the time, funds were also starting to become very tight.

  • In the end, no deal with the university materialised, and by April, we pivoted yet again – this time, the founder was aiming to land a partnership with the Canadian Mental Health Association (CMHA). I recall a day where we’d walked down to their offices, and to them, the prospects of an app that could easily collect data from their clientele was enticing to the point where they had offered us both funding and office space. From a development standpoint, we were well-positioned for this, since at the time, we’d already had the foundations to build a successful app.

  • CHMA had hoped that by September of that year, we’d be able to deliver a prototype to them, and it had appeared we were back on track – an agreement was contingent on a working prototype, and we had most of the pieces in place from an app perspective. However, the aforementioned funding for my first start-up had been an issue, and by this point in the year, only I was still around full-time. Further to this, we were having trouble finding any back-end developers for the project. As it turns out, the computational oncology company I’d built an app for a few years earlier had run into a problem: their mobile developer unexpectedly resigned, leaving their app in a position where it couldn’t be released.

  • I was therefore brought on board to iron out the remaining list of issues (totalling twelve) and see the app through to its launch on the App Store. The price of this contract would inject a little cash into the start-up and allow us to get a backend developer, and I was told that the assignment wouldn’t be difficult. Longtime readers will be familiar with what happened next: I learnt that the issues in the app stemmed from a much deeper set of problems with the backend that a Winnipeg-based consultancy had developed, and fixing issues in the app made it abundantly clear the Winnipeg team had not delivered.

  • To mask this, the Winnipeg team did their best to shift the blame and give the impression that I was not doing my job. During one memorable demo, I had opened the app, only to find that the app was crashing because the expected keys from a JSON were changed. Fortunately for me, I had the presence of mind to record a video of the app working precisely as expected in the hour leading up to the demo, and I also had with me a capture of the Swagger documentation that precisely showed all of the expected keys in the JSON, plus a debug log of what was coming back now. From there on out, the computational oncology company allowed me to keep working on things and see the app to completion, while the Winnipeg team was forced to communicate their intentions more clearly.

  • Originally a six week project, the contract to get the app deployed onto the App Store took a grand total of twelve weeks and occupied enough of my time so that we completely missed the deadline for CMHA. By this point, I decided that I’d hit my limit and began looking around for new opportunities. When I had played through the Wildlands beta a year earlier, I had no way of foreseeing that this was the outcome that my first start-up would face, and after I managed to turn things around, I developed an interest to return to Wildlands and revisit the game under different circumstances. There is something cathartic about returning to something under happier times; this is what motivates the page quote.

  • Memories flooded back to me when I reached Montuyoc – the region looks identical to its open beta incarnation, right down to the springs adjacent to the large lake. Upon entering this province, I initially wondered if I was inadequately prepared to deal with the foes here; during an earlier session, I accidentally wandered into Media Luna in pursuit of a convoy and found myself overtaken by both Santa Blanca and Unidad forces. It wasn’t until later I learned that Media Luna was a five-star province in terms of difficulty. However, Montuyoc doesn’t have quite the same Unidad presence as does Media Luna, and as such, I was able to complete all of the missions on relatively short order.

  • With this being said, having the BFG-50A is a game-changer, and having now unlocked some of the other sniper rifles, I find that against vehicles, the BFG-50A has no peer. Even with vehicle damage bonuses present, the typical sniper rifle takes at least two rounds to destroy a pickup truck or SUV. On the other hand, the BFG-50A can take down all but the heaviest of vehicles in a single shot. This meant it was possible for me to one-shot Unidad helicopters and travel through Montuyoc unchallenged. In this way, I was able to reach and eliminate Carl Bookhart without any difficulty.

  • For this post, I’ve decided to check out the other region that I’d long been curious to check out: Koani (not to be confused with KyoAni, the venerable anime studio that’s graced the world with masterpiece anime like K-On! and CLANNAD). Koani is located in the farthest reaches of Wildlands‘ Bolivia and is composed of arid mountains to the east. To the west, the province is dominated by a vast salt pan stretching out as far as the eye can see. In real life, Bolivia’s Salar de Uyuni is the world’s largest salt pan and is known for its rich lithium content, which Santa Blanca are mining in Wildlands.

  • Owing to engine limitations, Koani’s salt flats do not flood – during rainfall events in Salar de Uyuni, a thin layer of water on the surface of a salt pan creates a breath-taking sight. Wildlands has dynamic weather, and I have noticed that when it rains, the ground does develop wetness rainfall accumulates. However, I’ve never seen rain in Koani before, and even if it did, I don’t think the water will linger on the ground to create a natural mirror of unparalleled beauty.

  • My interest in Koani actually comes from YouTube videos I watched shortly after Wildlands released in full – LevelCap had joined a squad with Matimi0 and JackFrags and were playing through Koani in one of their videos. With a squad, Wildlands becomes a veritable riot as dynamic events in the game, coupled with the variability of human players, create for some emergent, unexpected moments in the game that wind up being quite memorable. Besides more people to share amusing moments with, having human players makes taking on some tasks easier, since they are more flexible than the AI squad members.

  • With this being said, Wildlands is more than playable from a solo perspective, and it is in this area that Ubisoft’s Tom Clancy-branded games excel – while the games become a significantly more enjoyable experience when played with others, one can still become highly immersed in things when playing on their own. For me, the AI squad-mates are most valuable for their ability to do sync-shots, where one can assign a maximum of three targets that the AI will specifically target. This allows one to swiftly take down up to four people at once without being spotted. While there’s a cooldown here that doesn’t happen when playing with human squadmates, the AI in Wildlands is such that they can reach positions where they’re ready to fire much more quickly than humans can.

  • Koani proved to be a fun province to explore and fight through. There was one mission that proved most irksome: the task was to fly a stolen plane from the airfield back over to Media Luna, and it was here that I began to understand why Media Luna was so challenging for me. The entire province is crawling with SAM batteries, and while these automated anti-air missiles are slow-moving and have limited tracking (they can be dodged), they nonetheless pose a threat to helicopters and propeller-powered aircraft. I’ve managed to dodge them before, and losing a helicopter or supply aircraft isn’t usually a problem.

  • However, it was very irksome to lose an aircraft during a story mission, forcing me to restart things from a checkpoint. In the end, I managed to complete that particular mission after a few tries. Here, I comment that in Wildlands, flight controls have contributed to some missions being more difficult than others. Helicopters are relatively easy to control, but the single-prop planes are quite tricky to fly, and early in the game, I crashed my share of planes in trying to learn how to use them. While I could have circumvented that by focusing on the helicopter supply missions, I am ultimately glad to have taken some time to familiarise myself with the flight controls because this was helpful in a Koani mission.

  • One devious trick I employed as the regions got more difficult was to go and select a mission, but then deselect the mission. This allowed me to find a spot for some missions, clear them out of any hostiles, and then come in and complete whatever my task was without being detected or impeded. This only works in some scenarios, but it did make some of the missions significantly more straightforward to complete. While this might be seen as “gaming the system”, I see it as taking advantage of limitations in the game mechanics to make things a little easier for myself.

  • Whereas LevelCap, Matimi0 and JackFrags flew into the train cemetery in a helicopter and alerted the whole place to their presence, then laughed off the ensuing chaos, I snuck in, and with the unerring accuracy on the MDR, picked foes off until I could get close enough to my quarry. There’s no right or wrong way of playing Wildlands, and in fact, thanks to the flexibility available in Wildlands, I am finding myself wondering if one of my friends would’ve been interested in this game, which is admittedly outside of his area of interest. A few months ago, my friend had purchased a new laptop that came with a voucher for a Modern Warfare II promotion, but thanks to hangups with Intel and the retailer, he never got the key for the game.

  • It is a shame that my friend wasn’t able to get a complimentary copy of Modern Warfare II; while I have my doubts that Modern Warfare II will receive the same support as Modern Warfare did, the campaign is very enjoyable to play, and the co-op missions, despite not allowing for custom loadouts, offers a bit of fun, even if the variety is limited. Fortunately for my friend, his backlog of games is, like mine, staggeringly large, and at the very least, his current laptop will have no problems in running anything he wishes to. I’d love to be able to co-op with my friend in Wildlands: although the game’s higher-difficulty regions would give him some trouble, I’d be present, and we’d be romping through Bolivia like we owned it in no time at all.

  • For the present, however, I am going to continue my journey solo: my friend’s backlog is large enough without me adding to things. This screenshot here captures the scope and scale of the salt flats in Koani: the salt pan is so large that the mountains across the pan are simply not visible, and the blue skies seem to stretch out to infinity. I have driven vehicles here before, and it is quite fun to be able to drive at full speed without worrying about hitting something.

  • In the end, aside from a few hiccoughs here and there, I had no trouble beating Koani, and at present, I have only two more regions left to complete before all of the underbosses and section bosses are available. My plan for Wildlands is, after beating El Sueño, I will go back through and look at all of the additional special missions that have appeared on my world map, and then as time permits, I will also explore and write about the Fallen Ghosts DLC. While the MDR and BFG-50A’s performance have already made this DLC worth it, the actual Fallen Ghosts provides more heft to the story and extends out the Wildlands experience further.

  • My timing with Wildlands couldn’t be better: we’re on March’s doorstep now, and I have a special post in mind as we approach Girls und Panzer‘s tenth anniversary. Between all of the decade anniversary posts and the fact I’ve joined the local photography association a few months ago, things are going to ramp up as winter recedes and spring arrives: just yesterday, I volunteered to be a videographer for my old Chinese school’s annual banquet event, and while my lack of familiarity with the smartphone stabliser I was loaned meant I messed up a few shots, overall, it was an instructive evening. and I later learnt that the photography association is relatively new to video, making for a valuable learning experience. I could bring something new to the table if I take up videography, all the while learning how to take better landscape photos.

  • I believe now, my best move will be to pick up a smartphone stabliser of my own and become comfortable with using one: while I had been looking at getting a DSLR camera, it turns out that my iPhone 14 Pro’s 48 MP camera array is said to be comparable to a DSLR camera for daytime landscape shots. Once I learn more about shot composition and really get into photography, that will be when I invest in a proper full-frame camera. Back in Wildlands, I take aim at Boston Reed’s helicopter. In the absence of the BFG-50A, I imagine one would wait for him to circle the area before using whatever arms they had to shoot him down, but in my case, I was able to blow him out of the sky in a single round. Next I write about Wildlands, I will be dealing with my thoughts on the game and its themes; I’ve seen some interesting things throughout my journey that are worth mentioning.

At the time of writing, I have only five more regions to complete in order to lure out the under-bosses and section heads. Wildlands has proven to be remarkably enjoyable, and at this point, I’ve got enough of a toolset unlocked so that I now approach new regions with confidence, rather than doubt. In this way, I was able to complete Montuyoc a second time and advance to a province that I’d long been curious to visit. In a video dating back almost six years, I watched LevelCap, accompanied by Matimi0 and JackFrags, flying over what seemed to be an endless salt flat in a helicopter. The mission objective was to recon a train cemetery. The three discuss whether or not they’d rather just stay in the air and hammer their foes from below, but a sudden explosion forces them to land. After much laughter, the decision is made to continue on foot, and the video cuts to a medication air transport side-mission. LevelCap, JackFrags and Matimi0 later return to the salt flats to locate an important figure under the cover of darkness. Seeing this level of fun to be had led me to wonder what the remainder of Wildlands was like, and in the present day, I found my answer. The salt flats of Bolivia are set in the Koani province, and having now had the chance to complete the same missions I’d watched years earlier, I can say that, even on my own, Wildlands is a riot, being full of unexpected surprises at every turn. I marvel at how on some missions or escapades, I can sneak through an entire Santa Blanca or Unidad base undetected, and on other occasions, I’ve enjoyed a few good laughs from unexpected deaths resulting from my own carelessness. In fact, my most memorable moment comes from shooting down a Unidad helicopter and turning away, only to get buried by the helicopter’s remains in a way that prevented the AI squad from reviving me. Despite being an older game, Ghost Recon Wildlands is continually refreshing, and at present, I’m on track to finishing the game within a year of purchasing it.

Tom Clancy’s Ghost Recon Wildlands: Clearing The Heart Of Bolivia and The Road To New Challenges

“In our age, there is no such thing as ‘keeping out of politics’. All issues are political issues, and politics itself is a mass of lies, evasions, folly, hatred and schizophrenia.” –George Orwell

Flying over Bolivia, the dense jungles beneath suddenly give way to a rocky desert. All attention turns towards a convoy of trucks driving along one of the craggy roads, and I move ahead of the lead vehicle before setting down the helicopter. I equip my drone, manoeuvre it just in front of the truck carrying medical supplies, and fire off a crippling EMP blast, stopping the convoy cold in its tracks. Switching over to my BFG-50A, I disable the escort vehicles and pick off stragglers, finally securing the truck. Nomad Team comments on how the supplies will help the rebels out, and for my troubles, I gain more points to spend on an increasingly large library of skills that will make the journey towards apprehending El Sueño possible. With this goal done, I turn my attention to the evening’s next task: picking up a new weapon attachment located in a remote hut perched on the side of a mountain. Ghost Recon Wildlands has proceeded in this manner for the past few months, and outside of the story missions, my time spent in game has proven to be immensely cathartic as I gambol around the countryside, exploring to my heart’s content. It suddenly strikes me that, while Wildlands‘ main story and premise meant that the game invites political discussion, the open world environment and ability to proceed at my own pacing has meant that, outside of the tense moments during story missions and the dialogue that Nomad team exchanges with handler Olivia Bowman, the verdant jungles and remote mountains of Wildlands‘ Bolivia feels remarkably removed from the endless debates and discussions that characterises political discourse. The sharp contrast here in Wildlands offers credence to the idea that not all art and media is necessarily political; one’s thoughts are unlikely to be about how their actions may impact a policy-maker a continent away when they’re sneaking through a village by a tranquil-looking pond in search of Santa Blanca medals or weapon attachments.

Where Wildlands does have Nomad team conversing with Bowman about mission objectives, or the implications of the latest successful assignment, insight is given into Santa Blanca and how the player’s actions are affecting the bigger picture. Taking out a contingent of Santa Blanca submarines will cripple their ability to smuggle narcotics, while capturing a social media influencer stymies Santa Blanca’s ability to spread propaganda. Nomad’s actions yield a tangible change and slowly pave the path towards capturing El Sueño. It is important to note that it is through the player’s actions that advance things, and in this way, Wildlands (or any other game with a large political component) speaks to the fact that all change is the consequence of tangible action, rather than words. To this end, Wildlands shows that it is ultimately through the player’s actions and decisions that Santa Blanca’s hold over Bolivia is lessened, and to drive this point home, Bowman is operating in the field alongside Nomad, rather than directing the team from the comfort of an air-conditioned office in Langley. This is the case in reality: although the media gives the impression that politicians are getting material work done while in office, more often than not, the average politician accomplishes very little. Wildlands therefore acts as a show of how it is the people down in the weeds who get the most useful work done, even if they won’t be recognised for their contributions later. During one assignment, one of Nomad team comments on how it’d be nice to have a statue erected in their honour for what they’ve done to make the world a better place, only for another squad member to reply that as Ghost Recon units, they’re not supposed to exist, much less be remembered. The situation Nomad team’s members find themselves in is a mirror of reality: the people who get the work done and are deserving of the credit are also those whose contributions are forgotten as politicians and the media scramble to occupy the limelight. However, in spite of this, seeing that one’s work has a tangible, positive impact makes it worth doing, irrespective of whether or not one is credited, and virtue is its own reward. For me, it is sufficient to know that I did something that was of value to someone else, and it was therefore pleasant to see Wildlands mirroring this notion.

Screenshots and Commentary

  • While I’ve been recently sidetracked by Modern Warfare II, still have yet to make my way through Metro: Exodus‘ DLC content and recently picked up a complementary copy of Star Wars: Squadrons through a promotion on the Epic Store, I’ve not forgotten my commitment to finish Wildlands to the best of my ability. Since last time, I’ve cleared out all of the three-star difficulty areas in Bolivia and have made some progress towards acquiring enough skills so I can take on the four and five star areas.

  • The four and five star areas don’t feature tougher enemies that can take more damage or hit harder, but instead, are more heavily patrolled. Santa Blanca and Unidad bases have more guard towers, alarm systems and generators, and they’ve got a more extensive network anti-air missiles. In these situations, having additional skills means being able to better identify where foes and points of interest are, before taking them out without being detected.

  • The EMP drone becomes an incredibly valuable tool in a player’s arsenal, since it can fly undetected into the heart of hostile territory and trigger an EMP that disables alarms. Once alarms are disabled, the patient player can then pick off snipers and methodically move into the base to complete their objectives. Three-star areas are the perfect place to practise one’s techniques, since the bases here are reasonably secure, but not so secure that any misstep will result in enemy helicopters being deployed to one’s area.

  • At present, I’m still currently using the MDR as my primary weapon, with the BFG-50A being an excellent secondary weapon – I’ve not made enough progress in Wildlands to begin the Fallen Ghosts expansion content, but the weapon unlocks this DLC provides are top tier. Although any other assault rifle could fulfil a similar role as the MDR does, there’s something about the MDR that makes it an especially appealing to use.

  • With the right gear and skills, Wildlands settled into a very relaxing pattern for me – I would go into a region in a helicopter and scout around to find all of the places where intel were, then pick up said intel. After I had an idea of where all of the campaign missions, skill points and weapon cases were, it was time to collect everything and finish the missions off. The variety of missions continued to impress, and there is actually more challenge in the missions where the objective isn’t to eliminate a target.

  • Beyond this, Nomad team’s objectives in Wildlands felt very cut-and-dried: in fact, listening to the exchange between the AI squad gave the distinct impression that for Nomad team, lighting up Santa Blanca cartel and Unidad alike was just another day at the office for these operators. While the dialogue is purely meant to create additional immersion, it did get me thinking, and this is what eventually led to the choice of topic for this post.

  • From the sounds of things, Nomad team is simply carrying out an assignment. While they’re special operators that act in the interests of the United States, despite being given near total freedom in how they go about finishing their work, their goal is simply to serve their nation by following orders. For Nomad team, politics is unlikely at the forefront of their thoughts when they’re sneaking through the jungle to avoid detection, or flying over from one spot to another. Being professionals, Nomad team is more worried about getting their job done, and while some moments do have them asking questions, for the most part, Nomad team sees their work the same way the typical person sees their own occupations.

  • This got me thinking: on a day-to-day basis, I’m not worried about politics or current events. Instead, I’m concerned most about what my tasks are, and how to get those done. While I do think about the bigger picture where required (e.g. ahead of meetings), for the most part, my focus on the typical day is implementing a given feature or sorting out a bug. This is partly because after a hard day’s work, the mind is in need of some rest and relaxation. Talking about current events is the polar opposite of this: political discussions can become very heated, and arguing with people is very draining, so the well-exercised mind tends to avoid these sorts of things .

  • There’s little time to be worried about what’s happening halfway around the world, and at the end of the day, I only read the news so I’ve got basic awareness of what’s happening. I’ve never understood why some people are so insistent on making their opinions of current events known to others, but after looking around, it turns out there’s one combination of traits that makes it seem like politics is a bigger deal than it is.

  • People without a focus or tangible objective in their lives may latch onto perceived problems and devote themselves into voicing concern for said issues. This happens because the human mind is inherently wired towards problem-solving and overcoming difficulties, so where there are no challenges to face, the mind may fabricate challenges to keep busy. This is the origin of the axiom, “idle hands are the devil’s workshop”; individuals with nothing to do might channel that restlessness into unproductive or harmful activities.

  • Coupled with the fact that social media makes it possible for most anyone to have an audience, the elements are in place for a social problem. While social media is not inherently evil, the problems it brought to the table resulted from the fact that ordinary people could suddenly become someone of note through virality. Traditionally, anyone who came to prominence did so because they were exceptional in their field and had the right amount of luck. On the other hand, social media algorithms pick content that elicits the most reactions, and since people tend to investigate the most emotionally charged content, polarising, shocking and misleading materials tends to be promoted. It is no joke when I note that a lot of folks out there don’t deserve their followers or audience.

  • The end result of this is that social media, far from being a meritocratic platform where the most useful content becomes visible, ended up becoming a place where extremist rhetoric and misinformation dominated. Those who post such materials do so not because they wish to legitimately inform, but because they believe they are owed an audience and validation. The combination of extreme opinions and a desire for attention results in an endless stream of online vitriol, one where there is no room for moderation. Perspectives such as mine are inevitably drowned out, and there is little opportunity to learn about sides to an argument that isn’t my own.

  • This phenomenon isn’t limited to social media, as online forums see disagreement of similar proportions. At TV Tropes, for instance, some members believed that the presence of like-minded individuals who enjoy writing lists of media tropes should have meant that any discussion on politics and current events at TV Tropes would automatically “[leave] one intellectually simulated, knowing [the users] had a productive and entertaining conversation”. In reality, the idea of any conversation at TV Tropes being intellectually stimulating is dubious at best because a vast majority of TV Tropes’ userbase lacks any real-world experience. As a result, most of the political and current events topics rapidly devolve into pandemonium as a result of users pushing their worldviews over others, versus making a sincere effort to communicate and understand other perspectives.

  • Similarly, over at AnimeSuki, political “discourse” isn’t very helpful. One “mangamuscle” operates under the belief that intelligent discussion consists of calling political leaders names and constantly reiterating that certain nations are evil. While those mangamuscle and similar-minded people believe themselves to be engaged in legitimate discussion, people like these are why I hold that a disinterest in politics most certainly doesn’t render one less intelligent or knowledgable: I hardly consider name-calling to be a hallmark of a “productive and entertaining” conversation.

  • Generally speaking, whether individuals participate in internet discussions about politics or current events, unless there is a clear desire to listen and learn from all parties, I’ve found that it’s best not to participate at all. Avoiding those who aim to shock and anger, and those who presume to lecture, isn’t especially difficult – most of the time, people post extreme content in the hope of driving engagement and validation, so if one isn’t going to reply, retweet or vote, then it would show both the originator and viewers that a given idea simply isn’t worth even the simple click of a mouse. At scale, the originator may eventually lose interest in the topic if they aren’t getting the desired reaction from posting about things.

  • More tricky to handle are those individuals who have an agenda to push and a formal background in political sciences or similar – Mark “Ominae” Soo is one user who frequents both TV Tropes and AnimeSuki, and in his forum posts, he makes it a point of posting news articles that are highly critical of one of the world’s nations. While I’m no stranger to this behaviour, Ominae has stated that he’s currently pursuing a Master’s of Strategic Studies at S. Rajaratnam School of International Studies in Singapore and plan on a career in defense intelligence, with the hope of joining the Canadian Security Intelligence Service (CSIS) one day. Given his goals, it is likely that Ominae is part of a larger, organised effort towards influencing online individuals into agreeing with the media’s lies.

  • Because individuals like Ominae appear to look like they know what they’re talking about, one may be tempted to agree with them: someone enrolled in strategic studies will constantly be working with military and security issues, and therefore have a strong knowledge of the area. Unfortunately, if one also possesses a very firmly-held set of biases, this can be highly detrimental – Ominae’s background allows him to be confident in his knowledge, but at the same time, Ominae also refuses to hear out other opinions, especially from those outside of the field. Individuals like these are therefore ill-suited for any sort of decision-making role at CSIS; if one allows their decision-making to be guided by ideology rather than fact, the public will inevitably come to harm.

  • As a result, I cannot say I’m inclined to see people like Mark Soo succeed in their aspirations. It is admittedly frustrating that some people strive to make a career out of promoting untruths and hatred for personal gain, but at the same time, I also acknowledge that there are simply not enough hours in the day to concern myself with these sorts of things. Posts like these are about the extent that I’ll write about outside of my area of interest – my typical modus operandi is to look at the shows and games I like, but occasionally, I find that it is helpful for me to get my thoughts on topics like where I stand on talking about politics and current events here.

  • The short of it is that no, I won’t be sharing my thoughts on the things that go on in the world, and when I do write about politics, it will be strictly within the realm of whatever work I am discussing. For instance, I am willing to share my thoughts on the narcotics trade and government responses to it in the context of Wildlands, but I won’t delve into my thoughts on the Canadian government’s legalisation of cannabis. I do not believe I can offer a vigorous, satisfactory account of why I hold the beliefs that I do in the blog post format, and for this reason, I tend to avoid bringing up current events.

  • When it does come to something I am knowledgable about, I am much more willing to explain myself. For instance, I am a major proponent of the delegation pattern in iOS development because it allows me to pass information between view controllers sharing a common navigation controller, and the approach, when done correctly, results in clean code (in turn improving maintainability and readability). This is something I can defend because I have experience in the area. Thus, in order to avoid troubling readers with ideas I’m not an expert in, I choose not to mention about real-world politics and the like within my posts.

  • With this, I hope to have given readers a satisfactory account of why I don’t talk about politics here. In my twelve plus years of blogging, this approach has served me well enough, and I therefore see little incentive to change things up. It’s more fun to talk about the things that I enjoy doing, and here, I will remark that Wildlands has a considerable amount of activities in it. Even in the regions I’ve cleared, there are plenty of secondary missions to complete, and they offer rewards that help with gameplay. Completing all of them will take a considerable amount of time, and I’ve determined that it is probably more time-effective if I were to complete enough of the secondary missions to get at the skills best suited for my style and move on to the tougher regions.

  • On several occasions, I have previously ventured into the four and five star regions unintentionally – this happens when I’m pursuing a convoy, and while I usually end up capturing my target, the problems would show up if I foolishly decided it’d be a good idea to also raid a nearby Unidad or Santa Blanca base. In this way, I would get my face pasted into the ground, and while at this point, I’ve dumped enough skill points into the AI squad tree so that I can get two revives, dying in a place where it’s not feasible to be revived and safely get out has left me wishing for a “skip revive” option at times.

  • Outside of these most harrowing of moments, I am free to explore Bolivia at my own pace. Previously, the game had looked amazing on a GTX 1060, but with everything maxed out on an RTX 3060 Ti, the visuals look almost photorealistic. Over the past few months, NVIDIA’s Lovelace high-end GPUs have launched, and more recently, news of the RTX 4060 Ti have reached my ears. Assuming the rumours are correct, the RTX 4060 Ti is supposed to perform similarly to an RTX 3070 and sell for the exact same price point of 499 USD. In this case, the RTX 4060 Ti would be completely underwhelming – the RTX 3060 Ti had retailed for 399 USD and is almost as performant as the RTX 2080 Super, an impressive leap in technology.

  • Similarly, the GTX 1060 had been impressive because it had around 90 percent of the GTX 980’s performance for half the price. As such, when it is possible that the RTX 4060 Ti will only match a RTX 3070 in performance and demand the same cost, there is little incentive to wait for the Lovelace series. All of the news means that my decision to pick up my current video card back in September was a good decision, and the RTX 3060 Ti is expected to last me a very long time. Out of curiosity, I took a gander to see if the MSI Gaming X variant of the card I had was still available, and it seems that they are completely sold out now.

  • Weather patterns do impact Wildlands, and one can find themselves in the midst of a rainstorm even from perfectly clear skies like these. I remember that during my time spent in the open beta, rain had hit me almost immediately after clearing the first mission, and Wildlands had been detailed enough to render players’ clothing becoming wet from the rainfall. For my screenshots, however, I prefer taking them under clear skies: Bolivia looks wonderful, and the deep blue skies evokes a summer-like feeling. While playing under full daylight means that stealth becomes trickier, they do make for easier screenshots. On the other hand, if there’s a high-stakes mission, I will reset the map and wait for nightfall before beginning an assignment.

  • Side-missions in Wildlands are fun, and give players a chance to let loose: on most missions, having a suppressor is mandatory to preserve stealth and avoid alerting foes to one’s presence. There is a skill upgrade that results in suppressed weapons dealing identical damage to unsuppressed weapons, and by this point in Wildlands, I’ve unlocked it, so there’s actually no need to ever remove my suppressors. With this being said, there is something satisfying about going loud. Some of the rebel-related missions do entail fighting off waves of Santa Blanca enforcers, and it is here where I find the most use for an unsuppressed LMG.

  • When free-roaming, I tend to run the BFG-50A without a suppressor: the gun is the hardest-hitting rifle in the whole of Wildlands, and its report when firing reflects the sheer amount of damage this weapon can do. This gun has been a game-changer, and coupled with the fact I’ve maxed out my anti-vehicle damage, air vehicles are no longer a problem for me. Similarly, I can leave an entire convoy of foes as a smouldering ruin without much difficulty.

  • In a manner of speaking, the Fallen Ghosts DLC has allowed me to play Wildlands with increased flexibility, and this has, in turn, allowed me to progress at a smarter pace. With this being said, however, my map indicates that I’ve actually yet to deal with any of the higher-ranking Santa Blanca members. I imagine that for some of the buchons, some of the missions won’t entail any shooting, so I am curious to see how things turn out once I clear out the rest of Bolivia’s tougher areas. I have a feeling that it is better to clear out all of the buchons, versus just taking down enough to force El Sueño’s hand.

  • The takeaway from this jumble of a post is simple enough – I don’t like participating in online discussions of current event owing to the overwhelming ignorance and prejudices out there (as mangamuscle of AnimeSuki has been kind enough to demonstrate), and I see no reason to mention my own opinions regarding current events in a given blog post because they are neither here nor there. Beyond this, I do appreciate how Wildlands does suggest that politics or not, it is ultimately individual action that makes the difference, and as such, I find myself excited to continue on with this game.

  • The missions ahead will certainly be trickier than anything I’ve faced up until now, but at the same time, I’ve also got access to a wide array of skills and a better understanding of my arsenal. With this being said, these are interesting times – Battlefield 2042 has reintroduced the class system and implemented something in line with what I’d been hoping for, while Modern Warfare II just announced a new Japan-themed DMZ map, and while I’ve no previous DMZ experience, the map is intriguing enough for me to give it a go. I’ve also reached the halfway point in Sam’s Story in Metro Exodus‘ expansion content, and things have kept me quite engaged. I am, in short, very busy, but I should definitely make some time to push further in Wildlands – I’ve been itching to go back to Montuyoc, and it does look as though I’ve got the weapons and skills needed to survive there.

Longtime readers will likely wonder why I do not discuss current events, specifically, federal policy and foreign affairs here, even where some of the topics I write about are more conducive towards such conversations. The main reason behind this is that as a blogger, I have a responsibility to readers. My aims are to be truthful and fair, and political discourse stands contrary to these goals because, in the absence of any vigorous evidence, anything I state is strictly opinion. This blog’s core focus are anime and games, and while I may occasionally offer some of my thoughts on the systems anime and games present, stepping into things like foreign affairs is outside the scope of my discussion: readers come here to see what I make of a character and their place in a given story, or perhaps pick up trivia on the differences between a Barrett M82A1 and an M95. Beyond this, it is not my place to rattle off my personal beliefs and demand viewers listen to said beliefs, especially since I am no expert in many of the things I hold an opinion in. At the opposite end of the spectrum, some hold that they have an obligation to talk about politics because these matters impact them in some way. While is true to a limited extent, talking about things on social media or forums won’t change anything, and instead, my only obligations are to keep abreast of things and respond accordingly. I find that folks who spend a considerable amount of time writing about their beliefs online are doing the least amount of useful work while at the same time, making the largest effort in an attempt to look relevant. Simply put, people who do not spend time on forums, Reddit or Twitter trying to persuade others of their beliefs or spreading a certain brand of thought, have more time to get legitimate work done. As Wildlands suggests, those who prefer maintaining a low profile and fulfilling their obligations are the folks who will affect positive change most effectively, and even if they’re not going to be recognised or celebrated for their contributions, the importance of their actions cannot be understated.

Tom Clancy’s Ghost Recon Wildlands: The Dynames Loadout and Reflections on Retiring a Workhorse GPU

“Skills are skills; the same way tools are tools. How they are used defines the user, not the tools.” –Megan Derr

Folks familiar with Gundam 00 will remember the Dynames, one of the lead Gundams that was equipped for long-range anti mobile suit combat: the Dynames carries a GN Sniper Rifle and in Gundam 00, pilot Lockon Stratos utilises it to provide fire support at range, disabling and destroying mobile suits from such distances that return fire is not feasible. For close-quarters combat, the Dynames also carried a pair of GN Beam Pistols – these had a much higher rate of fire than the GN Sniper Rifle, and despite being significantly less powerful on a per-shot basis, could still deal serious damage to enemy mobile suits. Owing to its loadout and specialisation towards a marksman role, the Dynames remains a fan-favourite: the Dynames’ weapons are most faithful to loadouts that can be equipped in contemporary titles, and in Ghost Recon Wildlands, players can mirror the Dynames loadout by carrying a sniper rifle into combat with any pistol. Because Wildlands is a game of stealth and patience, the sniper rifle becomes the single most important tool in any player’s loadout: one can use these rifles in conjunction with a suppressor to pick off foes from extreme distances and whittle down the size of an enemy force guarding points of interest with only a low risk for retaliation, or target things like alarm towers and take them offline to prevent foes from calling in reinforcements. However, similarly to the Dynames’ handling characteristics, sniper rifles take a modicum of skill to use, and in Wildlands, sniper rounds are impacted by bullet drop. To make the most of these precision tools requires patience and familiarity with a rifle’s characteristics, but at the same time, folks willing to master their rifles will find an incredibly versatile and powerful tool for clearing out entire areas without being spotted, making easier to complete objectives and fade back into the shadows as Ghosts are wont to doing.

Having spent most of my time in Wildlands with the M40A5, I found a tool that was quite tricky to use – players can find the M40A5 early on and immediately gain access to a solid long-range option, but players do not have access to the higher magnification optics, which limits the weapon’s utility. Further to this, because bullet drop is quite pronounced, it may take beginners time to acclimatise, and the M40A5’s bolt-action mechanism means that the weapon is very unforgiving when it comes to missed shots. To be a sniper is to invest effort into learning the weapon’s traits and positioning oneself so some of the weapon’s shortcomings can be mitigated. However, the payoff for learning the techniques behind being a good marksman is enormous – a good sniper can eliminate threats that can result in a much less desirable direct firefight, and getting used to the M40A5’s traits provides one with an instructive experience, one that carries over to Wildlands‘ other sniper rifles. As one acquires more sniper rifles, the course of Wildlands changes: faster-firing semi-automatic rifles are effective for engaging multiple targets sequentially, while the bolt-action rifles provide exceptional stopping power that make them useful against armoured foes and materiel. Of note are Wildlands‘ 50-calibre rifles, which are so powerful, they can one-shot vehicles, and of these rifles, I’ve unlocked the BFG-50A as a result of having made the decision to pick up the Fallen Ghosts DLC a few weeks earlier, when the package went on sale for six dollars (down from its usual twenty). The BFG-50A comes with all of its attachments and optics unlocked, so the problem of needing a dedicated high-magnification optic evaporates, and because the BFG-50A is semi-automatic, it is more forgiving of missed shots compared to the M40A5. With its fifty calibre rounds, high power scope and an increased rate of fire, the BFG-50A has completely altered the way I approach situations in Wildlands. I can destroy alarm boxes from a great distance and not worry about reinforcements showing up, and if things become a little too heated, I can blow Unidad and Santa Blanca helicopters out of the sky trivially. In this way, Wildlands now feels completely different: while skill and experience are doubtlessly essentials, having improved equipment cannot be understated. Many missions that would’ve felt intimidating now feel more straightforward, and while I take great pride in completing my assignments with what is available to me, both in games and reality, I will not deny the joys of having access to better gear.

Screenshots and Commentary

  • This post on Wildlands is the last one where I’ll be using the venerable GTX 1060 to capture my screenshots: this video card had been an incredible deal and offered superb value for its price tag. When it released, the GTX 1060 traded with the GTX 980 for half the price. I still remember having some difficulty in procuring one – the card was released in July 2016, and I ended up picking one up in late August. However, compared to the situation in the present day, things back in 2016 were a little more straightforward, and I still remember giving DOOM and Battlefield 4 a spin, being impressed to find that I was able to maintain very smooth framerates even with everything maxed out.

  • When I built my current desktop back in March, I decided to go without a video card and reused the GTX 1060: it still performs just fine, although there are definitely situations now where the frame rates begin dropping. My decision to pick up the RTX 3060 Ti was motivated largely by the fact that my local computer store was doing a sale on the MSI Gaming X card: the card ordinarily retails for 730 CAD, but on that one day, it was going for 110 dollars off, dropping the price down to 620 CAD. This puts it the closest to the MSRP I’ve seen since the card launched, and after weighing my options, I felt that the card would be more than adequate for my requirements.

  • The decision was also based on answering the problem of whether or not I’d pick up a perfectly suitable upgrade now, with a known price, power draw and certain availability, versus waiting for the RTX 4060, a more powerful card that is rumoured to draw up to 230 Watts when under load, but supposedly only offers marginal gains over the RTX 3060 Ti. Between the (speculated) underwhelming performance for a video card of its class, coupled with unknown availability and prices, I felt it wiser to hedge my bets on the RTX 3060 Ti. Thus, I ended up picking the MSI Gaming X RTX 3060 Ti up last Wednesday, and the next day, the price had increased to 650 CAD.

  • This left me immensely grateful to have caught wind of the deal when I did, and with this acquisition, my new PC build is fully completed and ready to shine, just in time for winter. Over the past summer, I’ve spent a great deal of time capitalising on the long days to explore and enjoy culinary experiences that were unavailable for the past two years, but as the summer gives way to autumn, and then winter, I will be spending more time inside to escape the frigid Canadian winter. Although I enjoy the outdoors very much, when the thermometer dips below -40ºC with windchill, I prefer unwinding with a good virtual experience.

  • Contributing in part to the swiftness of my decision was the fact that I had read extensively on video cards within my budget and performance expectations, so when the flash sale came, I could pull the trigger quickly. With the RTX 3060 Ti, I am confident this new machine will gracefully handle what I have to throw at it, including the upcoming Modern Warfare II title, and in a rare moment, I also will remark here, with a degree of smugness, that my completed PC is about thirty percent more powerful than that of Awkventurer’s while at the same time, costing a third less.

  • Awkventurer is a travel influencer and streamer who produces solid content, but had taken to Reddit to ask for suggestions when building a new machine. At Reddit, Millillion offered incomplete advice and failed to account for Awkventurer’s use cases, resulting in a machine that is about four hundred dollars more costly than what she’d intended to use it for. While Millillion’s seventy-six thousand points of karma look impressive, and Millillion spends hours every day answering questions, I feel duty-bound to reiterate that there is no substitute for expertise and experience – had Awkventurer asked me for help rather than Millillion, I would have landed on a build that would be more cost effective without compromising performance.

  • Shortly before picking up the RTX 3060 Ti, I would end up buying the Fallen Ghosts DLC: it was clear that Wildlands was something I had come to enjoy greatly, and Fallen Ghosts adds a new campaign experience similarly to how Warlords of New York extended my enjoyment of The Division 2. When Fallen Ghosts went on sale for 70 percent off, the decision became an easy one; while I won’t likely go through the actual story missions until I finish Wildlands‘ main campaign, the DLC also gives me immediate access to two weapons which ended up changing how I play Wildlands at a fundamental level.

  • My immediate impressions were that Fallen Ghosts was worth it: right out of the gates, I gained access to the MDR and BFG-50A. The Desert Tech Micro Dynamic Rifle (MDR) is a classic with me, returning from The Division as an excellent assault rifle that has access to automatic fire, unlike its The Division counterpart, which only fires on semi-automatic. The MDR was a solid addition to my arsenal, and during my time with it, I found the MDR to be reliable as a marksman rifle for medium range engagements, as well as being versatile and manoeuvrable enough to switch over to automatic fire for close-quarters engagements if cover is blown.

  • In The Division, the MDR was an exotic assault rifle that was unique for only having a semi-automatic mode, and dealt bonus damage to enemies under a status effect. This made it a very situational weapon – the weapon was best paired with anything that burnt or bled foes, and I do remember the six-piece classified Firecrest set, with the Big Alejandro and the Intense talent, was quite effective with the MDR. However, I typically prefer to run with a six-piece classified Striker set with The House and Bullfrog. Wildlands‘ MDR is significantly more versatile and is useful in a much greater range of scenarios.

  • The real star of the show, however, is the BFG-50A. It’s the only semi-automatic anti-materiel rifle in the whole of Wildlands, and its recoil is only matched by its raw damage. Against personnel, the BFG-50A almost feels like overkill, with semi-automatic fire allowing one some wiggle room should they miss their first shot. However, it is against vehicles where the weapon truly shines: the BFG-50A is capable of destroying light vehicles and helicopters with a single shot even without the vehicle damage bonus, and I imagine that when fully upgraded, the BFG-50A will become the go-to solution for getting vehicles off my back.

  • I ended up marvelling at both the efficacy of my new toys in Wildlands and the power that the RTX 3060 Ti confers over the September long weekend, although here, I remark that I ended up spending more time outside than I did at my computer. The weather had been superb, and I took advantage of the Monday off to sleep in. After spending a morning with the housework, I prepared my first-ever Irish Nachos with a recipe that my local pub is known for: ground beef, cheddar cheese, red bell peppers, Jalapeños and grape tomatoes with chives on a bed of waffle fries. The final result was surprisingly delicious, considering it was my first time making this dish, and when paired with salsa and sour cream, it proved to be a hearty and delicious lunch.

  • In the afternoon, I ended up going for a ten-kilometre walk, which brought me to a little-known but still gorgeous lookout affording me a wonderful view of the city centre. The weather on Monday was especially pleasant – the high was 19ºC, a comfortable reprieve from the high twenties and low thirties we’ve seen all August. Summer is fast coming to an end now, and the days are beginning to shorten again; when I waken up at six to hit the gym, it’s dark outside. I am rather excited to see winter arrive this year, and being able to game on the coldest days of the year isn’t a bad way to unwind.

  • Looking back, it was pure luck that I was able to pick up an RTX 3060 Ti when I did – the card officially launched back in December 2020, but the ongoing microchip shortage, coupled with extremely high demand resulting from the global health crisis, meant everyone was struggling to find the hardware for their machines in a time when having a pint with mates or watching a movie wasn’t possible. Coupled with unscrupulous people who use bots to empty out entire stocks for scalping “cook groups” and cryptocurrency mining operations, common folks have found it near-impossible to buy GPUs at reasonable prices.

  • While demand for GPUs will lessen as the pandemic recedes, I do not imagine that scalping or cryptocurrency mining will diminish any time soon. Similarly, the supply shortages will likely continue to be an issue. This is why I decided to jump on the opportunity to purchase an RTX 3060 Ti; the perfect storm of factors could potentially make the 40-series very hard to come by. For this reason, I’ve also decided to pre-order the new iPhone 14 Pro rather than pick it up in-store once it launches on September 16. I’ve been running the iPhone Xʀ since September 2019 when my last company loaned me the device for testing (when the company dissolved, I was permitted to keep the phone).

  • Prior to the iPhone Xʀ, I was running an iPhone 6, which I bought in 2015 and accompanied me to two conferences, Japan, Denver, Winnipeg and F8 2019. My personal policy is to only replace my device when Apple stops releasing iOS updates for my device. When Apple released iOS 13 in September 2019, I learnt my iPhone 6 was not supported, and since then, I’d been looking to buy a new iPhone so I can keep up to date with development work. The iPhone Xʀ has acted as an interim device and has performed extremely well: in fact, it still feels speedy and responsive, and as a development device, the iPhone Xʀ has remained satisfactory, allowing me to fully test features that require a physical device.

  • The iPhone Xʀ would easily last me another two years, but I’d been planning on upgrading once Apple released a notch-less phone simply because it would represent a new UI approach, and so, when Apple announced their newest line of devices yesterday, they had my undivided attention. The iPhone 14 Pro introduces the new “Dynamic Island” pill for its front-facing camera and sensor array, and after seeing how tightly integrated it is with the software, the merits of having a physical device to test concepts for the Dynamic Island became apparent. As the first iPhone to have the Dynamic Island, running an iPhone 14 Pro would give me a head start in experimenting with different UI concepts.

  • Although I don’t imagine that I’ll see much use from the A16 Bionic chip or 48 MP camera right out of the gates (both of these premium specifications far exceed my current requirements), the additional power does mean that the iPhone 14 Pro would serve me extremely well until Apple no longer makes iOS upgrades available to it. To this end, the iPhone 14 Pro has proven to be increasingly attractive as a replacement for my iPhone Xʀ: although 300 dollars pricier than the standard iPhone 14, having premium features will be helpful in my line of work as it could help me explore new features earlier.

  • Back in Wildlands, I complete the latest mission, which entails capturing El Chido and extracting him to a safehouse. The capture missions are always the most tricky to complete, and even with a new loadout, it still took me a few tries to get it right – having new gear makes things slightly easier, but it still ultimately boils down to ones’s skill. For this particular assignment, patience is the ultimate asset: I ended up spotting all of the Santa Blanca enforcers on sight, picked off most of the enemies and in a stroke of luck, shot at the vehicle El Chido was trying to escape in, causing him to get out and take cover. I subsequently grabbed him, shoved him in the same vehicle and drove off.

  • I would end up losing the Santa Blanca forces following me shortly after, although my vehicle had taken enough damage to start smoking halfway through the drive. I subsequently relieved a civilian of their SUV and used it to make the remainder of the decidedly casual drive to the safehouse. With this mission complete, my exploration of Malca comes to a close. With this done, and having now found a loadout that’s working well for me, I will continue to press forward in Wildlands and see where things end up. The next time I write about this game, I will be featuring screenshots of the game running with every setting maxed out. 

  • In the meantime, Battlefield 2042‘s second season has begun, and I’m having a considerable amount of fun playing through things. Besides an engaging new map, the RTX 3060 Ti means I’m maintaining good framerates. Battlefield 2042 has come a very long way since its launch, and the game is gradually reaching a state where it is consistently fun to play. I also will be resuming my journey in Call of Duty: Modern Warfare – I put the brakes on things back in August to make a dent in Jon’s Creative Showcase, but with a little more time available now, I’m looking forwards to finishing the campaign off, before returning to Half-Life: Alyx.

For the past six years, I’ve been running the NVIDIA GTX 1060 (6 GB). This video card has long been praised as being one of NVIDIA’s best video cards in that it strikes a balance between performance and price: although no longer capable of running the latest titles at 1080p with everything set to ultra, it remains a competent card. However, it is less suited for running VR titles and 1440p gaming. To this end, I’ve been long debating whether or not I would hang onto the GTX 1060 and wait for the next-generation RTX 40-series. My decision was made last week, when the local computer hardware store ran a sale on the RTX 3060 Ti – ordinarily retailing for 730 CAD (554 USD), a chance flash sale saw the price drop to 620 CAD (470 USD). This is only 70 USD above the MSRP, and it was not lost on me that the RTX 4060, which would be the tier I’d be looking to buy, wouldn’t be available until somewhere in 2023. The new 40-series are said to be a dramatic improvement, but also have a much larger power draw, and moreover, availability and pricing are both unknown. Waiting for an RTX 4060 could mean paying more for a card that has a higher power requirement and waiting until mid-to-late 2023. After weighing my options, I ended up making the call to pick up the RTX 3060 Ti (an MSI-branded after-market card). While this card won’t dramatically improve my experience in things like Half-Life 2 or The Master Chief Collection, the difference in performance is night and day in something like DOOM Eternal and Battlefield 2042. In the former, I finally have access to real-time ray-tracing, which results in a game whose visuals blow my socks off. In the latter, I can maintain a smooth framerate and not worry about hardware limitations costing me in multiplayer matches. Here in Wildlands, the game runs with everything maxed out at a solid 90-110 FPS. Although Wildlands looked quite good already, the RTX 3060 Ti allows me to run the game in a way that renders it photorealistic. In 2017, even the GTX 1080 wasn’t able to run Wildlands at 1080p when everything was turned up (only the GTX 1080 Ti was capable of this). Fast forward to the present, however, and advances mean that one no longer need a 920 dollar video card to run the game with everything set to ultra. Altogether, I’ve found the RTX 3060 Ti to be a fitting acquisition – my PC build is now officially complete, and bonus points goes to the fact that the specific RTX 3060 Ti I was able to buy, an MSI Gaming X, has a superior cooling solution and RGB lighting, a step up from the single-fan EVGA 1060 SC I’d been running before. With this large jump, I’m rather excited to continue my journey in the newer titles and revisit older titles with a fresh coat of paint in the form of real-time ray-tracing, as well as press further into Half-Life: Alyx with better frame rates. The GTX 1060 has been in service for six strong years, and at present, it’s time to retire it. I will be keeping this card as a backup, since it’s still in excellent condition, but moving ahead, I look forwards to sharing screenshots that are a little sharper and more detailed than before.

Tom Clancy’s Ghost Recon Wildlands: Returning to Resume The Fight Five Years Later

“I love coming home, especially with a victory.” –Dominic James

During the cold dark of February five years earlier, I drove out to my founder’s place for a team pizza party and poker night. This evening coincided with Tom Clancy’s Ghost Recon Wildlands‘ open beta, and I still vividly recall wrapping up a mission before driving out into the comparatively balmy weather. After settling in, we went about making our pizzas from hand-made dough, before challenging one another to poker. Despite not knowing any of the rules behind poker, I found myself learning quickly, and after three matches, ended up breaking even. The evening’s festivities were punctuated by discussions of where the start-up was headed, and at this point in time, the company had been around nine months old. I’d finished delivering an app for an American computational oncology firm, and the focus had shifted towards utilising a similar technology for handling medical surveys. We had been in talks with the university, and a handful of research labs had expressed interest in signing on to test things; although I’d been a novice in iOS development at the time, I was working towards building a functional prototype. In the five years that has passed, this company has since gone under, leaving me with a few years of iOS experience and a lingering wish to play through Wildlands in full. This opportunity would present itself by May, when Wildlands went on a sale. After picking up the game and returning to Bolivia, I resumed my journey of working to dismantle the Santa Blanca cartel, which has gained control of several regions in the country. While the Bolivian government establishes La Unidad to fight the cartel, the cartel’s power meant only a truce was reached. Months later, the United States deploys members of Delta Company, a black ops team to Bolivia with the aim of taking down the cartel and bringing their enigmatic leader, El Sueño, after a DEA Agent was executed. Unlike a majority of the titles I’ve played previously, Wildlands is a tactical cover shooter, encouraging players to recon their surroundings and pick their targets before engaging them: open firefights are discouraged, as even a few bullets are enough to put an operator out of action, and when enemies realise what’s up, they will swiftly call in reinforcements.

The end result of the combat system in Wildlands creates a game where patience, stealth and tactical play is rewarded. Wildlands speaks to the importance of planning out one’s moves before taking any action, and being flexible for the inevitable moment when even the best-laid plans fail. Missions typically begin with taking up an overwatch position and using either one’s drone or binoculars to tag as many foes and other environment hazards, like alarm towers and mounted guns. Subsequently, one must work out a plan to take out enemies simultaneously to avoid detection. If one is successful, no alert is raised, and one can then mosey on into a hostile facility and complete the objective, whether it be collecting intel, intimidating Santa Blanca lieutenants for information or assassinating a higher-ranking member of Santa Blanca to begin dismantling their drug empire. This is the easier route, and more often than not, impatience or ill-timing means that a body is spotted, or a shot is heard, leading Santa Blanca patrols to become suspicious. Players can still employ stealth here to dispatch any threats before the team’s cover is blown: a quick trigger finger and thinking on one’s feet can still preserve the element of surprise. However, if everything goes pear-shaped, players must now ready themselves for a firefight and use every tool at their disposal to survive. Completing a mission is still possible, as is eliminating the reinforcements that show up to the party, but the differences become apparent: if one doesn’t plan accordingly, the combination of adaptive thinking and skill can still save the day, although things become significantly riskier. Conversely, the patient and observant players can sneak into an installation, complete their objective and fade back into the shadows before anyone even knew anything was amiss, speaking to the incredible difference that a little bit of planning can make. It feels incredibly satisfying to coordinate with teammates and drop up to four patrols simultaneously, move to another position, pick off any stragglers and clear out a base in this way.

Screenshots and Commentary

  • The last time I played Wildlands, it was early March in 2017, and I’d been rather looking forwards to a trip to Japan. Back then, I was nine months into work as a novice iOS developer, and this was during a time when the start-up I’d been with was still on a good path: we were working on apps that would help medical researchers, clinicians and doctors follow up with their patients by providing surveys that could easily be completed. Originally, I’d been brought on as a Unity developer to lead the production of 3D visualisations, since this is what my graduate thesis was on, but over time, the American computational oncology company suddenly decided they needed an app more than they needed the visualisations.

  • This sudden change led to the dismissal of several developers, and my reassignment from Unity to iOS – I had planned on building my own iOS projects in my spare time until I’d developed enough skills, but this represented a chance to really pick up Swift. While we were on the hunt for a suitable backend developer, I spent most of my days learning the ins and outs of completion handlers and delegation, two features that are indispensable for mobile development. At this stage in my career, I was a complete novice with UIs; another coworker handled building the view controllers and getting Auto Layout to play nice.

  • By late February, we had gotten enough done to demo a prototype to some of the researchers at the local university, and our founder decided to celebrate this milestone with a pizza party and poker night at his place. This coincided with Wildland‘s open beta, and I vividly recall driving out into the winter night to enjoy some poker after spending a quiet Saturday afternoon exploring Bolivia. One of my other coworkers, a physicist with a keen eye for programming, also was a deft hand at making pizza dough from scratch, so we enjoyed an evening conversation over hand-made pizzas before starting the poker tournament.

  • After an enjoyable evening, I drafted out my post on the Wildlands beta and concluded that the game was not for me. The main drawbacks in Wildlands, I claimed, was the fact that all of the missions in the beta entailed sneaking into an enemy-held area and killing a high-value target. The movement system had felt janky and difficult – driving was especially difficult, and I found the cover system to be quite unintuitive. Moreover, everything in Wildlands was far apart, and this made travelling between areas of interest to be a chore.

  • As with The Division‘s open beta, my impressions five years earlier stemmed from the fact that in the open beta, fast-travel had not been available, and moreover, not all of the missions were available. However, curiosity about the game has lingered for the past five years, and upon a chance sale back in May, I decided to pick the game up for 10 CAD, reasoning that at this price point, it would represent a chance to explore Bolivia and see just what taking down El Sueño entailed. I thus began the game, took down my first Santa Blanca lieutenant and found myself impressed with the game.

  • While vehicles remain terrible, the movement system isn’t quite as floaty and inconsistent on foot as I remember. I thus began making my way through Itacua, the starting region. This time around I had a decent arsenal of weapons already – besides the starting P416, I had access to the LVOA-C and G36C. Before even attempting any of the story missions, one of my first goals was to locate the M40A5: having a good sniper rifle had allowed me to pick off distant foes with consistency during the open beta, and as bolt-action rifles can be suppressed, these weapons become excellent tools for softening up a site before entering the fray.

  • The gameplay loop in Wildlands‘ full release is considerably more impressive than the beta – mission variety is greater in that some missions involve sneaking into a mansion and planting listening bugs, while others will ask players to destroy slot machines and tables at a Santa Blanca casino. My personal favourite involved flying the drone into a politician’s room and capturing him in the middle of an indecent act for leverage over the Santa Blanca cartel. With this, my desire for mission variety is satisfied, and all of the other activities in Wildlands are preparation leading up to these missions.

  • To support players in a hostile land against overwhelming odds, players are equipped with a skill tree. Exploring the land will yield skill points, and completing supply missions provides provisions that are used to unlock and enhance traits, as well as gear performance. Right out of the gates, I opted to improve my weapon stability and maximise the number of sync shots Wildlands provides, allowing me to coordinate with AI squad members and take on up to four hostiles at once. From bolstering the drone’s range and battery life, to obtaining an under-barrel grenade launcher and even reducing the amount of time AI squad members can revive one with, these skills will become essential as one plays increasingly challenging regions.

  • The most useful skills early on should be spent on the drone and firepower: having the means to destroy helicopters and ground vehicles with a few rounds would be an immensely helpful trait, since blowing cover often causes reinforcements to show up with vehicles. For my part, I’ve tended towards stealth and make tracks when Santa Blanca calls in vehicles – over time, hostiles will stand down if the player cannot be found. This allows one to either disappear back into the wilderness, or clear out the remaining hostiles at a site. The latter approach was helpful in missions where I had to linger, and I vividly remember taking out a helicopter before destroying a Santa Blanca casino.

  • On the topic of casinos, I ended up buying Poker Night At The Inventory 2 during a Steam Summer Sale, but never got around to playing it. This year’s sale saw me pick up Half-Life: Alyx, an impressive and immersive title I’m moseying through; I’m gaming a lot less now as a result of the beautiful summer weather. This summer’s been fantastic for getting out, and I’ve spent many weekends capitalising on the weather. Weekdays have also been pleasant: I go to the office on Wednesdays as a change of pace, and of late, the food trucks have been present every Wednesday.

  • Yesterday, I went in so I could have a comfier environment for the longer meetings, and a food truck I’d never tried out was there: the Family Fry Guys is a food truck specialising in fries and poutine, and while they only have simpler poutines on their menu, this was plainly to their advantage. I ended up trying their pulled pork poutine – the pulled pork was impressive, being juicy and succulent. Family Fry Guys nailed the poutine with their thick-cut fries, savoury gravy and squeaky cheese. With this, my longing for poutine has been sated, and now, I’m left wondering what I should do on my Friday off. I’d been originally looking to visit a poutinerie, but two pounds of poutine is all the convincing I need to spend my Friday off a little differently.

  • While I would have loved to take a longer trip to Japan, the logistics surrounding travelling abroad right now are still nightmarish, and so, rather than one large vacation, I’ve opted for the odd Friday and Monday off here and there. These days off can still be quite enjoyable: I already took a Friday and Monday off a few weeks ago, using this time to explore a side of town I’d never been to and spend time with family at a provincial park we’d similarly never visited. As tempting as it might be to stay in and game, watch anime or blog all day, it is not lost on me that vacation time is special, and as such, my desire to unwind away from a screen outweighs my desire to do something that I could do on a weeknight.

  • For my current run of Wildlands, I’ve equipped the G36C, an excellent all-rounder that was already unlocked for me. By default, the starting P416 is an okay performer early in the game, and while it is eclipsed by other weapons, all of the assault rifles in Wildlands can deal with a foe in as little as a single shot to the head (or a few round if impacting centre mass). The high damage model means that firefights are over very quickly if one can place themselves tactically, and this minimises the chance that one is downed by enemy fire.

  • For almost all of my firefights, I leave my suppressor on: in Wildlands, suppressors are the norm, and leaving them on allows for one to sneak around and pick off foes, who will only be come suspicious and investigate the sound of a suppressed shot. On the other hand, firing a gun unsuppressed increases bullet velocity and penetration, but firing a round immediately alerts foes to one’s positions and renders them on alert. Players can freely take suppressors off and put them on, allowing them to quickly adapt to a different situation as the situation demands.

  • I remember how during the Wildlands beta, I ended up travelling from Itacua to Montuyoc. According to the maps, Montuyoc now has a difficulty rating of five, meaning that enemy bases are heavily fortified, have excellent guards and possess an intricate array of alarms and defenses. Conversely, in Itacua, bases are lightly guarded, and one can sneak in without having to worry about detection. As one levels up their skills and unlocks more equipment and perks, every tool in one’s arsenal will be needed to deal with the threats at tougher bases.

  • Although it’s easy to get lost in Bolivia and focus purely on the mission at hand, Wildlands does have a bit of a political tilt to it, as do many games that Ubisoft publishes. Unlike games that are geared purely for relaxation (such as Among Trees), shooters often are tied to commentary on current or recent events. Wildlands deals with the moral ambiguity of the drug trade, and in fact, reminds me a great deal of Tom Clancy’s Clear and Present Danger, in which the unnamed President of the United States authorises a black operation against drug cartels and ends up doing a backdoor deal that leads to John Clark’s men being killed by cartel enforcers.

  • Clear and Present Danger represented a reminder of why the War on Drugs is not going anywhere any time soon, showing how democratic governments abuse their powers, as well as how compartmentalisation of large organisations removes accountability in the name of maintaining the status quo. Clark and the Navy SEALS with him see none of this: all they know is their mission, and as such, there is no context for them to consider the consequences of their action. As such, when the government decides that having a black ops team running around behind enemy lines could be inconvenient, it’s easier for them to allow their own soldiers to die.

  • Wildlands‘ story sounds strikingly similar to Clear and Present Danger‘s, except since this is a game, the narrative won’t have the United States suddenly betraying the player and their team. However, through audio logs and communiques, it becomes clear that the players’ handler has troubles of her own when dealing with Santa Blanca, and that this mission is somewhat of a personal one to her. I relate to Bowman in that I have no love for narcotics or the drug trade, having seen what they do to people. This is an incredibly tricky topic because there are no easy solutions. As much fun as it is to cut the crap and send a wet team in to start lighting up drug dealers, the complexity of the real world means this is not a solution by any stretch (a real solution involves education and social support, implemented over several decades).

  • Generally speaking, I try not to talk about my own political views in blog posts because readers don’t come here for listening to me share my thoughts on current events and the like; compared to, say, my thoughts on whether or not delegation or notifications is better for sending information back to a view controller, my knowledge on politics is meagre, and my main rule about blogging is that I don’t try to sound more knowledgeable than I am about current events because this could lead to a misinterpretation of events. Instead, I prefer sticking to my strengths, and note here that in the context of a video game, I do have a bit more room to talk about how well a game presents certain topics.

  • This belief isn’t one that everyone shares, and I have noticed that some folks allow politics to overtake their lives to the extent where that’s all they’ll discuss. I understand the frustration surrounding the direction in which the world is headed, and while it can be gratifying to gain upvotes and retweets on social media, this does nothing to address either the issue or one’s unhappiness. There is a solution that Mark Manson outlines in his clever and helpful book, The Subtle Art of Not Giving a F*ck: we can actively choose to decide what matters to us and embrace life’s simplicities, and in excelling in the ordinary, well-being is found.

  • Back in Wildlands, I’ve finally entered the province of Pucara: El Sueño’s mausoleum is visible from here, and it’s an unnecessarily grand and ornate structure that prompts one of the AI squad members to remark they’d wished to be remembered to such an extent. Another squad member then counters that being a Ghost means not being remembered at all. I’m of the mind that a life well-lived is a life where one generates value for those around them in some way: not everyone who is remembered generates value, and not everyone who generates value is remembered.

  • While Montuyoc would’ve been a nice place to visit because of the large lake at the heart of the province, I’ll settle for exploring the other regions of Bolivia in Wildlands first: the open beta had only given players a very limited taste of what’s available, and it became apparent to me that my first impressions of the game notwithstanding, the retail version is a full-fledged experience that is anything but repetitive. Besides a larger variety of missions, emergent events mean that every single session is different. For instance, here, I was aiming to clear out a Santa Blanca outpost, but owing to the way things were lined up that day, I ended up drawing the ire of a nearby convoy.

  • On any other day, it would’ve been a simple and straightforward matter of synchronously taking out the five hostiles here, grab the intel and then leave, but things simply lined up in a way to make things more thrilling. Viewers will have noticed that I predominantly play Wildlands during the daylight hours. This is a deliberate choice, since it is under daylight that Bolivia’s at its most beautiful. At night, while guards have less visibility, and stealth becomes even more powerful, the scenery isn’t quite as exciting. Granted, if I wanted to play Wildlands like a real Tom Clancy novel, I’d play exclusively at night.

  • This is made possible by the fact that in Wildlands, there is an option to change the time of day. I can’t remember if this was available in the open beta, but here in the full release, it allows players yet another option to play the game in the manner of their choosing. Wildlands excels in providing players with options: there isn’t really an optimal way of playing, and this is where things get exciting. If one wished to run exclusively with a suppressed bolt-action rifle and submachine gun, one can do so. Alternatively, players who want to push their third-person firefight skills to the limits may choose to run an unsuppressed light machine gun and pair it with a shotgun.

  • The game further encourages customisation by providing players with a gunsmith, which allows for swapping out various attachments on one’s preferred weapons. It is not lost on me that Modern Warfare‘s gunsmith is very similar in style, and in fact, it may have been inspired by Wildlands‘ gunsmith, since there are large similarities in the UI and UX. The gunsmith in Wildlands is a ways more sophisticated than the weapon customisation options in The Division and The Division 2, and looking back, I’m surprised that I did not appreciate this aspect of the game during the open beta as much as I presently do.

  • The gunsmith in Wildlands adds one more facet to the game in encouraging players to explore: throughout Bolivia, weapons cases and attachment cases can be found in each region, and locating them permanently adds them to the players’ loadout. Outside of a firefight, this option actually allows one to switch over from a stealth-based setup to one that favours direct combat. On several occasions, I’ve used this to my advantage: during objectives to defend a radio from attacking Santa Blanca forces, for instance, I was able to swap off my M40A5 for a light machine gun.

  • From this point onwards, I’ll make my way slowly through the remainder of Wildlands‘ campaign and continue the journey I’d started five years ago. I will occasionally return to recount some of my misadventures as I make more progress throughout Wildlands; the game is quite large and has proven enjoyable enough to the point where I am considering picking up the Fallen Ghosts DLC, since it’s on sale at the time of writing: besides extending the campaign further, Fallen Ghosts also adds the MDR and a Serbu BFG-50A. I’ll sleep on this decision before making a call, but at 6 CAD from its usual 20 CAD, this doesn’t look like a bad deal at all.

One of the biggest challenges that I encounter in any open world game is where to get started. Typically, after an opening cinematic, players are just dropped into the world with a single objective, and this can create a feeling of being overwhelmed, as one is uncertain of what the next move is. However, this single objective provides players with grounding: whether it’s meeting allied forces or helping them with a goal, a game’s first few moments set precedence for what can be expected from the remainder of the title. In Wildlands, the first objective after insertion is to locate a Santa Blanca lieutenant and liberate rebels being held at a Santa Blanca site. These rebels, after being freed, help provide vital support for the player, and with the first goal done, CIA contact Karen Bowman will open the rest of the world to players. With a semblance of what to do next, the open world of Wildlands thus becomes easier to navigate, and one can begin the lengthy trek of clearing each region out and disrupting El Sueño’s operations enough to draw him out. This is the appeal of open world games: like reality, starting out is often difficult, but once one begins, one gathers more information and accrues more experience, making it easier to make decisions and take action. In this way, Wildlands acts as a rather curious metaphor for life itself; starting out is difficult, but once one finds their footing and approaches problems with both planning and an eye for improvisation, things will gradually fall into place. Having now cleared out three of the provinces in Bolivia, my journey in Wildlands is just getting started, and it feels great to return in the present: in the five years that have passed, my first startup no longer exists, but I have accrued five more years of experience, and I am curious to see what kind of learnings I will pick up here in Wildlands.

The Division 2: The Manhunt for Faye Lau, Global Events and Opening Twenty Exotic Caches to Welcome The Year of the Ox

“All trust involves vulnerability and risk, and nothing would count as trust if there were no possibility of betrayal.” –Robert C. Solomon

After Warlords of New York revealed that Faye Lau had gone rogue, the question of what would happen next lingered on my mind: The Division had Aaron Keener escape before agents could take him down, and with this as the precedence, there was always the possibility that Lau might return in a future title. This was, however, not the case: the fourth manhunt season allows players to take on Lau. While Lau had been presented as a devoted Division agent in the first game, taking command of the New York City base of operations and supporting the second wave agents. However, the death of her sister weighed heavily on her mind, and after hearing out the other rogue agents, Lau disavowed the Division and took things into her own hands, joining the Black Tusk so that she could work her way through the organisation and reach a point where she could assassinate President Ellis for her own ends. After fighting through Camp White Oak, the agent finally confronts and defeats Lau, but this operation leaves more questions than it does answers. At this point in time, it does appear that most of the major players in The Division 2 are accounted for, and while the Black Tusk’s objectives and intentions remain a mystery, by this point in The Division 2, what is clear is that playing through well-treaded maps now have allowed me to refine my setup further; I’ve encountered no problems at all with everything up to and including the challenging difficulty. With everything in the books, the only goals left for me in The Division 2 will be to complete the assignments that will allow me to enter the Dark Zones, and subsequently, determine whether or not my current set up allows me to explore the two raid missions in any capacity. During the course of the fourth manhunt season, I also unlocked the technician specialisation and have since levelled everything up to completion, allowing me the full set of options for building and experimenting with different setups for solo play: more so than The Division, I’ve found that The Division 2 is even more solo-friendly than its predecessor.

The fourth manhunt season also saw me attempt the global events for the first time: previously, I’d not really paid attention to the global events, which are, compared to its predecessor, less intuitive. Whereas global events in The Division were always-on, The Division 2 requires that players manually activate them. However, once activated, players can complete challenges to unlock stars that go towards unlocking different rewards, and ultimately go towards purchasing crates. The global events of The Division 2 were unexpectedly enjoyable: “Golden Bullet” gave enemies the ability to use a buff that increased their damaged, but killing enemies who had this buff active or were readying it gave players the bonus damage. The prize for this was a gold-plated P08 Luger backpack charm, which looks amazing and was worth the effort to collect. The other event I participated in was “Reanimated”, where enemies are given an automated defibrillator that brings them back to life unless they were killed with a headshot. Headshot kills create a corrosive gas cloud that deals damage to nearby enemies. While the prizes for the second global event were less inspired, the mechanic itself was a tangible change to The Division 2‘s gameplay that proved quite entertaining. After both global events ended, I had enough stars accumulated to buy exotic caches, and coupled with the exotic caches I’ve earned from regular gameplay, I ended up filling up all of my available cache storage with exotic caches. Having now defeated Faye Lau, I’ve decided to open all of these crates to free up space. Because of how the loot pool works, the exotic crates only give what I’ve already picked up. However, unboxing twenty crates gave me enough exotic parts to recalibrate my existing gear: as a result of unpacking all of my exotic caches, I’ve now been able to build a near-perfect rolled Chatterbox and Nemesis, which are my mainstay exotic weapons.

  • Once the fourth manhunt season began, I played through it as I had the earlier seasons, but once the “Golden Bullet” challenge went live, I realised that it would be worth taking a look at how global events worked for The Division 2: the prize for completing all ten ranks was too tempting to pass up, and being a James Bond fan, I’ve always had a fondness for gold-plated weapons. The basic setup behind the “Golden Bullet” event was simple enough: enemies could construct golden bullet buffs, which made them immensely damaging to players.

  • However, if these enemies were ever killed, players would inherit the buff, making them more powerful, and consecutively chaining kills would keep the buff active for longer durations. As long as one were to be mindful of which enemies were equipping the buff next, one could maintain a near-constant advantage over them. Each global event comes with a set of challenges, and while I started a bit late, I caught on to the mechanics quickly enough, allowing me to reach the final reward tier before the event ended for that cool-looking golden P08 Luger.

  • While the Golden Bullet buff allows players to do massive damage to enemies, it isn’t quite like the original Golden Bullet from James Bond. My friend remarks that the Golden Gun is a true skill weapon: it is capable of killing an enemy in one bullet, and rewards players who have a sure aim and patience. The Golden Gun is balanced out by the fact that it is a single-shooter, and reload times are lengthy; missing a shot can be a death sentence. This is a high-risk, high-reward play style that really pushed players to improve their aim, although such mechanics do appear to be the hallmark of an older game, back when skill was worth something.

  • Here, I finished off the fourth field research level for the technician specialisation: the technician equips the P-017 missile launcher, a custom weapon that launches miniature missiles that lock on to multiple targets. This specialisation is focused around skill and hybrid builds, increasing one’s skill tier permanently by one level when the specialisation tree is properly kitted out and offering bonuses for destroying enemy skills. It’s not a specialisation I’ve gotten too much use out of, but after I unlocked it, it was fun to fully level it up and experiment with different setups. At the time of writing, I’ve now unlocked all of the three Year One specialisations and earned all of the point for their respective trees.

  • I have heard, however, that the demolitionist build with seeker mines and skill-oriented gear allows one to solo even legendary missions, so that could be something worth taking a look at in the future. The second global event I participated in was “Reanimated”, and here, I land a headshot on an enemy during the Tidal Basin mission. When I realised I had been quite close to filling my inventory with exotic caches, I decided to hold off on opening the caches and unbox them all at once, purely for fun. Completing assignments for the global events was a solid way of earning a few extra caches, and by the time the event drew to a close, I had nineteen exotic caches.

  • The idea behind “Reanimated” was that headshot kills would spawn a corrosive cloud that damaged nearby enemies, whereas enemies that were killed by anything other than headshots could get back up and keep fighting, in a zombie-like fashion. Having once-defeated enemies come back to life initially proved tricky, especially when I ran missions on tougher difficulties and directives to finish some of the assignments: after clearing an area and moving forwards, I could come under fire after dead enemies came back to life. As the event continued to run, I eventually wised up to this trick and killed enemies before they could fully reanimate.

  • Once I got used to the mechanics behind “Reanimated”, I was having a great deal of fun with The Division 2: the global events here are even more entertaining than those of the first game. Rewards from global events in both games made them worth participating in: The Division‘s global events were how I ended up completing my classified gear sets, and here in The Division 2, exotic caches can be purchased from the global event vendors: even if one is getting duplicates, exotic gear can be deconstructed for exotic parts, which are useful in reconfiguring exotic weapons.

  • Because some of the assignments for the “Reanimated” event required that I get headshots with a specialisation weapon, I did end up going back to my sniper loadout (Aces and Eights gear set, with the Nemesis as a primary weapon and the sharpshooter specialisation). It’s been a while since I’ve run with the TAC-50, and it is not lost on me that with the accumulated bonuses and stacks, a fully-charged round from the Nemesis can do more damage than even the TAC-50 can upon landing a headshot. The Nemesis has proven to be a fun weapon to use, although it is clear that this weapon is best suited for situations where one has a team drawing fire and keeping enemies busy.

  • One of the trickier assignments for the “Reanimated” event was to have every enemy come back to life while capturing a control point, all without leaving the control point’s boundaries. To achieve this, I could not kill enemies that were close to one another in rapid succession or be too aggressive, lest I land a headshot that permanently puts an enemy down. To this end, I wound up using a pistol and picked my shots slowly, so that I was assured body shots. I ended up successful at No Hope Hotel, and seeing the criteria for this challenge did lead me to wonder how The Division 2 was keeping track of this without negatively impacting performance. Since the game does know one’s position, I suppose it could always just record a user’s path and then compute whether or not any point on this path is outside the bounds of a control point while the control point was being taken. Once the points are recorded, a function could be used to check at the end of a successful capture and provide the rewards accordingly.

  • With the last target, I ended up returning to Lower Manhattan to finish the manhunt off. While the Warlords of New York missions were fun and refreshing when I first played them, returning to Lower Manhattan demonstrated to me that these missions were not like the Washington D.C. missions in that I couldn’t rush through them with superior firepower alone. In particular, I’d become powerful enough to completely remove Kajika’s armour and health before the climactic fight, but because of the way The Division 2 is implemented, the game didn’t count that as a kill, and I would have to wait for the final segment of his mission in order to defeat him.

  • I’ve not returned to Lower Manhattan since the last manhunt event, and the contrast between Washington D.C. is evident. Looking back, Warlords of New York proved to be a superb expansion to The Division 2, and considering that I picked it up at half price, I’ve gotten more than my money’s worth out of the purchase: as it turns out, having Warlords of New York‘s manhunts gave me reason to come back time and time again. At the time of writing, I have 193 hours in The Division 2, after a year and three months of play, compared to The Division‘s 204 hours over ten months. It is possible that, in the absence of Warlords of New York, my time in The Division 2 would’ve been much less, and it does feel like the expansion is necessary to have a full endgame experience.

  • On the first day of the Year of the Ox, my new year got off to a good start as I picked up my first exotic drop in while after melting an elite en route to a bounty; I managed to score another Bullet King with slightly better specs than the one I currently have. The Bullet King is probably one of the most noteworthy of the exotics in The Division 2 in that it never needs reloading, and I’ve found it a fantastic choice for situations that demand sustained damage – especially against the XB-31 Marauder drone and vehicles, the Bullet King has no equal.

  • The timing of this post was a deliberate one, to coincide with when I first wrote about the private beta two years earlier. As a result of trying to hit this milestone, it was a bit of a stressful run to finish the Manhunt off – of the games I’ve played of late, The Division 2 is probably one of the few that have successfully gotten under my skin. Most notably, the suicide Outcasts bum-rushing me at Manning National Zoo and the modified EMP jammers first encounter during the Jupiter manhunt stand as being the low points I had with The Division 2: losing progress because of unexpected mechanics is always frustrating.

  • While there are frustrating moments in The Division 2 that are quite unlike anything I’ve faced in other games, The Division 2 is an improvement to The Division in every way; since the private beta days, the movement system feels a little more polished, and the issues I’ve noted in the private and open betas have since been rectified. Overall, the game feels responsive and crisp: the only major performance issue I have with The Division 2 is that the game will (rarely) crash unexpectedly – The Division 2 doesn’t save mission progress, and being forced to restart a mission is unpleasant.

  • With this being said, across 193 hours, I’ve maybe encountered at most two to three hours of frustration, and the law of large numbers suggests that given that 98.5 percent of my time was otherwise positive, the game overall isn’t problematic. This is, strictly speaking, true: I simply happen to remember the worst moments more vividly than I do the positive moments. Fortunately, the list of positives about The Division 2 are too many to list – high on my list of things that I enjoy about The Division 2 is the fact that much of the game can be soloed, and thanks to Hunter’s Fury, my ability to challenge all foes is made much easier owing to the fact that this gear set is, for the lack of a better word, overpowered for the most part.

  • Whereas the initial fifteen percent bonuses to submachine gun and shotgun damage is fair, but equipping three pieces of the gear set confers twenty percent armour on kill on top of instantly healing the player, giving players a massive advantage. With all four pieces, enemies within fifteen metres of the player take an additional twenty percent damage, and killing these enemies stuns nearby enemies as well, as well as giving an additional five percent damage that stacks five more times. These traits make the Hunter’s Fury immensely powerful already, but I’ve got my own twist on the setup. Together with the Chatterbox’s talents, I have a submachine gun of prodigious power, and the Ninjabike knee pads allow me to continuously keep topped off even when out of combat, as well as giving me enough bonus armour when vaulting to escape difficult situations.

  • With this setup, missions on difficulties up to challenging are not a problem: even tougher enemies don’t really pose a threat, and as long as there are standard enemies to kill, I am able to continue fighting. The Hunter’s Fury set is not totally overpowered, however: it is weaker against individual opponents without an entourage of minions – whenever rogue agents show up, if I did not already buff the Chatterbox to increase its firing rate, I am left at a major disadvantage. For the most part, named elites always are accompanied by weaker minions, so I’m able to knock them out, stunning the elite long enough to deal major damage.

  • After blasting Circe, I picked up yet another Chameleon assault rifle. Despite being a fun weapon to use in some circumstances, it’s nowhere nearly as consistent as the Chatterbox. The Chameleon requires shots be landed before its bonuses kick in, but for the Chatterbox, its talents mean that reloading right before a firefight while close to enemies will allow the fire rate buff to take effect, and killing enemies refill half the magazine; so as long as one is getting kills, the weapon effectively has unlimited ammunition. I’ll still occasionally run the Chameleon for fun, but where I am looking for a quick run through a mission, the Chatterbox is my go-to choice.

  • I somehow managed to finish off everything yesterday, the second day into the Chinese New Year. The brutal winter cold still shows no sign of abating, rendering today as cold as it was the day I finished writing about the closed beta two years ago. With this being said, weather forecasts suggest that things could warm up for tomorrow, as the polar vortex begins moving away from our area. This will be much welcomed, although for now, there’s nothing like a hearty dinner to keep warm: to celebrate the arrival of the Year of the Ox, we had a poon choi (盆菜) yesterday evening for dinner. These dishes are a Cantonese festival meal consisting of an impressive array of ingredients layered into a bowl, and because it consists of a wide range of ingredients, flavours from everyone flood into one another, creating a highly distinct and rich flavour. Poon choi is said to date back to the Song Dynasty, and today, it is enjoyed during times of celebration.

  • During the Camp White Oak hunt for Faye Lau, I was equipped with the Achilles Pulse, named after the Greek hero Achilles, who was invulnerable save for his heel. This pulse identifies weak areas on a single target, making it an excellent tool for one-on-one fights against exceptionally tough foes like other rogue agents. In more conventional use cases, however, I prefer running the standard pulse; ever since I began using the Hunter’s Fury gear set, I’ve been able to free up a skill slot, and have experimented with a range of skills. I’ve found that the pulse is a great tool, allowing me to swiftly locate enemies and get into range to engage them.

  • The biggest surprise about the Faye Lau hunt was the fact that she ultimately ends up killing President Ellis, which only serves to increase the mystery behind what Ellis had been involved in, and to what extent. An ECHO log I found mid-mission suggests that Ellis was only a pawn in a larger and more sinister political agenda. I imagine that Lau had become disillusioned with these games and sought to end things on her own terms, and her dialogue to players suggest that she’s still convinced that going rogue was the proper course of action. The reasons agents have for going rogue are numerous, and one of the things players have long wished for would be making these game-changing decisions themselves, such as allying themselves with Aaron Keener and disavowing the Division.

  • Such a mechanic would require an all-new story to be written and packaged with the game; while this would no doubt add a depth to The Division in an unparalleled manner, I imagine that the development and resources would be nontrivial. Players can continue to dream, of course, and there are some times where these dreams are realised. For instance, a few days ago, Ubisoft released the original soundtrack for Warlords of New York, and players have been looking to hear the soundtrack for some time, especially the song that played when the agent squares off against Aaron Keener himself. As it turns out, this track is called City Hall Siege, and being able to listen to a remix of Precinct Siege with Keener vibes was a blast: I’ve been longing to hear this song since beating Keener back in August.

  • My final confrontation with Faye Lau proved to be anti-climactic – the game’s dynamic weather system suddenly felt the need to drape a thick fog over the combat area, making it impossible to see anything, and by the time I got close enough to Fay Lau to see her, she was already on the ground. Because of my setup, Lau didn’t even put up much of a fight: despite using an armour kit mid-battle and possessing some impressive gear of her own, the fact that my DPS was so high made this irrelevant. I suppose this was only appropriate, but it does come across as suggesting that for all of her beliefs, her end was no different than the other rogues I’ve knocked out.

  • Once Faye Lau was defeated, I returned to the White House and turned my attention to the twenty exotic caches I’ve accumulated. I knew full well that I would not be getting anything new with these caches owing to how loot tables are calculated in The Division 2 (that means no Bighorn, Eagle Bearer or Ravenous until I squad up for the game’s toughest content), but even then, I had been looking to see if I could pick up a better Chatterbox or Lady Death. After opening all twenty exotic caches, I wound up with three more Lady Deaths and two more Chatterboxes. One of the Chatterboxes proved to have a stronger set of base stats than the one I currently ran with, and in conjunction to the host of exotic components I now had, I could begin improving some of my exotic weapons.

  • My first roll with the Chatterbox was a near-perfect weapon with maximum bonus submachine gun damage and critical hit damage. The critical hit chance on this weapon isn’t perfect, but it’s pretty close, and I imagine that this small difference could prove helpful when I do decide to check out The Division 2‘s raid content in exploration mode. The Chatterbox has become my favourite exotic in the whole of The Division 2 for the fact that it is unrivalled at close quarters: with the right application, one can essentially keep their finger on the trigger for as long as a firefight is running. The Chatterbox pairs well with an assault rifle or rifle, which allows one to pick off more distant foes. The only downside about the Chatterbox is that switching weapons will cause the firing rate buff to be reset, and the Chatterbox’s base RPM renders it less effectual.

  • The Chameleon might not be the most effective exotic in The Division 2, and while it’s got a great firing rate and magazine capacity, its buffs do require that one enter a firefight first. The base weapon is unremarkable, but once activated, the buffs turn the Chameleon into a powerhouse, making it easily one of the strongest burst damage weapons in the game. The weapon’s low accuracy means it handles more like a submachine gun than an assault rifle, but when everything lines up, the Chameleon is a remarkably fun weapon to use. It has has the coolest-looking appearance of any exotic in the game, being a highly customised Kriss Vector with a special high-tech scope and a unique polymer coating that allows it to change colours in response to the environment.

  • Before I picked up the Chatterbox and its practically bottomless magazine, I ran with the Lady Death, which is an excellent submachine gun whose damage increases as players move around, and upon every kill, increases the player’s movement speed. I found it an effective weapon, although during prolonged firefights in PvE missions, the smaller magazine capacity puts it at a disadvantage. Conversely, the Lady Death’s traits make it perfect for PvP in the Dark Zone and other modes: being able to escape from bad situations and build up the damage buff makes this an effective choice. Since PvP features smaller numbers of enemies, the Lady Death’s thirty-two round magazine isn’t a concern here, as one could reload while running.

  • Like the Chatterbox, the Nemesis is an exotic that can be acquired through patience rather than luck: collecting the requisite parts during Invaded stronghold missions will allow one to construct one of the most entertaining sniper rifles in The Division 2. I completed this back in September of last year after spending a month of waiting for the strongholds to go on rotation, but the results were worth it: the Nemesis can, with the right perks and attributes, hit even harder than the TAC-50 upon landing a successful headshot, and in situations where I am engaging a lone, distant target, this sniper rifle has no equal.

  • If and when I’m asked, my favourite exotic equipment piece is probably the Ninjabike Kneepads, with the Memento Backpack being a close second. The Ninjabike Kneepads offer an instant reload when vaulting or performing cover-to-cover moves, allowing me always keep my active weapon topped off. This is how I keep the boosted RPM on my Chatterbox for entire missions. I’ve since swapped out the extra Hunter’s Fury mask for a Sokolov Concern mask, which adds a ten percent submachine gun damage bonus to ensure I’m even more effective in CQC. This is by no means a perfect setup: a fully optimised CQC loadout would require that I improve my critical chance probability and damage to the greatest extent possible. With this being said, I think that what I do have isn’t bad at all.

I imagine that with my current setup, I should stand a much better chance of being able to explore the Dark Zone in peace and even consider exploring the raid missions now. I recall attempting the latter with my Striker loadout some months previously and ended up quite unsuccessful, but now, with a loadout that basically gives me a very high DPS and never needs reloading, coupled with what some might considered to be overpowered, armour repair and self-healing capabilities, I am much more self sufficient and should be able to hold out for much longer in firefights, provided I can position myself to be effective. Having grown proficient with my setup’s strengths and weaknesses, I have no trouble with getting myself into a situation that lets me to fully capitalise on what my loadout has to offer. As a result, I now have a shorter TTK than I did even during the height of my time in The Division: named elites fall in the space of seconds when everything is lined up (this was most noticeable when I revisited New York to fight Kajika as a part of the Manhunt assignment, where I dropped his health and armour to zero before the scripted event kicks in and triggers the next part of the mission to become active). All of this was done without a fully optimised Chatterbox, so I am now curious to see if I might stand a better chance than I had previously with the raid missions. For now, however, Ubisoft has announced that they do intend on supporting The Division 2, and while I concede that the manhunts have become a little tiresome, it would be interesting to hear what Ubisoft has planned for the game as it enters its third year. Until then, I’ll take a bit of a break from The Division 2 and spend that time to unwind a bit more: this month’s been incredibly busy on all fronts, and so, every respite is something I’ve come to look forwards to.