Ghost Recon Wildlands – Cooperative Tactics Q&A with Dominic Butler

Ghost Recon Wildlands is a huge open-world game, and it was playable for the first time at E3 2016. After battling through the cooperative demo at the show, we had a chance to speak with Dominic Butler, lead game designer of Ghost Recon Wildlands, about the game’s reactive open world and the freedom it gives players to fight a four-man drug war however they see fit.

Ghost Recon Wildlands is scheduled for release on PS4, Xbox One, and PC on March 7. For more information on the game, check out our previous coverage:

Ghost Recon Wildlands – 4 Coolest Things in the E3 2016 Demo

Ghost Recon Wildlands Infiltrates Consoles, PC on March 7

Behind-the-Scenes of Ghost Recon Wildlands – Q&A with Nouredine Abboud

Ghost Recon Wildlands

Tom Clancy's Ghost Recon Wildlands

Release date — March 7, 2017
Developer — Ubisoft Paris
Bolivia, a few years from now: this beautiful South American country has become the largest cocaine producer in the world. The influential and vicious Santa Blanca drug cartel has turned the country into a narco-state, leading to lawlessness, fear, injustice, and violence. The cartel is on track to becoming a major underworld power and global threat.

An all-out war is not the answer. A surgical, stealthy, lethal approach is the only way to stop the disease at its source. The Ghosts, an elite US Special Forces team, are sent behind enemy lines to wreak havoc, destabilize, and eventually break the alliance between the cartel and the corrupted government.

Facing an almighty enemy in a massive and hostile environment, the Ghosts will need to make critical moral choices and engage in tough battles to complete their mission – their grittiest and most dangerous operation to date.

ESRB Rating: RP

Tom Clancy’s Ghost Recon Wildlands is a work of fiction. Like similar Tom Clancy’s games from Ubisoft, the game takes place in a modern universe inspired by reality, but the characters, locations and stories are created solely for entertainment purposes. One of the reasons Bolivia was chosen as the background of this game was due to its magnificent landscapes and rich culture. While the game’s premise imagines a different reality than the one that exists in Bolivia today, we do hope that the in-game world comes close to representing the country’s beautiful topography, and that players enjoy exploring the diverse and open landscapes it moved us to create. Any resemblance to actual events or any real persons, living or dead, is purely coincidental.
The Author

Mikel Reparaz has been an editor at GamesRadar, PlayStation: The Official Magazine, MacLife, and Official Xbox Magazine. He now works as a Communications Mercenary on the UbiBlog. Follow him on Twitter: @Wikiparaz