The perks and abilities you earn with each level aren’t tailored to those classes, and many of them are useful, sometimes even necessary, for everyone. The medic has a healing drone, the assault class has a buff that lets them take extra damage. Likewise, despite separating characters into four classes, but each class is solely defined by one special ability. That may change for players who reach the gear score cap and the endgame, but even if that’s the case the road to it is a steep, uphill, and paved with hundreds of bland-looking assault rifle, bulletproof vests, and backwards caps. You’re never going to find the perfect gun because none of them stand out too, too much. It’s really difficult to get attached to any of the guns, because even if some feel slightly different than others, the distinctions are small. The system is very stripped down – armor items, for example, don’t carry any stats, just a score. Nomad’s progression, for example, resembles Assassin’s Creed and The Division 2 more than ever, mixing experience-based levels that grant perks, and a Destiny-style gear score system that loosely dictates your “power” relative to other enemies. In fact, much of Breakpoint felt like playing a watered-down version of something that should be fun, often because I’ve seen it before. Very few missions deviate from that formula at all, and those that do still fall well within the tried and true shooter mission archetypes. Sneaking around and shooting enemies is Ghost Recon’s bread and butter, but bread and butter don’t make a whole meal. Despite whatever the mission parameters tell you, every single mission boils down to an extremely repetitive formula: go a location, clear out the enemies to find a clue where your target might be, rinse and repeat until you either have to kill or save whoever you’re looking for.