Ghost Recon: Wildlands [official site] captured the scale of its outdoor environments well enough to distract me completely from the noise and lights of E3’s gargantuan South Hall. Lying prone on a hill, scanning an enemy encampment in the valley below, I was reminded of a game I haven’t thought about for a long time. Delta Force, released by NovaLogic back in the late nineties, used a voxel-based engine to implement enormous draw distances. I’d never seen anything quite like it back in 1998 and while Wildlands doesn’t seem quite as fresh to older eyes, it’s a game that won me over within minutes of setting my hands on a controller.
RPS Feature Taming the Wildlands