Ubisoft’s latest earnings report contains some information about their sales across this console generation, including the franchises and games that have done particularly well. Ubisoft has announced that 11 games across 6 franchises have sold over 10 million units after releasing on PS4, Xbox One, and PC.
Niko Partners senior analyst Daniel Ahmad posted a graphic to Twitter highlighting the company’s biggest sellers, and some of them might come as a surprise. The games that have sold 10 million units or more are:
Assassin’s Creed Unity
Assassin’s Creed Origins
Assassin’s Creed Odyssey
The Division 2
Far Cry 4
Far Cry 5
Ghost Recon Wildlands
Rainbow Six Siege
Watch Dogs 2
Six franchises and 11 titles have sold over 10 million units this console cycle. Assassin’s Creed Unity, Origins and Odyssey The Division 1 & 2 Far Cry 4 & 5 Ghost Recon Wildlands Rainbow Six Siege Watch Dogs 1 & 2 (Reposting with graphic) pic.twitter.com/wsJr2UTDBf
The Assassin’s Creed series has evidently done well, although it’s worth sparing a thought for the excellent Assassin’s Creed: Syndicate, which did not hit the same sales milestone. Curiously, Assassin’s Creed: Black Flag had shipped 10 million units back in 2014, yet does not appear. This could be because it was a cross-generational title, although by that logic Far Cry 4 and Watch Dogs should be disqualified, too. It’s possible that those games specifically sold 10 million only on PS4, Xbox One, and PC, though, and that a higher percentage of Black Flag’s sales were for other consoles.
A few of these games have perhaps done better than expected. Watch Dogs 2 struggled at launch, with some reports putting physical sales in its first week at 80 percent below those of its predecessor. Evidently, the game bounced back. The Division 2 has also sold better than its frequent enormous price cuts might lead you to believe–but then, it’s also likely that a lot of people have taken the plunge on it when it’s heavily discounted.
Update: An Ubisoft spokesperson has confirmed to GameSpot that Maxime Beland has returned to Ubisoft. Original story follows.
The creative director behind some big Ubisoft games is reportedly rejoining the company. Maxime Beland, who left Ubisoft in 2019 for a brief stint as creative director on Epic Games’ Fortnite, is said to be coming back with a new and more influential role.
Beland was a 20-year veteran of Ubisoft, serving as creative director for Rainbow Six: Vegas, game design director for the original Assassin’s Creed, and creative director for the two latest Splinter Cell games, Conviction and Blacklist. He also helped direct certain portions of recent Far Cry games.
He left Ubisoft in February 2019, and became creative director on Fortnite in March. His LinkedIn profile notes that he left Epic in October, which would leave him available for this new role at Ubisoft.
The managerial role likely means he won’t be as hands-on with particular projects, so this doesn’t necessarily signal a revival of Splinter Cell. Ubisoft’s current slate of projects includes Watch Dogs Legion, Gods and Monsters, and Rainbow Six Quarantine, all of which were pushed to the 2020-21 fiscal year. Skull & Bones has been pushed back to at least April 2021. No new release dates have been announced for any of these projects.
An online game, created by a well-respected developer, and/or as part of a beloved franchise, and/or that is breathlessly anticipated, launches with major technical issues and receives a raft of negative reviews. From there, things get worse. Maybe some features that were promised aren’t in the game. Maybe the game is unplayably buggy. Maybe fans can spot the difference between canvas and nylon.
Whatever the reason, the game becomes a punching bag. Articles keep coming out. Fans keep complaining online. Players who bought the game on Day 1 expecting a polished product are outraged. People who didn’t buy the game are amused. And a highly anticipated, very expensive game now has a reputation for being a Dumpster fire.
All eyes are on the developer. Can they possibly turn this thing around?
That question has been asked and answered quite a few times in the past decade. Final Fantasy XIV, Destiny, No Man’s Sky: these games, and many more, have proven that no launch is too disastrous to recover from. Yet, with the explosion of the indie scene over the last decade and the democratization of game development through accessible platforms like Steam and itch.io, there has never been more great stuff to play at all times.
So what makes players stick with games that launch buggy or broken? What motivates players to return to a game daily even when connectivity issues mean they sometimes can’t even actually play it? Why do players spend time talking about games on message boards and social media when the rest of the gaming world has already moved on, dismissing these titles as “dead games”?
To answer that question, we took to Reddit and Twitter looking for players that are passionate about the games that make a bad first impression. Some have witnessed their game of choice find redemption. No Man’s Sky and Final Fantasy XIV players have been through the worst of it and now get to enjoy playing some of the best live service games available. Others–like the folks posting in r/GhostReconBreakpoint, r/AnthemTheGame, and r/fo76–are still waiting for their comeback. All in all, we spoke with roughly 40 players who believe that games can, and often do, get better over time.
The Rocky Launch
As recently as September 2019, the cycle began again.
Tom Clancy’s Ghost Recon: Breakpoint, the latest entry in Ubisoft’s long-running stealth-action series, is the most recent service game to launch to negative reviews and disappointing sales. We gave it a 4 back in September, praising its infiltration mechanics and satisfying headshots, but feeling that, overall, it was a mish-mash of half-hearted ideas. The negative press and low sales were loud enough that Ubisoft pushed multiple big games into the next fiscal year. Much of the broader Ghost Recon community has avoided Ghost Recon Breakpoint, instead opting to stick with its still-active predecessor, Ghost Recon: Wildlands.
Breakpoint hasn’t really moved beyond this phase. Though Ubisoft put out a patch In November that made more than 100 changes, the loot-shooter still has a long way to go, and still has yet to prove, for many players, that there’s a reason that it needs to exist at all, in a world where The Division 2 and Ghost Recon: Wildlands–games that came from the same publisher and feature many similar mechanics–still have active communities.
“I felt a genuine wave of relief when I heard the rotors of the AH-6 overhead and knew my buddies had come to rescue me.”
Even so, some players have found plenty to enjoy (and post about). Breakpoint player Mizu, an active member of the r/GhostReconBreakpoint subreddit, told GameSpot about the time her team’s transport ended up on the business end of a surface-to-air missile launcher.
“The pilot knew he couldn’t out-maneuver it in the great big transport he was flying, so he called for everyone to bail out,” she said. “All four of us managed to successfully evacuate before the missile struck, but we were scattered across the mountains. The others landed pretty close to each other, but I got lost in the mist and ended up boots down on a mountain several kilometers away.
“Our routine faction mission grind was interrupted by an impromptu rescue operation while the others scrambled to regroup and commandeer an AH-6 to pick me up. Meanwhile, I’d been spotted by an Azreal (a surveillance drone) while I was falling down the mountain and was forced to find an impromptu defensive position in an abandoned cabin. I think that was one of the moments I felt most immersed. Trying to beat back the Wolves who were hunting me, and the Sentinel patrols that had been alerted by the sounds of our firefight. I felt a genuine wave of relief when I heard the rotors of the AH-6 overhead and knew my buddies had come to rescue me. It’s the things you didn’t expect or plan for that shine the most. You can only have those kinds of experiences in an open-world like this.”
In a reactive game like Ghost Recon: Breakpoint, bugs can even become part of the charm. Interesting stories often result as unwieldy jank pairs with functioning systems. If the joy of Breakpoint is in “things you didn’t expect or plan,” moments of bugginess can contribute to the fun.
“My buddy and I were trying to capture a Sentinel Captain a little while ago. We needed him alive so I shot him in the leg,” Mizu remembered. “He exploded.”
More often, however, bugs–“spectacular” though they may be–are just bugs, and communities persist in spite of them.
Fallout 76 stumbled at launch as players struggled to overcome bugs, followed by Bethesda’s offer of a subscription version of the game.
In a time of frequent, turbulent Internet outrage, a game’s very real, critique-worthy flaws are often both amplified and obscured by the vitriolic hatred, abuse, and harassment that angry fans hurl at developers. That is, of course, true for live games as well. But while puddles shrinking in Marvel’s Spider-Man or the National Dex being removed from Pokémon Sword and Shield stirred the ire of small portions of each game’s fanbase, a disastrous launch for a massive AAA live game invites the ridicule of the entire game-playing Internet.
And under that level of increased scrutiny, mistakes seem to snowball. For example, Fallout 76 was critically panned upon release. It was hampered at the start by a lack of NPCs, an empty-feeling world, and severe technical issues. Bethesda worked hard to address those troubles–one patch in January included fixes for 150 bugs–but often ended up playing Whack-a-Mole with the game’s problems. When Bethesda fixed one bug, it broke the game in new ways. This was exacerbated by missteps outside the confines of the game’s virtual Appalachia. Bethesda sent some fans who paid for the $200 Power Armor Edition nylon bags instead of the promised canvas ones, sparking outrage. Then the company leaked the personal information of numerous customers.
One year after release, Fallout 76 is no longer on fire. But that doesn’t mean that the game has turned around completely. In October, Bethesda began selling Fallout 1st–a $12.99-a-month subscription service that granted paying players access to private servers and a private scrapbox–on the same day that rave reviews hit for Obsidian’s Fallout spiritual successor, The Outer Worlds. The decision to add a subscription service to the struggling game was roundly mocked on the Internet, despite the real utility it offered for fans.
Even in a situation like this, during which the community is divided on Fallout 1st, avid players highlight the reasons that, for many, Fallout 76 is worth sticking with. A group of more than 300 Fallout 76 players used their Fallout 1st subscriptions as a jumping-off point for roleplay, forming the Apocalyptic Aristocracy. They leaned into the accusations of elitism that accompanied a subscription, posing for posh group pictures and, tongue firmly in-cheek, referring to players who didn’t shell out for the subscription as “peasants.” Like Fallout’s vault dwellers, these players made the best of a bad situation. And that’s what Fallout 76 roleplayers have been doing since launch–carving out their own unique, flashy identities in the wasteland.
“I have a memory of a guy wearing a full Power Armor set sporting a minigun showing up in my camp demanding I ‘pay my taxes’ or he will destroy my base. This was before they removed camp damage from the game,” said itscmillertime, a Reddit user who has been playing Fallout 76 since a week after launch. “I found the whole thing pretty hilarious until his minigun started to wind up. I logged out before he could damage more than a wall. I give him credit for creativity at least.”
Fallout 76, building on the foundation of 20 years of role-playing games, naturally attracts players who are interested in fully embodying their characters. Anthem, while a major departure from the single-player, choice-focused RPGs BioWare had developed in the past, similarly draws in players who want to show off. While it’s difficult to roleplay a character in Anthem, customization options make it fairly easy to design an extremely cool Javelin (the in-game Iron Man-esque exo-suit). Both games provide an outlet for self-expression.
“One would think, ‘How could anyone like a game that’s so repetitive with its missions?’ Indeed it is, but for me it’s not about that,” said Sam “JetstreamSAM-I-M” Safi, a frequent poster on the Anthem-centric subreddit r/FashionLancers. “This game, to me, feels more like showing off what you have. There are people who share the legendary items they achieve in the game and there are other people commenting about how much they are looking for that. And when the time comes when they do achieve it [they feel satisfied].”
“Although there are no mics and you travel the cosmos solo, you feel the comradery.”
But sometimes communities are just plain nice, and the No Man’s Sky fandom is famously kind. The game launched with a dearth of content that turned off many players expecting a space-faring adventure across a huge, endlessly interesting universe. But in response to those criticisms, Hello Games released several free updates over years, eventually completely reshaping their game.
In 2019, a group of generous fans, led by Reddit user Cameron G, raised thousands of dollars to purchase a billboard reading, “Thank You, Hello Games,” outside the developer’s Guildford office. After the crowdfunding campaign closed, the group used the extra money to buy lunch and beer for the development team and then donated the remaining cash to the Sydney Children’s Hospitals Foundation.
In-game, players are often similarly big-hearted.
“One day while in the Nexus, my wife needed my help, [so] I left my character AFK and when I returned someone has gifted me 250 million units worth of items,” said Reddit user IrascibleClown. “It made the game a little less stressful since, I play in survival, and now I pass things on to newer players. Although there are no mics and you travel the cosmos solo, you feel the comradery.”
Righting the Ship
Every rocky launch holds the potential for eventual redemption. Reddit user SirGuinnesshad, talking about Anthem, put it succinctly: “I’ve seen enough games turn a rough launch around that I still have hope.”
For Final Fantasy XIV players who have stuck around since the initial launch in 2010, that kind of hope has been richly rewarded.
“It felt incredible to be on the ground floor,” said Ryan “Nova” Litteral, who has been playing FFXIV since its 1.0 release. “It truly felt like the developers appreciated us and tried to recognize our dedication with the Legacy subscriptions and tattoos; some of the very few things in-game that are still truly exclusive.”
“It’s like being in a secret club and recognizing other members while you’re out and about,” he said. “Even after [A Realm Reborn] launched and the various expansions have been released, the game has still continued to grow and evolve and that same feeling is here. With every expansion launch, I’m reminded of how good it feels to be there for Day 1 with so many people around the world. Not to mention the fact that the game itself actually introduced me to my fiancée. We met each other raiding the Omega Savage series during Stormblood, clear across the country from each other. Now we’ve moved in together, it’s years later, and we’re set to be married in Hawaii in September 2020. So many great things in my life that came to be because of Final Fantasy–a game that absolutely flopped in the beginning but rose from the ashes and became something great.”
Not everyone finds their soulmate because of a game, of course. But every live game has the potential to grow and change and exceed expectations. Communities pop up in unexpected places and the fans who flock to service games are admirably resilient.
We will almost never move past rocky launches, entirely. As Kotaku’s Jason Schreier tweeted regarding Bungie’s rough launch for Destiny 2: Shadowkeep (in response to a request for an expose on why all live games seem to have some degree of issues at launch): “On day one the game might have 4x as many players as it will on every subsequent day. It’s cheaper to have a rough launch day than it is to maintain more servers than you actually need. (Also this shit is really hard).”
Live games are massive undertakings. Artists and engineers from a variety of disciplines come together to try to create something from nothing, then attempt to build and maintain an infrastructure that will allow them to share that something with millions of people at once. It will never be easy. But there will always be players who manage to see the beauty through the cracks.
Ubisoft has announced one final content drop for Ghost Recon Wildlands. Now live, the latest update for Wildlands adds a brand-new PvPvE mode, Mercenaries, to the game.
“With Tom Clancy’s Ghost Recon Breakpoint coming this October, we want to send off Tom Clancy’s Ghost Recon Wildlands with one last major update as a thank-you to the community,” Ubisoft wrote in a blog post. “We’re excited to experiment with this concept to bring something new and different before we launch the next installment in the franchise.”
An eight-player free-for-all, Mercenaries is divided into three phases: Recon, Helicopter Deployment, and Extraction. The mode is a race to be rescued first by gathering intel before anyone else and fighting off both computer-controlled soldiers and other players.
In Phase 1: Recon, you spawn in without any gear, weapons, or items. In order to reach the next phase, you need to discover the location of the extraction point by activating three different radio transmitters. While hunting down transmitters, you can also stop off at intel markers to unlock different perks, such as the location of every other player for a limited time or the position of a vehicle. While exploring, you can scavenge for supplies, which will come in handy for fending off other players or Unidad soldiers. Dying won’t reset your progress, but you will lose every weapon, item, and piece of gear on your person.
Once one of the eight players activates three transmitters, Phase 2: Helicopter Deployment begins. Only the player who activated all three transmitters will know where the extraction helicopter is going to land, but the other seven will be informed of the location once the chopper sets down. Boarding the chopper requires five segments in your extraction gauge, and you can fill one of those segments by activating three transmitters. So once the helicopter appears, you can follow it to immediately challenge the player who summoned it or continue hunting for transmitters and markers to better your odds for Phase 3.
Phase 3: Extraction begins once the helicopter touches down on the map, revealing its location to all eight players. As stated before, you need five segments in your extraction gauge to board the chopper. You can earn additional segments by staying within a set area around the helicopter, but only if you’re the only player present. You’ll have to fend off any approaching players to fill your gauge while fighting off the swarm of Unidad soldiers as well. The first player to earn five segments and board the helicopter wins the match.
There are seven rewards for playing the new Mercenaries mode, all of which are listed below. Ghost Recon Wildlands isn’t the only Ubisoft game to get one final major update this week. Assassin’s Creed Odyssey‘s final DLC, Judgement of Atlantis, also released, concluding the over 100-hour saga of Kassandra/Alexios.
Mercenaries Mode Rewards
Complete 1 Game — Lone Wolf costume
Win 1 Game — Mercenary Patch
Win 3 Games — Mercenary Pants
Win 5 Games — Mercenary Heavy Vest
Win 10 Games — Jacket Army Mercenary
Win 15 Games — Mercenary Heavy Vest with Shoulder Pads
Win 25 Games — Mercenary Backpack
Ghost Recon Wildlands is available for Xbox One, PS4, and PC. Its sequel, Ghost Recon Breakpoint is scheduled to release on October 4 for Xbox One, PS4, and PC. Both Wildlands and Breakpoint are two of the over 100 games that will be made available through Ubisoft’s new PC game subscription service, Uplay+, which is scheduled to launch on September 3.
As what can only be called tradition at this point, one of Ubisoft’s next games has leaked. Called Ghost Recon: Breakpoint, the game is a direct sequel to Ghost Recon: Wildlands and is scheduled to release on October 4 for Xbox One, PS4, and PC. [Update: The May 9 reveal event has brought confirmation of Ghost Recon: Breakpoint, which does indeed launch later this year.]
According to post on Reset Era, the leak came from a retail listing which was shared in a since-removed post in the Ghost Recon subreddit. Breakpoint will feature Major Cole D. Walker, a character both voiced and stylized after actor Jonathan Bernthal, as the game’s villain. Cole is the focus of the new story content that went live in Wildlands as part of Operation Oracle.
Breakpoint will be a “story-driven four-player experience,” which is a very similar description to 2017’s Wildlands. Cole has gone rogue, seemingly killing Holt, Midas, and (possibly) Weaver, and he’s got an army of weaponized drones at his disposal.
The retail listing is specifically for the Wolves Collector’s Edition of the upcoming Ghost Recon game. The edition comes with the game, a map, artwork, a Year 1 Pass, the Ultimate Pack (which contains extra missions, vehicles, and cosmetics), three day early access, and a statue of Cole–now disguised with a hooded cloak and mask.
Ubisoft has already announced a world premiere event in concern for a new Ghost Recon game. Scheduled for May 9 at 11:30 AM PT / 2:30 PM ET (you can watch it here), the event is most likely going to be the official reveal of Breakpoint, as well as confirmation for the information revealed in the leak. The leak implies the event will showcase alpha footage of Breakpoint’s gameplay, including traversing a jungle, mud mechanics, and clearing an outpost.
In our Ghost Recon: Wildlands review, Miguel Concepcion wrote, “As only the second open world game in the Clancyverse, Ghost Recon: Wildlands is a middlingly safe tactical shooter and a slightly wasted opportunity given the ambitious scope of its seemingly boundless map. While its main strength is its mission diversity, it doesn’t take long to lose the motivation after reaching El Sueno’s doorstep. Even with a foursome of highly trained friends, Wildlands eventually reveals its diminishing returns. The feeling of positive immediacy and dopamine hits begin to wane sooner than you expected from a game with such a large and diverse world.”
With this free update to Tom Clancy’s Ghost Recon Wildlands, starting on May 2, you will have access to two brand-new missions that will plunge you headfirst into a scenario that will challenge your perception of the truth.
You will be called by Bowman to extract a Skell Tech Engineer that has been arrested by Unidad. The asset has knowledge of sensitive US industrial secrets that must be protected.
There you will meet Major Cole D. Walker, a fellow Ghost Team Leader with his own agenda.
During Operation Oracle, you will uncover information that will redefine loyalty. Make sure you explore thoroughly, Ghosts.
What you will discover here might very well set the scene for the future.
HOW TO PLAY
If you have completed the first mission of Tom Clancy’s Ghost Recon Wildlands, Operation Oracle will be automatically equipped.
You will find the start of the operation in the province of Montuyoc, which is marked by a symbol on your TacMap.
Completing Operation Oracle will unlock two unique rewards to use in Tom Clancy’s Ghost Recon Wildlands.
Executioner CQC Finisher
Equip Walker’s bracelet to unlock a brutal new CQC finisher.
Get Walker’s Ghost tattoo for your arm.
Walker Icon Skin
You will be able to get this reward via the Ubisoft Club at a later date. We will share more information on how to unlock the Walker Icon Skin soon.
Invite your friends to play Tom Clancy’s Ghost Recon Wildlands free from May 2–5[www.ghostrecon.com].
BUG FIXES AND IMPROVEMENTS
We’ve been following the feedback from our community regarding Guerrilla mode at the launch of Special Operation 4. We believe several issues were contributing to the difficulty, including errors with matchmaking and launching sessions without full squads.
Our team has taken care to address those issues, which we hope will help create a more balanced experience in Guerrilla mode.
• Improved Guerrilla mode’s matchmaking process, which launched sessions after a friend joined a player in Matchmaking search before four players were present. • Fixed an issue in Guerrilla mode where the game would start without forming a full squad in public matchmaking. • Fixed an issue in Guerrilla mode where the player would not be moved to the lobby after accepting an invitation. • Fixed an issue in Guerrilla mode where the player would not win the Cosmetic Rewards if they left before the Victory Score screen. • Fixed an issue in Guerrilla mode where AI teammate’s customization would reset after entering a new session. • Fixed an issue in Guerrilla mode where you could unequip the mission. • Fixed an audio issue in Guerrilla mode when the Game Lost Score screen is shown. • Fixed an issue in Guerrilla mode where vehicles with dead NPCs in them would not despawn at the end of a wave. • Fixed an issue where the last NPC enemy of Guerrilla mode would despawn immediately after killing him. • Improved replication issues present in Guerrilla mode during co-op sessions. • Fixed an issue in Guerrilla mode where a Game Over can be triggered without the timer being displayed. • Fixed an issue where some skills bonuses could be canceled by changing the difficulty during a Guerrilla mode session. • Fixed an issue in Guerrilla mode where the shopkeeper’s subtitles and voice over would be cut off due to the ending screen. • Fixed an issue in Guerrilla mode where enemy alert levels would downgrade to Undetected / Suspicious under certain circumstances. • Fixed an issue where all weapons and attachments bought in Guerrilla mode appeared as "New" in the main game afterward. • Fixed an issue preventing to unlock Survivor pants and Survivor shirt cosmetic items in Ghost Mode after winning Guerrilla mode.
• Fixed an issue with the M110 Bullet Drop being too strong. • Removed the requirement to complete Silent Spade and Snafu missions to unlock the Mission Master trophy. • Fixed a localization issue where there was no spacing between Continue Campaign text for Asian localizations. • [SILENT SPADE] Fixed an issue with Kozak where he would slide away when a user shoots him while he is giving his briefing. • Fixed an issue with the Buchon Marcus Jensen causing him to have the wrong animation in certain cases. • Fixed an issue where completing all Main Game missions showed only 98% completion.
• Improved performance when using Nvidia Ansel with Nvidia driver 418.91. • Fixed an issue in Ghost mode where weapons switch back to default between play sessions. • Fixed an issue in Guerrilla mode where subtitles would only show for the host of a party in a co-op session.
Store + Items
• Fixed a visual issue with the ACU shirt clipping with female character costume parts. • Fixed an issue where players would not receive their bonus XP from XP boosters. • The Night Vision effect from Fast Panoramic NVGs, Fast Special NVGs, and High Cut Spec. NVGs no longer use the old Night Vision (Green) filter, instead of using the newer (yellow) filter. • The AOR1 camo now uses more authentic colors/patterns. • Fixed an issue where the Hiking backpack would clip with the Molle vest and Crossdraw vests. • Fixed several issues present with the Gorka outfit. • Fixed a customization issue with the Crossdraw vest clipping with female characters. • Fixed a clipping issue with the Gunfighter Jacket and ACU shirt clipping with pants. • Fixed an issue with the Mic Drop emote where the syringe was stuck in the character’s wrist. • Fixed an issue with the Heavy Riot Control vest not showing the patches on its shoulder pads. • Fixed an issue on some vests where the ammunition was following the player’s movements rather than the vest itself. • Fixed an issue forbidding the player from buying Crates & Boosters in DLCs.
• Limited the number of simultaneous mines deployable by the Sapper’s drone to 3. • Reduced the health of Sapper’s drones to bring it more in line with the drones used by Medic and Guerrilla classes. • Fixed an issue in Ghost War allowing an exploit (known as Crouch-run) by using emotes and Pistol-specific abilities. • Fixed several collision issues on several PvP maps.
• Improved the ping function in Ghost War where spamming the Ping input caused high ping conditions.
To learn more about Tom Clancy’s Ghost Recon Wildlands, please keep an eye on the Ghost Recon website[www.ghostrecon.com] and visit our official forums[forums.ubi.com]. We also invite you to join the discussion on Twitter by tagging @GhostRecon or by using #GhostRecon.
To keep track of your stats and find other Ghosts to join your taskforce, log in to the Ghost Recon Network[ghost-recon.ubisoft.com] and download the Ghost Recon HQ App.
NVIDIA has released the GeForce Hotfix Driver Version 425.11 which addresses the inventory menus crash bug.
Thank you for sending in your reports as we worked with our partners at NVIDIA to find a fix.
Please click on the URL below to download the appropriate driver: Windows 10 64-bit Standard Driver – Click Here[international.download.nvidia.com] Windows 10 64-bit DCH Driver – Click Here[international.download.nvidia.com]
We appreciate your patience during this extended issue.