Tom Clancy's Ghost Recon: Breakpoint - Year 1 Pass
Already committed to Breakpoint's open-world Auroa? The Year 1 Pass bundles the two story expansions, three class unlocks, and a cosmetic pack into one purchase - useful if you're going deep, redundant if you bounced off the base game.
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About Tom Clancy's Ghost Recon: Breakpoint - Year 1 Pass
I've dug into what the Year 1 Pass actually gives you, and the honest answer is: it depends almost entirely on how much you liked the base game before buying it. Breakpoint is a third-person open-world tactical shooter set on the fictional Pacific archipelago of Auroa, and it launched to a rough reception - criticized early on for aggressive live-service trappings and a gear score system that felt at odds with the Ghost Recon DNA. Ubisoft did patch in a "Ghost Experience" mode later, letting players strip out the loot grind and play closer to the Wildlands style, which softened the community's stance over time. The Year 1 Pass sits inside all of that context, which matters before you hand money over. What you actually get breaks down into three buckets. First, two story expansions: Deep State, a conspiracy-thriller arc codenamed Wonderland that ties into shadowy U.S. interests on the island, and Transcendence (later released as Red Patriot), which puts you against Sentinel Corp as they try to seize the work of a transhumanist science group called Project Deus. Neither expansion is a dramatic reinvention of the formula - you're still clearing open-world objectives across Auroa's biomes - but they push the narrative forward and add enough new mission density to justify the hours if you're already bought in. The Siren's Call day-one mission sends you into an underground maze to deal with drone activity and functions more as a side excursion than a full story beat. Second, early class unlocks. The base game ships with Field Medic, Assault, Panther, and Sharpshooter - all switchable at a Bivouac camp. The pass gives you a one-week head start on the three additional classes added across the year, including the Engineer, who favors PDRs and shotguns at close-to-medium range, and the Echelon, a stealth-focused operative class. If you're the kind of player who experiments with builds and swaps classes based on mission type, getting these unlocked early rather than grinding skill points is a small but real convenience. Third, the Special Operations Forces Pack, which is purely cosmetic: the Quiet DMR, ACH Cover, Crye G3 Combat Pants, and Cross Draw Vest. Decent gear aesthetics, nothing gameplay-changing. The 77% positive Steam rating on around 142 reviews reflects what most long-term Breakpoint players seem to feel: the pass delivers on its listed contents without doing anything surprising. Players who stuck with the game through its post-launch patches and found their groove with the Ghost Experience mode or the four-player raid on Golem Island tend to view the extra story content positively. Players who were already fatigued with the base game's structure find the expansions more of the same in a way that isn't flattering. Both groups are probably right. The pass is squarely for players who have already cleared Operation Greenstone and want more Auroa. If you're on the fence about the base game, sort that out first - the Year 1 Pass won't fix a rocky first impression, but it gives genuine mileage to anyone who found their footing with Breakpoint's slower, more methodical open-world tactical loop. Alex, Scout Team
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Game Info
- Developer
- Ubisoft Paris
- Publisher
- Ubisoft
- Release Date
- Jan 23, 2023

