When it was first unveiled at last year's E3, Ghost Recon's Gunsmith feature caused rapturous applause to erupt in the Galen Centre.
By waving one's hands and yelling at the Kinect module, journalists were told, players could create insane, barmy weapons and then test them on an in-game shooting range.
It had been a bit of a flat E3 briefing up until then, so when Ubisoft demonstrated how Kinect could finally be used to do something fun in a hardcore game it gave the proceedings a much-needed shot in the arm.
Of course, once the euphoria of that moment had died down, us journalists started grousing about what we'd just seen - as is our wont. A lot of hacks dismissed Gunsmith as silly. A stupid gimmick, said others. Still more wondered out loud how Gunsmith would tie into the rest of the game.

In truth, according to Adrian Lacey, Ubisoft France's IP Development Director, there's no reason that it can't be both.
"You have around 20 million different types of customisation," says Lacey, "and that ranges from your stock, your scope or the gun's inner workings. You can go as deep and as layered as you want."
Within reason, that is. Lacey says that players still have to bear some laws of physics in mind; as fun as it would sound to do so, for example, players won't be able to stick the long-distance scope of a Barrett M82 on a Walther PPK and then attach it to a rocket launcher.
Kinect owners can conjure up zany firearms by barking orders or using their limbs to select components, but Lacey says a control-pad works just as well. Still, it's hard to shake the idea than Gunsmith has any practical applications. Lacey, however, is quick to dispel that notion.
"It's a cool gadget, yes, it is a cool toy, but it can also severely impact on how players approach the game and how they approach the game's campaign," he says.
Wait a minute. You can take these weapons into the campaign? "Yes. You test them on the in-game gun range to see if they work the way you want them to, and then once you're happy with them, you can take them into the campaign."
At this stage, we'll have to take Lacey at his word, since, at the demo we attended, we weren't allowed any hands-on time in the campaign with some home-brewed firearms.

The selection of battlefield gadgets has always been one of Ghost Recon's calling cards and Future Soldier doesn't really buck the trend here.
Aside from the augmented reality HUD (in which everything from civilians to targets to the weapons the players are holding boasts a read-out), the soldiers of Ghost Recon are kitted out with optical camo suits, which make them near-invisible to NPCs who aren't standing on top of them, and Sensor Grenades, which paint targets in their vicinity and reveal hidden enemies.
Comments
8 comments so far...
KK-Headcharge78 on 26 Jan '12 said:
To succeed this will need to play exceedingly well.
gmcb007 on 26 Jan '12 said:
I think there's too much focus on Kinect and so the controller playing gamers will probably get half the experience. It is Ubisoft after all.
Black Mantis on 26 Jan '12 said:
Seeing as it's multi-platform and the mode can be used with a regular controller, I don't think so.
MrRage on 26 Jan '12 said:
By "blockbuster territory" do they mean you'll rent it £5 for 5 nights, after which you'll have had enough and be glad to take it back
gmcb007 on 26 Jan '12 said:
I know it's multiplat but nearly every time I hear about GRb they go on about Kinect.
KMakawa on 26 Jan '12 said:
I don't want to read this as it might impact my game im trying not to read as much about Future Soldier as possible.. But what i will say is, SCREENSHOTS LOOK EPIC.
Kay, ciao.
moogiesboy on 27 Jan '12 said:
This games development time gives me hope Ubi will manage to get Rainbow 6 out by 2025.
Joe90_Remy700 on 27 Jan '12 said:
cannot wait for this. dont care what peripheral i use for gunsmith, it seems bloody good, waaaaay above "ooh, i can put a red dot AND a silencer on an M4!" and the fact that they can be used in the campaign.... sealed the deal!