
As a devoted fan of the Ghost Recon series, I’ve noticed that since its debut in the early 2000s, it has primarily depended on its own engines for development. However, during the sixth console generation, some versions of Ghost Recon 2 and GR Advanced Warfighter made use of modified Unreal Engine 2. The PC adaptations of these games, along with all subsequent releases, continued to employ Ubisoft’s proprietary engines. For instance, Ghost Recon: Future Soldier and GR Phantoms in the first half of the 2010s were built using the LEAD Engine, while Ghost Recon Wildlands from 2017 utilized AnvilNext 2.0, initially designed for Assassin’s Creed. The latest addition to the franchise, Ghost Recon Breakpoint (released in 2019), was also created using AnvilNext 2.0.