Game director Eric Couzian said that while it was sometimes influenced by other shooters, it wanted to keep the game's open scope intact.
"Actually we didn't want to be like the other shooters, we wanted to keep our own identity. Maybe that's why we took so long to achieve the game," he told Digital Spy.
"Because even when you're working on the game, all the releases of the competition - we were sometimes influenced, but - by the way, we love the other games - we wanted to state that, okay, we have our own personality, and we wanted to keep the pillars of the game as the pillars of the game."
He continued: "It's why you can play the game the way you want. You have the Gunsmith, you can customise your weapons, you have open areas, it's not scripted, all the AI is systemic."
Couzian added that the game was redesigned "sometimes too much" since its reveal at E3 2010.
"It's because we've tried many, many things to… actually, we wanted to take the game further, while keeping faithful to the pillars of the game, which is not an easy task," he said.
"So we have tried many new mechanics. We have redesigned the game, sometimes too much, so we have had to draw it back, and we have improved many new things in terms of technology, the mission system, the audio system and rewrite the engine a lot. It takes a long, long time to do it."
Ghost Recon Future Soldier will be given a beta on consoles in April before releasing on May 24 in Europe and May 22 in North America.
A PC version will be available at a later date.
> Read our full-interview interview for Ghost Recon: Future Soldier
> Read our hands-on preview with Ghost Recon: Future Soldier
Watch a trailer for Ghost Recon Future Soldier below: