![]() You get a high-powered scope on your rifle with a 24x zoom and 1500m adjustment range. SGWC2 introduces ‘Long Shot contracts’ - and starts you off with one of those straight off the bat. But once you get the hang of the mechanics, you’ll be popping heads at 300m with great accuracy and regularity. Miss a shot, and in no time you’ll have hostiles all over you like honey on a hot slice of toast. It’s a bit daunting, because the first game starts you out on a somewhat underwhelming snow map, at night, with bad weather and low visibility. ![]() This encourages (and on higher difficulties forces) you to use the range finder and scope adjustment properly, and plan your shots. In SGWC1, the hallmark red dot which indicates where to aim is gone completely, even on the lowest difficulty (though the second game brings it back on the lowest difficulty level and makes it optional on the second lowest). The sniping mechanics in these games are something to behold. In SGWC1, the game regularly sets you up for shots measuring 300m and more.Īnd those shots are great fun to take. They don’t get it quite as right as Rebellion, in that sometimes the maps are just a smidgen too cramped to really evoke that expansive feeling, but it largely works. Not an open world, but maps that, while not being overly big - you could hoof it from one end to the other in a few minutes - feel expansive, mainly due to the presence of very intricately weaved pathways and passages that allow you to approach your objectives from different angles. At any rate, it’s mainly a vehicle to toss the player into an environment and make them spend several hours on each taking out targets, clearing outposts, finding intel and staying alive through all of it.ĬI Games took a leaf out of Rebellion’s book for the map design. It is not fully clear to me whether the game treats its choice of scneario and plot in a deeply cynical manner or whether it’s just completely unapologetic about it. You’re a contract killer employed to ‘pacify’ a former Russian territory gone independent, and along the way you have to take out both criminals and politicians (and countless soldiers along with them). Sniper Ghost Warrior Contracts abandoned the idea of a contiguous story, instead weaving no more than a loose plotline around the scenarios it serves up. That might change with the Contracts games, because the mechanics in these are close to brilliant. So far the series and its varying approach has always been overshadowed a bit by the more refined, consistent mechanics of Sniper Elite. SGW3 then tried an open world approach and a bit of a plotline, in which the main character was looking for his missing brother. That approach was ditched for game #2 and its DLC for a fairly linear campaign in which you always play a sniper. The first SGW was not a ‘pure’ sniper game, as you changed perspectives between sniper and infantry in the same campaign. Also, where Sniper Elite has you play the same character throughout, SGW so far has had different settings and characters in each game. In contrast to Rebellion’s Sniper Elite series, which throws you into varying WW2 scenarios, SGW is generally set in the modern days. Why get up close when I can switch off someone’s lights at 250m distance (or more)?ĬI Games have been developing the SGW franchise for quite some time now. Recommend if you like sniping games overall. TL DR: Cool sniper games with great mechanics that make long shots very satisfying to pull of.
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