Sunday, November 24, 2019

Sniper: Ghost Warrior Contracts

Russian Seasons.

The last task of Terrorist Takedown 3 is to kill the target from a sniper rifle. The launched bullet takes camera, which observes it on one hundred eighty and on the right side goes credits. “Was City Interactive inspired or just looked in Sniper Elite (which relaunched series two years later.)?” I have no idea, but it became studio’s specificity since this game.

The future isn’t quiet as usually can see in films or computer games. In Sniper: Ghost Warrior Contracts find out, that Siberia turned to the independent state with a dictatorship government. Against them, what frequently I meet in games, is fighting a resistance movement. However, “Siberian Wolfes” is only on words, when full participation in politics do a given for play protagonist Seeker. Story’s background captivates and developers enriched it, when the main narrative is standard “complete the list”.

Five (training doesn’t in count.) open-world charming locations with assignments and arcade challenges on collecting or do something n-times for some minutes. In gamer’s opportunities is a choice of how to play. What missions are complete and in what way. In walkthrough, I was recalling Project IGI and Hitman: Codename 47. Sniper: Ghost Warrior Contracts gives what was lost. Modern possibility of development allows combining of genres (in my view, games of nowadays as racing, for example, can’t be presented in one element, where just collection of tracks and cars.) and City Interactive is realizing it, but to unfortunately is following to tendencies.
The humanity is sliding down in inventions of machines, which are taking decisions. How would perfect if the game didn’t have all casual and RPG elements. Hero’s abilities to point a distance for shot on enemies explains in his high-technological mask, but was pressing on the last level of difficulty every time I mostly denied to make the walkthrough easier. I finally got the good game about sniping. Developers did excellent in the creation of levels. Hiding under tall grass in a crawling movement to two Siberian soldiers, which can have a curious talk, I prefer to take their attention in thrown stone by me for cleaning of the way.
Buying the best assault rifle and go Rambo is an entertainment thing in Sniper: Ghost Warrior IV and have own taste on the third difficulty. Regeneration of health (damn it!) makes needless bandaging by one of aid kits, but when the health strongly harmed and have a feeling that somebody is coming I did this. In shooting can see flaws, which doesn’t show in the stealth playthrough. Artificial intelligence of Russian soldiers isn’t so cute in actions, when one of them lies down by sniper bullet and they see it. A tension, but usually absent a try to find a cover. However, in face of their hostile, soldiers, what is making me glad, have a full hiding without showing of head top. When you launched many bullets in body of enemy, he with help screams can run away on some time. In raised alarm, soldiers more quickly detect and even in similar to electrician mask a brute with a machinegun can see the protagonist in hundreds meters. However, if find a far corner, presumably nobody willn’t visit it, but knowing about protagonist's existence a reporting between each other the Siberian army can come to using mortars.
Shooting sometimes reminds a roulette and more often with high stakes. A headshot by one pistol shot can change on misunderstanding that few bullet from same pistol or assault rifle doesn’t influence on movement activity of soldier. Rare moments were a one sniping headshot wasn’t enough. Also I don’t like here, as overall in games, that you must upgrade some abilities, when thinking that is a flaw. Why war-experienced protagonist can’t kill a machinegun brute?

Aforementioned two great games of 2000 came for many reasons and one of them was, that no savings during level walkthrough. It would be curious to see in this City Interactive’s game. Developers gives only autosavings, which happen in marked places and everywhere is quiet condition. This thing can help you as, for example, a murder of a target was did with a noise, but you collected some meaningful staff. After reloading can see, that killing is done and no one has interest to playable character. In personal case, mostly autosavings made to curse developers. Killing of hired person or completing a goal, which finished with shootings, in the next loading, where in the long awaiting of disappearing of a dark screen soon can hear activity of hostile guns and in disclosed image with the last difficulty level get a little chance to survive and no opportunity to find a peaceful save. Try to evade with destroyed stealth walkthrough or start again are two ways there. To imperfections I met disappearing of bodies, what makes needless in hiding of them, or soldiers in some places after reload and appearance from the air in alarming and in the ideal character control I didn’t like sliding in jumping, sometimes button commands didn’t execute (more bright was in autoload trap.) and usual in games infirm to move yourself at deep falling.
Aftermath from committed actions doesn’t harm furniture, when is possible to see rolling down through stairway a corpse, consequences from explosives and everything else in physics relate to body.
 
The ending of the game hints on possibility of DLCs, what was in thoughts before of release on which, despite on my dislike, I write “will see”. Sniper: Ghost Warrior Contracts is the contrast game. It’s brilliant in sniping in the Siberian locations under magnificent music by a composer, who expressed the spirit of these places and demonstrated individuality, but the story and cons didn’t give to feel satisfaction in watching of credits. In spite of this experience, the game possessed me in silence play and complete every assignment. There, I always write, that’s a definition of excellent game.


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