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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