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Sniper: Ghost Warrior 2 Preview

Vince_Ingenito By:
Vince_Ingenito
12/13/12
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE FPS 
PLAYERS  
PUBLISHER City Interactive 
DEVELOPER City Interactive 
RELEASE DATE Out Now
M Contains Blood, Drug Reference, Intense Violence, Sexual Themes, Strong Language

What do these ratings mean?

Brainless fish in a pretty barrel.

Just moments after asking what happens when things go south during a mission in Sniper: Ghost Warrior 2, I get to experience it firsthand: The trio of guards whose heads I haven't yet popped kindly line up for me, crouched behind an overturned canoe that my high-powered rifle rounds can pass through as easily as air. I rush my first shot, the barrel jerking up from my spastic trigger pull. It still connects, sending a distant stranger tumbling to the ground. Against any possible logic, his two friends stay put, as if the “cover” they're clinging to will protect them any better than their recently deceased comrade. Calmly, joylessly, I pick them off. I don't feel like a hunter so much as a killer.

And that's the catch with City Interactive's follow-up to the original Sniper: Ghost Warrior. It has all the core elements in place to be a solid entry in its super-specific sub-genre. There's the near fetishistic attention to detail on your rifle and its scope, a full ballistic simulation, and of course the bullet cam. (Can't have a sniper game without one of those.) Competent application of CryEngine 3 has done much for the game's look, particularly in the jungles of the Philippines, where my aforementioned shooting gallery took place. The boxes are all checked, and the mechanics are solid.



But the problem is the hollowness. The only time I felt any sense of agency was when I was looking down scope. Both of the areas in my demo were narrowly focused, with little to no opportunity for improvisation or creativity. This is partly due to the level design, which more or less keeps you on rails until you reach some “scenery” that needs shooting. There's no infiltrating or strategizing of any kindyou just move towards the waypoint, go prone, and hit your targets in the right order so no one sees any dead bodies until it's too late. For some folks that will be enough, but others may find this limiting.

That said, shooting feels nice, with everything from wind and heart rate to how smoothly I pull the trigger affecting my shots. In fact, many will have to play on the game's “casual” mode in which a red assist dot shows you where you'll need to aim to adjust for the various simulation factors. For my tastes, it turns the experience into something of a shooting galleryjust line the red dot up with your targets one by one and watch them drop but junior marksmen really won't have any choice but to use it. Without the assist, shooting feels more organic and rewarding, but even when you inevitably miss a shot, scenarios like the example in the first paragraph occur, replacing a feeling of tension with the strangely unwelcome sensation of being an all-powerful finger of God.



Visually, the game is much more sophisticated than you'd expect for the modest $39.99 sticker it'll bare when it comes to retail and lining up the perfect shot does indeed feel incredible, but I'm not sure if the AI and level design will be anything more than methods to get you from one gallery to the next. Even in the open-looking urban map I sampled, you're led down a single path by a combination of invisible walls and a gutsy spotter who calls out every shot and dictates your every move to you. For a player like me who finds reconnaissance, infiltration and planning to be just as stimulating as the sniping itself, Sniper: Ghost Warrior 2 may fall a bit flat. But if you just want pretty visuals, good shooting mechanics, and an affordable price, keep your eye out for it on January 15th.  
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Comments
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Dec 13th, 2012 at 4:34 pm
    My god, an honest, critical preview article? Thumbs wayyyyyyyyyyyyyyyyyyy up.

    Never touched the sniper genre--After playing the CoD4 level (which was more or less also on rails, but the rails were made of Unicorn Magic), I feel like anything less would just be a letdown.
  • THEundying27
    THEundying27

    Joined: Sep 2012
    Posted: Dec 13th, 2012 at 9:25 pm
    I'm just gonna come out and say it, this game has flop written all over it. :(
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Dec 14th, 2012 at 1:55 am
    You may end up with a bullet in your brain from the developers for an HONEST preview. Might want to close your curtains tonight.
  • Fieperskaivu
    Fieperskaivu

    Joined: May 2011
    Posted: Dec 14th, 2012 at 2:38 pm
    There really can't be a good sniper game, Sniper Elite V2 was close, but the whole point of sniping is to get really dug in in one spot, wait hours, and take 1 shot and GTFO. That's not a fun game. So they all turn into a circus duck hunt where the mindless AI just walks back and forth and you *PING!* them all off and win a giant stuffed bear for your niece.

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