

The checkpoints are not very well marked (or generous), so when you die and get put back to the start of a section with 15 guards you have to murder again, it’s more than irritating.

It’s rather tied into the overall difficulty of the game, really, as the difficulty curve is more of a spike in some places. That’s one of the few issues I have with Sniper Ghost Warrior Contracts. Here you can see I'm crawling underwater through a stream, apparently able to breath? This makes setting up long range shots irritating, so I kinda wish they were only a factor in the harder difficulties. You can still tag them, but after a few seconds the tag disappears so you have to tag them again. In fact, said jammers make your ability to tag enemies useless too.

Unfortunately, there are drone jammers (which aren’t mentioned until the fourth area, after you’ve encountered them…), which need destroying before you can use your drone to tag enemies again.
#SNIPER GHOST WARRIOR CONTRACTS 2 VOICE ACTORS UPGRADE#
There’s nothing wrong with the drone itself, it flies a lot smoother than the previous game, and you can upgrade it to hack auto-turrets, or fire an EMP to fry electronics. I hadn’t realised that the drone was an optional item until the third area, and outside of the first two areas it proved to be almost useless. Oh, you wanted more items? Yeah, you’ve got to unlock those using in-game money, kills and challenge tokens, or pick them up in the field. In total there are five areas, six if you include the training grounds which act as the tutorial.Īiding you in your contracts are your binoculars, grenades and adrenaline boosters. At first you only have access to two areas, with the others opening once you’ve completed contracts in those. You can take whichever route through the game that you want, and complete objectives in whichever order you desire. However, the line will show you what difference the current wind velocity will make, so you know to nudge your shot left a bit - or a lot. Your scope has lines showing where the bullet will land, if the target is 100-500m away (depending on the scope), so if your target is between the 100m and 200m marks, and is stood 150m away it should hit. It’s actually pretty tricky to explain properly. I’ve missed many shots because the target was 90m away, but the rifle was still set to 200m. With this system, you need to make sure your rifle elevation is set up correctly. It takes some getting used to, since the previous game had a dot showing exactly where your round would hit. Part of this display is the “dynamic reticle system”, which shows you a line of the expected trajectory of your next bullet. It monitors what you’re doing, as well as providing you with a handy heads up display. To aid you in your task, you’ve been given a special mask. And while you’re there, you might as well do a handful of other tasks that they want you to do (including more assassinations), right? There’s a briefing which acts as a loading screen, and will explain your contracts in detail.

You are known by the codename Seeker, and your handler is sending you into five areas to carry out five assassinations. Sniper Ghost Warrior Contracts sees you heading to an independent Siberia, after it went to war with Russia to get it. I’m a fan of games that have you shooting people through a scope, and despite its flaws I did enjoy Sniper Ghost Warrior 3. However, for this review I played a bunch more of it in the week leading up to release. I’ll preface this by saying that I went to an event to check this out, and wrote about the experience as well as a preview for the game. Reviews // 21st Nov 2019 - 3 years ago // By Andrew Duncan Sniper Ghost Warrior Contracts Review
