![]() ![]() And the dlc weapon so thoroughly outclasses the base game Welrod that it again ruins any of the decision making. There is only one silenced pistol in the game outside of the dlc which adds an additional one, and the advantages of staying hidden are so numerous that using anything else is pointless, you literally do not have a choice here. One major issue I had with the game though is that the side arms are largely useless. You'll eventually find a set up you find most reliable and from there you'll find yourself landing shots more accurately as you adjust to the game, assuming you're playing with wind and ballistics. Little things like this do a good job of immersing you in the world as it makes you care a bit more for the weapons you are using. There's also a whole new rifle customisation mechanic that allows you to swap out various parts of your weapons that you manage to loot off enemies. Of course, the highlights of the last games too are still here and continue to add the same satisfaction as well, such as the bullet time kill cams. It manages to address two of the most significant issues from the previous titles very elegantly and in doing so creates a very satisfying game to play. This allows the game to emphasis sniping just as much as stealth since your main goal at that point will be to find ways to get into sound masked locations, then figure out what order to eliminate threats so as not to raise the alarm. ![]() One great thing about this game is that there are many, many more areas that allow for effective sound masking and it isn't completely up to random chance like it may have been in previous titles. is what makes these games interesting to me, and finding efficient and reliable ways to manipulate enemies or how to dispatch them without drawing attention is always fun. Learning map layouts and enemy positions and routes etc. Sniper Elite 3 returns to those more open maps and greater emphasis on stealth allowing you to utilise most of your tools effectively. V2 focused so much on sniping that levels were effectively linear corridors with no real room for experimentations so to speak. What I'm mostly referring to here is level design, where Sniper Elite 1 provided you with a lot of autonomy, presenting you with fairly open maps with objectives and a variety of tools to allow you to accomplish your goals, it was as much a stealth game as it was a sniping game. I takes all the improvements and refinements introduced to the series in Sniper Elite V2, refines them a bit more and then manages to reintroduce some of the aspects lost in that process from the original Sniper Elite. If you plan to play either of the first two games, I recommend playing them before you play any of the games that come after. This game is what the first two should have been, it takes the idea and refines it into a genuinely good game. The first two games weren't bad per se, but they had some glaring issues. Also a minor detail, the game doesn't tell you the distance for your kills. Wind requires minimal compensation and your target is never that far away so you never have to compensate for drop that much either. Sniping is a bit too easy even with full physics and no tactical assistance. I'd say this game's biggest flaw is that the maps are kinda small, you rarely shoot anything that's further than about 100-150m away. I do feel like Sniper Elite V2's bottles were better as a collectible, as they were placed along the path you'd be going, but were well hidden and not blatantly obvious, so you'd still have to look for them. There's some extra collectibles to get too, but I didn't feel like going for these as you'd need to scour the map while slowly crawling around the entire time. The game also has a nice little sprinkle of extra features added on top too, such as adding customisation to the weapon's setup, and being able to adjust your loadout before each level. The levels are also a little more open-ended feeling, it doesn't feel like you're following a narrow path the entire time. The Africa setting is a nice change of pace, and one I feel is a little under-represented in WW2 games. There are also more opportunities for stealth, such as being able to sabotage enemy generators to provide you with sound masking. Completing objectives doesn't randomly alert enemies to your position and cause them to rush you. Stealth gameplay is also much improved, in that you can actually stealth now. Gone are the issues of clearing an area or sweeping the battlefield with your binoculars, only to have an enemy sniper spawn in the spot you just checked. Enemy spawns are also vastly improved over the last game. A big improvement over the previous two games, this one was significantly more enjoyable.Ĭontrols are vastly improved, particularly in terms of inventory and item selection. ![]()
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