These Long Shot contracts mean you’ll be making shots nearly a mile away. The game’s saving grace is the Long Shot contracts, which drop you into a similar area, but the goal is ultimately to make it to vantage points and plonk yourself down overlooking one of several target areas in each place. The Classic contracts are more akin to previous games in the series: you are having firefights at under 200m, you’ll spend a lot of time failing stealth and hiding in bushes, and it’s quite a close-quarters affair. The game is divided into two core contract types and they have genuine differences. Credit: CI GamesĮach mission in the game has a cluster of contracts, taking place in an open-world environment that you can explore at your own pace. Distinctively shit, in most cases, but they do at least feel different. None of the guns are licensed but they are recognisable, and they are distinctive. Unfortunately, Contracts 2 seems to have been designed in such a way that you’re constantly being pulled away from the sniping and forced to scrap it out with enemies up close, where rubbish weapon-handling combines with sub-par AI and an unforgiving health pool to make sure you have a bad time. The sniping is probably the best out there. I quickly learnt the impact that windage, range and even zeroing my scope would have on my ability to hit someone, and when I was taking long-range shots, I felt genuinely empowered. Sticking with the formula, Sniper: Ghost Warrior Contracts 2 (which I’ll call Contracts 2 now, for my sanity) is also a surprisingly comprehensive sniping game, breaking down the mechanics of being a marksman in a way that is accessible and doesn’t patronise you at all. READ MORE: ‘El Paso, Elsewhere’ is ‘Max Payne’ with break-up trauma – and it wants to change the industry.From 2008’s Sniper: Art of Victory all the way to the unfortunately titled Sniper: Ghost Warrior Contracts 2, The franchise has often been a masterclass in marksmanship, delivering on the promise of being a fun and interesting sniping game, before forcing you to slog through countless terrible close-range engagements. Don't be suckered in by the promise of Crysis-level visuals: it looks decent, but has none of the innovation or freedom of Crytek's game, despite sharing the same tech.One of life’s great mysteries is the Sniper Ghost Warrior franchise. The tortuously linear missions drag you between utterly forgettable pockets of action, and the story and dialogue are vapid.
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The locations look big but it's all a not-so-clever illusion.Įven with its simulation of bullet physics, Ghost Warrior is no more sophisticated than a Call of Duty game. I was fleeing for cover, and the game started screaming “LEAVING MISSION AREA” at me, even though I was surrounded by jungle. But it doesn't take long to realise that, as pretty as they are, the levels are just static film sets. The opening chapter sees you sniping your way through a tropical holiday resort, and later you fight across the streets of war-torn Sarajevo. There are some impressive-looking environments, courtesy of the CryEngine. Soldiers are supposed to follow orders, sure, but they're also capable of, and expected to, make decisions sometimes. Even when you're separated from your spotter, your superiors are barking orders over a radio. I barely needed to play Sniper: Ghost Warrior 2.
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These were my favourite moments, purely because they were so easy I could rip through them without having to spend more time bored to tears. They're just shooting galleries, though, and only enjoyable because they're breaks from wrestling with the horrendous stealth AI. All your targets are marked for you by a spotter, but there's some element of strategy and timing in taking out guards while their buddies are facing the other way. More successful are the missions where you perch above an enemy base and support a squad of soldiers as they infiltrate it. "Stealth would be fine if you weren't seemingly fighting an army of psychics."