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Sniper ghost warrior 1 & 2 cover
Sniper ghost warrior 1 & 2 cover






This is the same for both Classic and Long Shot contracts, but it works better in the Long Shot contracts, as the Classic events often task you with infiltrating water treatment plants or ports to plant explosives or some other task that requires you to get stuck into hundreds of enemies. The end of each of these contracts is punctuated by a visit to the extraction point, where your progress is saved before you’re turned loose to head off and murder someone else. You spend a few minutes scouting your target, you line up your shoot, you fire, the not-quite-as-good-as- Sniper-Elite killcam kicks in, and then everything goes to hell around your target, and you scarper before you run afoul of snipers and mortar fire. The Hitman comparisons run further as you can get additional cash and skill tokens by completing optional challenges: this might involve killing two people with a single bullet, or taking out a target in a specific way. Several of the targets are hiding inside or hot-footing it around the area, and taking them out starts to resemble a Hitman level, albeit from a kilometer away, landing rounds into fuse boxes, cars with overzealous alarm systems or even comedically stacked barrels in the hope they’ll make enough noise to draw the target to a more shootable position. In the Long Shot contracts, you’re carrying a huge rifle, and scouting your target from a set position, overlooking an entire camp and ready to dish out lead. The classic contracts have you using a short range rifle, and the sniper rifle is just another weapon in your arsenal. It feels like you’re playing two different games. There are fewer close-range firefights, and you feel like an actual sniper. 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.

sniper ghost warrior 1 & 2 cover

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.

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  • 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. One of life’s great mysteries is the Sniper Ghost Warrior franchise.








    Sniper ghost warrior 1 & 2 cover