27 January 2014

Sniper: Ghost Warrior 2 review


Hello there, I'm Accel and this is my reviews on Sniper: Ghost Warrior 2. This is a sequel to the 2010 Sniper: Ghost Warrior. This game was developed by City interactive and published by the same company and distribute under the name Namco Bandai Games. This game has been released on March 2013 worldwide on Windows, Playstation 3, and Xbox 360.

Game link : http://sniperghostwarrior2.com/
Steam link : http://store.steampowered.com/app/34870/



The original Sniper: Ghost Warrior was a surprise hit when it was released in 2010. A surprise because it seemed an unequivocally awful game, with half broken graphics and artificial intelligence, a tediously linear story campaign, and an undernourished multiplayer mode. In what is the least surprising news since FIFA 14 this sequel shares an almost identical shopping list of problems.

The reasons for the original game’s success are as obvious as they are depressing: it had a prominent marketing campaign, the game was £10 cheaper than usual, and the picture on the cover reminded everyone of the All Ghillied Up level from Call Of Duty 4.

Ghost Warrior 2 certainly doesn’t look to narrative complexity when trying to pad itself out, with a clichéd story whose talk of terrorists and PMCs feels for all the world like it was created by a random word generator – or an infinite number of monkeys as they work their way up towards Hamlet. It doesn’t matter what’s going on of course, many much better games have had worse storylines, and actually the constant change of locale – from Tibet to Eastern Europe – is one of the game’s better features.

The most basic mission type is simple enough: you’re sent in on your own to take out three or four enemies at a time, working out the best order of doing so without revealing your position. In a manner typical of low rent artificial intelligence the enemies either seem to be clairvoyants with x-ray vision or deaf and blind. There’s no middle ground at all and no warning as to which kind they’ll be.

Ghost Warrior 2 is painfully linear, with each mission forcing you to adhere to set rules and directions. One of the joys of sniping games is assessing your surroundings and plotting the ideal vantage spot to take down your opponents. Here, all of that freedom is stripped away from you. There are no alternative routes or even much variation from one mission to the next. Instead, the game constantly instructs you where you should go, who you should shoot, and even when you need to hide. There were moments in the game where I expected it to tell me to go wash my hands or eat my vegetables. The game seems to suffer from extreme obsessive compulsive disorder. And if you go against any of the multitude of orders being barked at you, it’s an instant fail.

The story is told in three acts, and it takes about 5-10 hours to complete, depending on the difficulty level and how committed to staying undetected the player is; and the majority of the gameplay consists of following a leader (Maddox or Diaz), evading enemy detection, and arriving to a point where you can take out the targets laid out in front of you. Unfortunately, the game is very rigid in its approach to these missions. If you deviate from the path, you will be given a warning to return to the fight. You can guess what compliance failure leads to.

Occasionally, for whatever reason, SGW2 decides you can’t sneak past a certain group, so you’d better ‘clear the area’ instead. If it’s a rare mission where you’re fortunate enough to be unaccompanied, these sections tend to offer the most freedom you’ll see in the game. You get to choose who to shoot, and can pick your moments accordingly. If you screw up and a body is discovered, the AI will engage its eerie powers of perception and come running at your exact location. This is the time to deploy your handy silenced pistol, hide around a corner like the special ops genius you are and wait for most of them to lollop into your crosshairs.

Deep from my heart, I think this game has a lot of potential in it,( Giving the facts its using CryEngine 3 the same engine as Crysis 3). Glimpses of interesting gameplay are relegated to set-piece events and low-resolution cut-scenes, as if the designers never quite trusted our ability to retain and apply these strategies to later missions. If the majority of outposts and installations had a more free-reign approach (and options like taking out light sources, destroying power boxes and sniping grenades on enemy’s belts were regular, emergent possibilities,) then maybe there’d be something here worth recommending.

So in the end, I would give this game a score 5 out of 10. So what do you guys think, what your thoughts. Why don't you tell me on the comment section below

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