Every main target can be eliminated with relative ease by finding a decent location to snipe them, making the multiple methods of taking them down feel pointless. The game feels stale to play, as the few objectives quickly get old and the level design is boring, despite its open-endedness. There are multiple paths to each objective, and finding the stealthier ones becomes essential later on as more enemies begin to populate target locations.īeyond that, there's little to enjoy. The levels also allow players to tackle objectives in any order they see fit, though this did lead to an instance where a target we had already killed showed up in a different part of the map later on - something the game apparently didn't account for. The game does, occasionally, look pretty sharp, especially in the areas that aren't snow-covered. In Sniper Ghost Warrior: Contracts, the grass effectively blinds the player, making it nearly impossible to move about stealthily.Ĭontracts only really has two redeeming qualities. The obvious answer is to stay in cover, but that usually means tall grass. The slightest movement outside of cover will often result in detection, immediately raising the alarm and causing groups of enemies to emerge and blast at the player. The problem is so bad that repeatedly shooting one of the heavy, juggernaut-style enemies in the head with the starter sniper rifle wouldn't seem to phase them.Īnd while the standard and juggernaut enemies are essentially blindfolded, deaf, and completely numbed to pain, the snipers and CCTV cameras dotting the map could spot a fly at 500 meters in a blizzard. Dropping an enemy right in front of another enemy would often yield no reaction from the one left standing, and scripted conversations between the two would sometimes continue. Sniper Ghost Warrior: Contracts has some of the most inconsistent AI of any game this generation, sometimes as bad as Aliens: Colonial Marines. While that's one of the more severe instances we experienced during our playthrough, there was little else that made it feel worth playing. That experience defines Contracts as a whole. After about an hour of checkpoint and mission reloads, the intel finally managed to stay in place, finally allowing the objective to be completed. Except blowing up that door caused the intel to glitch out and disappear, repeatedly. Unfortunately, the solution was to throw a grenade at the door, blasting it open and allowing the precious intel to be snatched up. With a sputtering breaker box nearby, it seemed as though there may be some type of puzzle, or at least a path to follow to a separate breaker that could open the door. The gate is locked, but there's no lock to blow off to swing the door open, as there had been up until that point in previous encounters. In one mission, intel is locked behind a gated area indoors. Any time it feels like Contracts is going to try and do something new and interesting, it never extends. It only has a few primary objectives throughout its five main levels, eliminating a target, collecting intel, and two instances where players get to place C4 on a structure. RELATED: The 10 Best Stealth Games Ever Madeįor a game that's built on its apparent replayability, Contracts seems hell-bent on shooing players away, even more than the luke-warm Sniper Ghost Warrior 3. The game is relatively short, only taking roughly 8 hours to complete the main objectives, but it becomes a slog as more issues become apparent. A slow, boorish, slog that's at best mediocre and at worst infuriating. It's difficult to nail down one specific issue that plagues Sniper Ghost Warrior: Contractsbut it's abundantly clear what the game is trying to be - a mix between the episodic Hitman games and Far Cry with some generic near-future elements. It's an experience that's routinely frustrating and almost never rewarding.
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