From the Vaults: Sniper Ghost Warrior Games Review

Posted: November 29, 2011 in From the Vaults, Gaming, Reviews, Xbox
Tags: , , , , , , , , ,

Developer: City Interactive

Publisher: City Interactive

Platforms: Xbox 360 (reviewed), PS3, PC

Price: £17.99 on Play.com

I have been waiting to pick up this title for a while now, excited about the prospect of a game devoted to sniping, something which is disappointingly underrepresented in gaming. Games like Modern Warfare (‘One Shot, One Kill’) and World at War (‘Vendetta’) have successfully demonstrated how heart-racingly exciting sniping can be, especially the latter. Finally, a game supposedly based on the long range shooting strategy. How could it go wrong? Find out below:

Sniper Ghost Warrior is perhaps best described as mediocre; enjoyable but certainly instantly forgettable.

The plot is practically non-existent, jetting you to location after location with little plot continuity or development. Narrative becomes a sacrificial lamb, rushed, unplanned instead promoting the games greatest (perhaps only) feature – the bullet time sniping accompanied by a vicious kill cam. Undoubtedly, this feature provides endless fun:


There is nothing quite as satisfying as popping an enemy in the head, rewarded with more that just some additional score points. A kill cam is the greatest reward a gamer could receive, providing them with a glorious view of their accurate, deadly shot.

Unfortunately, everything goes downhill from there. Sniping is heavily affected by an inventive realistic ballistics system. This ensures that environmental factors affect the trajectory of your bullet, exacerbated when you are standing instead of crouching or proning. It is refreshing that City Interactive have attempted to inject some gaming realism beyond the modern taste for photo realistic graphics. However, disappointingly this system is not without its flaws. On the default difficulty setting the user is provided with an additional red dot on the reticule which directly shows where the bullet will make contact. As a result, the environmental factors are entirely redundant. However, on higher difficulty settings the user is faced with the other extreme; wind conditions are so variable that perfect headshots are nigh on impossible. Moreover, undermining all of this is the bullet time feature which allows the user to slow time temporarily, also highlighting enemies in red, to provide an unmissable shot. I appreciate that the developers have tried to introduce something new, it’s just a shame that it is ill thought and riddled with flaws.

One of the most damaging things from my personal perspective is that there is little effective use of sniping within the game. When I heard that there was a game called ‘Sniper’ my mind automatically raced, thinking of all the potential sniping missions that I will be on; assassinating terrorist leaders, taking out the tyres of an escaping vehicle, destroying lights or alarm systems to provide stealth cover, eliminating enemy guards, the possibilities were endless. This game doesn’t scratch the surface though. I expected Silent Scope as an FPS and what I got was a bad COD rip off.

All together now: 'Boom, headshot!'

Importantly the game is subtitled ‘Ghost Warrior’. Clearly this phrase is completely apt for the traditional strategy of a sniper: covert, anonymous killing. You’ve seen Leon right? This sort of strategy is certainly present here, highlighted by the inclusion of a silenced pistol and throwing knife, but it is often ridiculously juxtaposed with perhaps the worst assault rifle physics that I have ever seen. There are certain sections which force the user to use an assault rifle instead of a sniper. These entirely ruin the fluidity of the game, making stealth impossible and completely undermining the whole premise of the title. It is another example of ill planned development. More damaging are the actual physics of the assault rifles which have the worst recoil I have ever seen in a game (that’s not to say that I have ever felt the recoil of a gun in real life). It’s like Michael J. Fox has suddenly entered the campaign.

The sniping element to the game is further weakened by severely limiting linearity, created by poor map design and plot progression. Sniper Ghost Warrior ensures that the player must follow a very strict path throughout. This is enforced by the use trigger points interspersed throughout each level which must be crossed in order to initiate the next map marker, and an almost Totalitarian reliance on invisible walls. The idea of sniping, of covertly locating the most advantageous sniping spots to obtain the perfect hit, would be much better suited to a sand box title. As it stands, Ghost Warrior completely restricts the user in their attempt to strategise, a hugely disappointing limitation when the landscapes are beautifully rendered, visually vast but with no substance.

Looks exciting right? Well sadly it's not.

Enemy AI is pretty dire in Sniper also. The biggest problem is that there is a shambolic level of inconsistency. At times enemy forces have a perpetual lock on to your position whilst at others you are able to selectively pick off a group of four or five without them batting an eyelid. It’s this inconsistency which makes the game infuriating, particularly when someone kills you with an assault rifle from a range that would require the player to use a sniper to accurately hit them.

I’ll end with a note about the 12 man online multiplayer. Essentially, it’s a bit, well, meh. It’s ok, nothing more, nothing less. It suffers from awful connection problems, worsened by the fact that it backs you out to the main lobby after every single match. There is quite a harsh learning curve when you first play, making it vital to learn the functionality of varying rifles and map designs. It does feel rewarding when you do this though. Unfortunately, the few maps become very repetitive, very quickly and inevitably have more campers than Glastonbury. The fatal flaw of Ghost Warrior’s online multiplayer is that it actually feels quite exciting, highlighting how lackluster the solo campaign is. Although the more exciting features of bullet time and kill cams have been removed from online play – a necessary manoeuvre – you are constantly prisoner to the feelings of both excitement and fear. Adrenaline pumps as you dash from spot to spot, manically scanning the landscape’s foliage in the hope of spotting opposing snipers, before they spot you. This unnerving excitement, experienced in WAW’s ‘Vendetta’ (above), is sadly missing in Ghost Warrior’s campaign. This, accompanied by a discouraging range of other problems renders it, at best, a mediocre FPS.

Sniper Ghost Warrior 2 is due for release on 16th March 2012. Am I excited? Errrrrrr…..

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