That's not to say that's it not worth making a return, though. It's not a game-ruining flaw by any means, but the twisting yet ultimately linear city setting is less interesting to explore. That being the case, returning to the bedraggled streets of 1945-Berlin put into focus for us just how far Rebellion has come when it comes to building sandbox levels for Sniper Elite. In the North African setting of the third game, and in Italy in the fourth, the maps are significantly bigger than they are in V2, and those games were all the better for the shift in scale.
#SNIPER ELITE V2 BEST RIFLE SERIES#
For starters, the close-quarters combat has gone up a gear in the last seven years, and while it's certainly not the optimal way to play, much was done to improve the experience when you have to put the rifle away to deal with a more direct attack.Īnother area where the series has changed is the maps that you explore. Since then we've been treated to two more mainline entries in the series, with each one refining the gameplay in a number of ways. When we reviewed the original Sniper Elite V2 back in 2012 we enjoyed the visceral combat and long-range gunplay, but the low-quality enemy AI and clunky close-quarters combat held it back. While we missed the first game, we've played them all since V2 and every time a new one comes around you can be reasonably assured that it's going to give you a good time as you to sneak around the battlefields of WW2 with your trusty sniper rifle in-hand. Thankfully though, the level-clearing itself is still heaps of fun.We've grown quite fond of the Sniper Elite series over the years.
#SNIPER ELITE V2 BEST RIFLE PC#
Levels too, while undeniably pretty if you push the PC settings to maximum, feel far too linear for the sort of expressive sniping Rebellion has aimed for - only specific walls can be hopped over and most areas are deceptively small once you've cleared them of enemies. The shooter-centric tone is unfortunately manifested in how the game handles too a snap-to cover system appears where we'd have instead preferred to have been able to open doors. As it is, we only found ourselves using them once - to stave off another wave of constantly spawning enemies. Instead, the world is littered with supply crates that dole out trip-mines and landmines which would be useful if only enemies would actually move around the map enough to make traps a possibility. What's worst of all is that this tone ends up reinforced through the wider game design too, with nearly all but the most token nods to stealthy approach removed there are no disguises to deal with, and light doesn't seem to affect your visibility either.
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The reality of Sniper Elite V2 is that it often feels more like a standard third-person shooter where the sniper rifle just happens to be the best weapon, rather than a sniping game in itself. This awkward balancing is setback enough for a game that you'd expect to be more about patience than firepower, where success comes from carefully choosing targets and approaches. What need is there to be paranoid when your health regenerates faster than most enemies can reload? In its eyes the sniper is a versatile juggernaut, a sub-machine gun slung on his back and enough spare organs in his pocket that even tank attacks don't slow him down. Oxford-based developer Rebellion has clearly come to think otherwise, however. All that waiting around, in cold and drafty piles of rubble in the hope of seeing just one specific person the paranoia that your every movement is being watch or will give you away.