![]() ![]() In the first Contracts, you can basically treat your rifle like a one-size-fits-all solution, but in my Contracts 2 demo I was inclined to only use it as a last resort. The choice to not give you a suppressor on your rifle at first is an important distinction from previous games. ![]() A developer chimed in during my demo and mentioned that from this far away, they can't even hear the shot. I felt even cooler when I fired my first unsuppressed shot into that faraway port and wondered why I didn't alert the whole complex immediately. Once you get the hang of it, every kill feels like the moment I shot that guy's arm off in Call of Duty 4 (this time not in a scripted sequence), or even better, that part in Wind River where Jeremy Renner picks off a bunch of jerkwads from god-knows-where. I came away from my brief Sniper Elite stint with a greater appreciation for the sniper fantasy that CI Games is going for in Contracts 2. It's like its only settings are "too hard" and "not hard enough." You can turn that assist off, but then its default wind indicator is unintuitive and also there's no height diagram, so you're basically forced to mark everything before daring to take a shot. It's a nice contrast to the other sniper series of gaming, Sniper Elite, which trivializes wind/distance compensation by showing exactly where the bullet will go when you hold your breath. ![]() It tells you everything you need without drawing a red dot on the screen for you (though that is an option if you're fed up). It's up to the shooter to guestimate where "445 meters" falls between the "400" and "500" notches on your scope and time your shot to when the wind line updates. Cleverly, the wind line draws an axis down the rangefinder that tells you how off-center a shot will be while demanding focus to interpret what you're seeing. The other big step is wind adjustment, which is represented by a trailing white line that periodically updates with changing wind patterns. You can scan them with binoculars if they're in clear view and find out for sure, but in a pinch I'd often have to use the height reference table in the upper left view of the scope that tells me "hey, this guy should be about this tall in your scope if he's 800 meters away." Correctly deducing the distance of a rival sniper lying prone by imagining him standing against the height diagram is the new highlight of my videogame sniping career. Zeroing-in is a manual process that requires you to figure out how far away a target is. Ghost Warrior strikes a clever middle ground between simulation and accessibility at its default settings. In fact, dropping a stationary cargo container is the easy way out compared to mastering Contracts 2's challenging sniping mechanics. You can poke and prod at the level in other ways, too, like opening doors by sniping an electrical box with an EMP bullet or making a car jack collapse on the poor soul working beneath it.Īssassination challenges reward you for pulling off these trickier methods of sending targets to the great beyond, but a classic bullet to the head is just as viable. The most obviously telegraphed kill on the first target was a hanging cargo container positioned precariously above a road the target will run down while trying to escape. The setup is familiar if you've played Hitman's sniper missions, right down to the elaborate environment kills. You can only tackle these long shots from a single vantage point each, and that's because the target areas (a port, communications plant, and training yard) are intimately constructed murder dioramas for the player to tinker with from afar. Don't try to run or drive out there, either. ![]() From that distance, you can't even perceive targets unless scoped. Unlike the medium-range engagements in past Sniper games that topped out around 400 meters, all three of this mission's targets were anywhere from 1,000 to 1,400 meters out. The mission I played in my preview build was one of Contracts 2's new 'Long Shot' contracts, which are a big draw of the sequel. Correctly deducing the distance of a rival sniper lying prone by imagining him standing against the height diagram is the new highlight of my videogame sniping career. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |