{"id":1554,"date":"2021-06-13T10:30:25","date_gmt":"2021-06-13T15:30:25","guid":{"rendered":"http:\/\/localhost\/ggndev\/?p=1554"},"modified":"2022-05-08T18:38:38","modified_gmt":"2022-05-08T23:38:38","slug":"sniper-ghost-warrior-contracts-2-review","status":"publish","type":"post","link":"https:\/\/ghostgamer.news\/sniper-ghost-warrior-contracts-2-review\/","title":{"rendered":"Sniper Ghost Warrior Contracts 2 Review"},"content":{"rendered":"\n

Dedicated sniper games are far and few in between. There are only 2 that provide detailed mechanics: the Sniper Elite series, which is set in WWII, and the Sniper Ghost Warrior series.<\/p>\n\n\n\n

Sniper Ghost Warrior Contracts 2 is the a sequel to a spinoff from the Sniper Ghost Warrior franchise. In it you play Raven, a sniper-for-hire, who fulfills contracts provided by a mysterious agent with equally mysterious motives. Thankfully, you don’t have to have played the first Contracts in order to be able to enjoy the game.. In fact, I’d suggest you not play it at all, just to avoid marring the beauty of Contracts 2.<\/p>\n\n\n\n

That’s not to say they are all that different, but the delivery here is so much better for the fact that it provides one major boost to gameplay: Extreme long-range shots. I begged CI to add this<\/a>, and they did (although my guess is this was already in development before I wrote that piece).<\/p>\n\n\n\n

With that said, let’s get into the review, starting with the sniping experience.<\/p>\n\n\n\n

Sniper Ghost Warrior Contracts 2’s sniper gameplay<\/h2>\n\n\n\n
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Ready to fire<\/figcaption><\/figure>\n\n\n\n

First off, keep this in mind: The magic mask, a mechanic from SGW Contracts, is back. Even at the highest difficulty this mask will show windage adjustments needed within the reticle, so if you want a true, hardcore sniper experience, you’re not going to get it. However, given you don’t have a spotter, or the ability to adjust for windage via the turrets on your optics, we’re going to have to be willing to let it slide just for the sheer fact that sniping in games has always, historically, been a half-hearted implementation (unless you’re playing Arma 3 with ACE mods).<\/p>\n\n\n\n

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The white lines on the bottom half of the reticle show where the bullet will land based on windage<\/figcaption><\/figure>\n\n\n\n

They did add something back from previous Sniper Ghost Warrior games, however: At lower difficulties, holding your breath will show a red dot pinpointing where your shot will land. This does lower the barrier for entry to gamers new to the sniper genre, which I’m certainly welcoming. The more people we get playing these games, the more chances we have to get more games with good sniper mechanics.<\/p>\n\n\n\n

Also making a return are the “special” bullets. This includes Armor-Piercing (which is critical when not using a heavy rifle against heavily-armored foes), EMP (great for taking out vehicles, turrets and jammers), luring, tagging, explosive and A.G.I.L.E. (which is actually just the Darpa round from previous games in the series, that isn’t affected by wind or distance). While most are fairly unrealistic, it at least adds a little extra strategy to the game.<\/p>\n\n\n\n

On top of this, you’ve got to choose the right rifle for the mission. Your choices are light, medium and heavy; Each also receives special options based on their classification. Light rifles allow for a canted red-dot sight that you can switch to for close range (as well as a suppressor), medium rifles offer slightly higher damage while typically allowing for suppressors and other barrel mods, and heavy rifles won’t require AP bullets to take down well-armored foes, and can equip a bipod (although they can’t be suppressed).<\/p>\n\n\n\n

You can use any rifle for any mission you like; You can take light rifles for long-range contracts, and heavy rifles for classic contracts (although given they can’t be suppressed, you’ll be drawing enemies to you with every shot).<\/p>\n\n\n\n

Regarding optics, all can equip short or long range scopes. The only reason to not take a long-range scope is the cost, but it’s fairly negligible. Even if you’re shooting at sub-600m ranges, it’s never a bad idea to take an extra-long-range scope just for the added zoom.<\/p>\n\n\n\n

The Kill Cam Makes a Comeback<\/h2>\n\n\n\n

I already shared a variety of kill cam shots from SGW Contracts 2<\/a>, and it’s probably one of the best kill cams I’ve seen. Details are absolutely gruesome, and it rarely fails to find just the right angle to showcase your expertise. From seeing your bullet fly through a tiny gap toward your foe..<\/p>\n\n\n\n

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Threading the needle<\/figcaption><\/figure>\n\n\n\n

To showcasing a little viscera..<\/p>\n\n\n\n

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Dismemberment is certainly a possibility..<\/figcaption><\/figure>\n\n\n\n

To.. Well, the “ouch” moments.<\/p>\n\n\n\n

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Yeah, that sucks.<\/figcaption><\/figure>\n\n\n\n

If you’re not a fan of this, no worries! You can disable the kill cam entirely. If you want every shot you take to have it, you can bump up it’s frequency, too.<\/p>\n\n\n\n

Enough will the reaching-out-and-wounding talk, though.. How about the stealth?<\/p>\n\n\n\n

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