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May 03, 12 at 6:18pmThe Stinger


Lets start this off by recognizing what this game is, and that is a niche shooter. This is not a game that is going to appeal to as broad of an audience as what Call of Duty, or the Battlefield franchises enjoy.


The main attraction of this game is in its shooting mechanics. Bullet Drop, Heart rate, Breathing, Range, and Wind all factor into making an accurate shot. If you calculate correctly, your well placed shot gets you rewarded with some very impressive bullet/kill camera sequences. Many of these sequences will follow the bullet into the target, but the exceptional shots will cut to an X-Ray view of your target, showing your bullet ripping through their body and reflecting the damage youve done.

It also incorporates a scoring mechanic, which is modified by several factors.

Enemy Difficulty (Rookie, Veteran, or Elite)
Ballistics (None, Gravity only, or Gravity and Wind)
Tactical Assistance (Full, Moderate, or None)
Distance of Shot
Placement of Shot
Status of Target (Moving, or Still)

Depending on difficulty and what settings you have on, your shots will be scored accordingly, which will push players to up the ante to Sniper Elite difficulty, which will disable the tactical assistances of Tagging enemies, showing Range and Rank, and showing a target area during focus time where your bullet will end up.)

Now, the unskilled can still have fun with this game, simply turn the ballistics off, but leave the enemy AI at Elite and turn off tactical assistance. You wont get maximum points, but you'll get pretty good scores without having to mess with bullet drop or anything like that, and you will generally see a lot more of the X-Ray kills.


This, at its core is the main draw of the game. Taking ever more difficult shots to crank that score up and see those nasty killcams. Its an extremely fun and rewarding experience.


The game however is not without its flaws. The levels compared to the original game are far more claustrophobic and linear in nature. This leads to several "Setpiece" segments where youre encountering a lot of scripted firefights. Scripted firefights in a Sniper game seem out of place.

For example, I spent the entire second mission as a ghost. I masked every shot, hid every body, took out every enemy soldier without being detected. Yet, all my efforts to get in and out undetected are squandered by my character in a cutscene, where he foolishly just decides to chill out in front of an open window so he can be spotted by an enemy soldier. Instead of the enemy soldier just killing me outright, the game elects to have the soldier put the facility on alert, and after the sequence Im stuck in a massive firefight with about twenty soldiers.

I wouldnt mind this so much if the odds were evened up a bit in terms of my character's skill. Its as if Karl Fairburne received training on how to fire a rifle, but nothing else. Weapons like the Thompson and MP40, which should be fairly accurate weapons, are turned into little more than spray and pray devices. I understand that Rebellion wanted us to rely on the rifle, but come on. They already punish players for using secondary weapons in the form of drasticly reduced scores for kills with those weapons. On Elite difficulty, there can be a few frustrating sequences where an enemy five feet in front of you has your Thompson throwing lead everywhere but where he's standing, while his weapon is accurate at three hundred meters. Its pretty imbalanced.


The next issue I have is with the enemy AI sight and hearing. If you so much as step down six inches off of a curb within thirty yards of an enemy, he's going to hear it and come investigating.

Taking shots and killing enemies with one shot and moving to a new location, and yet nanoseconds after taking a look through the scope, the enemies downrange somehow immediately see me and put fire on me? I dont think so.


If you can look past these flaws, there is a TON of fun to be had with this shooter. Dont approach it as a sniper simulation. It isnt. The shooting mechanic is close to simulation, but when a game has an achievement for completing a level without being shot, you know that taking fire and getting hit is going to be considered a relatively common occurence.


Online, while lacking in PVP, still offers a lot of fun. Whether it be this game's version of Horde mode titled Kill Tally, teaming up in Overwatch as a spotter and sniper, racing against the clock to gather vehicle parts in Bombing Run, or just teaming up to play through the campaign with a friend, the online modes offer a lot of enjoyable gameplay.



I was a little disappointed to see things like the ability to just set a regular grenade down on the ground to use as a trap later by shooting it when a patrol came by, or the ability to throw a bundle of TNT instead of placing it left out of this game when they were so useful in the original game. Those were gameplay elements that offered more options when completing missions. The addition of the landmines does help to offset the sting of that though.


Bottom line, dont take the game too seriously, and you will have a blast with this. There is little more in the gaming world that offers more satisfation than blowing off a Nazi's ballsac, or putting a bullet through the eye of an enemy sniper.

If I had to score it, Id say its a solid 7.5-8 out of 10.

The AI has some glaring flaws and those can be tough to look past sometimes, and the relatively short campaign hold this game back from being something really great. As it stands, its a very solid and very playable game that should at the very least get a rental.





Thread Recap (last 10 posts from newest to oldest)

May 17, 12 at 2:29am
thekennection


What's up, snipers! -- Whether you're fans of Sniper Elite V2 or frustrated with some of the game's "situations" (which seems to be a combination of both for the lot of you), we at www.coin-op.tv have some cool content for you to enjoy. We specialize in doing interviews with video game developers in addition to hosting trailers and gameplay on our website and YouTube channel, so if you like what you see here, be sure to check us out!

I wanted to share an interview we did recently with Tim Jones, Head of Creative at Rebellion Studios talking about the 'Kill Cams' and more featured in the upcoming game Sniper Elite V2. If you guys decide you want to feature any of this content for your blog, website, or even Twitter and Facebook profiles, then feel free to link or embed our interview; we also have a handful of easily embeddable trailers for the game as well. We never watermark the trailers sent to us and they're usually in HD so that's a bonus!

Tim Jones interview link:
www.youtube.com/watch?v=6PXIc2cmcSg

Additional link:

Sniper Elite V2 Official Developer Diary
www.youtube.com/watch?v=aCv_ZDQr68o


Thanks guys!

Kenneth A. Azurin
COIN-OP TV
Social Media Outreach
www.coin-op.tv
www.youtube.com/coinoptv

Note: All content on the COIN-OP TV YouTube Channel is intended for linking or embed only and is copyright to their respectful owners.



May 15, 12 at 9:22am
The Stinger


Im enjoying the game, however I will say that Bombing Run's HQ map is complete garbage on Elite difficulty.

If youve never played bombing run, heres a quick rundown.

You have 6 parts spread out over the map that you need to repair your vehicle. Obviously, each part is being patrolled by enemies. Once there are only two parts remaining, a five minute counter begins and air raid sirens sound. Enemies appear all over the place, and its a mad rush to get the parts and get out.

Now, there are no checkpoints on bombing run, and carefully taking out all of the enemies on Elite usually takes about thirty minutes to an hour. If you get all that done, but die at the end, you get to do it all over.

Heres the problem. On Elite, one good burst from an enemy SMG accurate to 300 meters will down you. So when you go to collect a part, and this activates a spawn trigger, you have some problems. I dont mind a wave spawning when I go to collect a part. I do however mind that the wave spawns mere footsteps from me.

Im in an animation where Im searching for a part. Usually with my back to where the spawns come from, so usually, thats an instant down. That leaves my partner trying to use a shitty, inaccurate SMG to singlehandedly kill a big wave of enemies before getting downed himself, BEFORE the one minute timer goes to 0 and I bleed out.


Checkpoints E, C, and D on HQ are completely inexcusable with spawns.

D's part is inside a room with only one door. Theres no back way out or in. So my partner sets a tripwire outside the door, and sets up in the back room, sights on the door. Whoever comes in, is dead.

I go to get the part, and lo and behold, my partner and I both are killed from behind. The enemies just simply appeared out of thin air in the back room of a building with no back door.


E is in the hallway of a bombed out building. Theres no cover. Just a wide open hallway that opens into the street, and the part is at the end of the hallway, at a dead end. You grab the part and enemies flood the street and youre just completely screwed. Theres nowhere to go. Worst killbox ever.


C has things similar to D happen. Enemies spawn about three steps from you, out of a building that had no back door. Of course, the guy getting the part is instantly downed, and youre just stuck trying to kill a platoon of guys by yourself.

On Marksman, where you can soak a bit more damage, its probably doable. On Elite, its just ridiculous. D and C cant be pre-mined to catch the spawning enemies and kill them either, because you get caught in the blast and die as well because they spawn so close.


This element of this game, the spawn triggers, and spawn locations are just very poorly done. Hours of gameplay thrown away not because of lack of skill, or a mistake that was made, just shitty programming.

Thats frustrating.



May 10, 12 at 8:06pm
Raijin1999


"Rebellion" doesn't retain it's dev teams for all time forever, just as every other dev studio doesn't retain it's dev staff, including directors and scenario writers/planners. Every 8 years or so the staff will be entirely cycled out, save for maybe 1 or 2 devs that have noplace else to go. (LOL)

It's the same reason the socom series tanked. By the time they finally made one on the ps3 the staff had been long cycled out and plenty of rook' mistakes were made, resulting in the atrocity that was Socom 4, which effectivley destroyed the series and the studio itself (closed down).

Rebellion hasn't made too many games in recent years, but one of them was the reboot of Aliens vs Predator which I thought was pretty good, though it received some pretty bad reviews from folks who were really dissapointed it wasn't Call of Duty with Aliens.

You call those people "morons". Remember that.
"Morons".



May 09, 12 at 11:58am
schnizzledog


Rebellion are a pretty rubbish developer! does anyone remember shellshock blood trails?!?!

The game is better than Sniper ghost warrior! but i am still awaiting a proper sniping game that will blow the others out of the water, in the sense that all pirate movies were crap until johnny depp and his pals showed up!



May 04, 12 at 8:44pm
The Stinger


Ill throw in another ding against the game here that I left out, but have encountered even more frequently in the online aspect than I did in single player, that being the trial and error style of gameplay.

I started the game out on Elite difficulty. Im a veteran of the original game, so the premise is still the same. Updated graphics and a streamlined control setup dont change much.

However, there is little more frustrating than to have cleared a street, and proceed toward the end, only to have a wave of enemies suddenly appear out of nowhere. Be it from around a corner in a dead run, a car or truckload of enemies, or even something so simple as a previously closed door flying open and four or five guys come pouring out.

On normal, maybe this isnt a problem, but on Elite the enemy seems to see or hear you no matter what you do. Its quite frustrating to step over that invisible distance marker that suddenly activates this wave of enemies, and you have no idea its coming, especially when you had just finished killing a bunch of guys in the area and are in loot mode.

Snipers appearing on rooftops and dusting you before you can even figure out where the fire is coming from can get extremely annoying.

I approached the campaign in a manner where the first run I really didnt take too seriously because theres just no way to know what the game is going to throw at you. You go as carefully as you can, but know that theres a good chance the game is going to bend you over a couple times and stick it to you when you least expect it.

Online is a bit different, especially if you are playing with randoms. Randoms who may not have the patience for repeated failures in some of the game's modes when you just get killed out of nowhere.

Ive always felt that a fair game would give a brand new player a chance to succeed at a mission first time out if they played carefully. This game doesnt really allow for that. Its like, if you dont know that once you hit 3/4 of the way to the end of the block you need to turn and run for some cover or you get overrun by foot soldiers charging in, youre likely gonna get killed on Elite.

Its a minor annoyance, as with enough playtime all of the sequences can be memorized, but the time leading up to all of this memorization can get rather irritating.



May 04, 12 at 12:03pm
D Ray Silva


Fun game when it works like it should. The AI is a bitch to deal with though.

It's insane how often I've been seen by them through walls and everything else. For a game that is supposed to be based on stealth, they did a horrible job at letting you be stealthy.

I'm on the level where you have to run across the rooftop while there are a bunch of snipers, good God I want to break everything. Even if I catch a sniper facing the opposite direction, he magically knows where I am right when one of my arms pokes out from behind cover and turns around and nails me instantly. "Realistic" mode is anything but.

I'm 9 hours in and I'm considering starting the entire thing over just to play through with dumbed down AI.

I also miss the ability to save whenever you want. It's frustrating to get through 7 of the snipers, then get killed by one, and have to go back and take out the first 7 all over again, which is incredibly time consuming.



May 03, 12 at 9:07pm
Raijin1999


Stinger's review is pretty spot on (good job!).


It's arcade-like. The sniper sim stuff is great, but yeah, it's arcadey for sure, and it'll remind you at least 3 times during each mission. Gathered this much from the demo once I realized how super inaccurate the pistol was if you weren't five feet from the target. No iron-sights either for the pistol or smgs. It really boils down to three designs (for the most part)...
  • Stealth kills on solo targets that don't have buddies in sight to sic on you
  • Revealing yourself with a loud shot from your sniper rifle, and then sniping everybody as they approach you before they can get into the best effective range where their accuracy beats out your scope advantage
  • Hiding behind corners and spraying enemies when they near with your smg in short bursts, using the delay with their stagger animations when shot to place another shot with a little more accuracy than the last.

The map designs are pretty linear. No sandbox, no branching paths. It's A-B throughout. "Set pieces". May firefights will force you to play one way and one way only, creating invisible barrier walls keeping you from relocating in a pinch. When this happens it's usually an attempt by the devs to showcase the sniping, front and center. Such a linear design hurts replay value of all 'secondary' features, as the spotlight stays on the sniping elements.

This must have been understood by the publisher too, as the game is marked down to 50$ retail instead of the usual 60 for new games. They've got a great concept to work with but the next installment will definitely need more fleshing out. There's too much awesome potential there to let go to waste.

For what this game is i'm loving it. I'd never known about the game before the demo was released, and it fits well enough into the PS3's library as there aren't many that do the same. (Sniper:Ghost Warrior, Operation Flashpoint: Dragon Rising & Red River are the only ones I can recall that enforce bullet-drop sniping)



May 03, 12 at 6:18pm
The Stinger


Lets start this off by recognizing what this game is, and that is a niche shooter. This is not a game that is going to appeal to as broad of an audience as what Call of Duty, or the Battlefield franchises enjoy.


The main attraction of this game is in its shooting mechanics. Bullet Drop, Heart rate, Breathing, Range, and Wind all factor into making an accurate shot. If you calculate correctly, your well placed shot gets you rewarded with some very impressive bullet/kill camera sequences. Many of these sequences will follow the bullet into the target, but the exceptional shots will cut to an X-Ray view of your target, showing your bullet ripping through their body and reflecting the damage youve done.

It also incorporates a scoring mechanic, which is modified by several factors.

Enemy Difficulty (Rookie, Veteran, or Elite)
Ballistics (None, Gravity only, or Gravity and Wind)
Tactical Assistance (Full, Moderate, or None)
Distance of Shot
Placement of Shot
Status of Target (Moving, or Still)

Depending on difficulty and what settings you have on, your shots will be scored accordingly, which will push players to up the ante to Sniper Elite difficulty, which will disable the tactical assistances of Tagging enemies, showing Range and Rank, and showing a target area during focus time where your bullet will end up.)

Now, the unskilled can still have fun with this game, simply turn the ballistics off, but leave the enemy AI at Elite and turn off tactical assistance. You wont get maximum points, but you'll get pretty good scores without having to mess with bullet drop or anything like that, and you will generally see a lot more of the X-Ray kills.


This, at its core is the main draw of the game. Taking ever more difficult shots to crank that score up and see those nasty killcams. Its an extremely fun and rewarding experience.


The game however is not without its flaws. The levels compared to the original game are far more claustrophobic and linear in nature. This leads to several "Setpiece" segments where youre encountering a lot of scripted firefights. Scripted firefights in a Sniper game seem out of place.

For example, I spent the entire second mission as a ghost. I masked every shot, hid every body, took out every enemy soldier without being detected. Yet, all my efforts to get in and out undetected are squandered by my character in a cutscene, where he foolishly just decides to chill out in front of an open window so he can be spotted by an enemy soldier. Instead of the enemy soldier just killing me outright, the game elects to have the soldier put the facility on alert, and after the sequence Im stuck in a massive firefight with about twenty soldiers.

I wouldnt mind this so much if the odds were evened up a bit in terms of my character's skill. Its as if Karl Fairburne received training on how to fire a rifle, but nothing else. Weapons like the Thompson and MP40, which should be fairly accurate weapons, are turned into little more than spray and pray devices. I understand that Rebellion wanted us to rely on the rifle, but come on. They already punish players for using secondary weapons in the form of drasticly reduced scores for kills with those weapons. On Elite difficulty, there can be a few frustrating sequences where an enemy five feet in front of you has your Thompson throwing lead everywhere but where he's standing, while his weapon is accurate at three hundred meters. Its pretty imbalanced.


The next issue I have is with the enemy AI sight and hearing. If you so much as step down six inches off of a curb within thirty yards of an enemy, he's going to hear it and come investigating.

Taking shots and killing enemies with one shot and moving to a new location, and yet nanoseconds after taking a look through the scope, the enemies downrange somehow immediately see me and put fire on me? I dont think so.


If you can look past these flaws, there is a TON of fun to be had with this shooter. Dont approach it as a sniper simulation. It isnt. The shooting mechanic is close to simulation, but when a game has an achievement for completing a level without being shot, you know that taking fire and getting hit is going to be considered a relatively common occurence.


Online, while lacking in PVP, still offers a lot of fun. Whether it be this game's version of Horde mode titled Kill Tally, teaming up in Overwatch as a spotter and sniper, racing against the clock to gather vehicle parts in Bombing Run, or just teaming up to play through the campaign with a friend, the online modes offer a lot of enjoyable gameplay.



I was a little disappointed to see things like the ability to just set a regular grenade down on the ground to use as a trap later by shooting it when a patrol came by, or the ability to throw a bundle of TNT instead of placing it left out of this game when they were so useful in the original game. Those were gameplay elements that offered more options when completing missions. The addition of the landmines does help to offset the sting of that though.


Bottom line, dont take the game too seriously, and you will have a blast with this. There is little more in the gaming world that offers more satisfation than blowing off a Nazi's ballsac, or putting a bullet through the eye of an enemy sniper.

If I had to score it, Id say its a solid 7.5-8 out of 10.

The AI has some glaring flaws and those can be tough to look past sometimes, and the relatively short campaign hold this game back from being something really great. As it stands, its a very solid and very playable game that should at the very least get a rental.









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