Sincethe levels are so huge and mostly free of restrictions, it didn\u2019t feel necessary or interesting to pay attention to the story. What makes completing a contract challenging, though, is the scope of the maps. They\u2019re staggering in size and require fast-travel to get around in any reasonable amount of time. They range from urban coastlines full of cargo ships lining the harbor with massive oil rigs spread about, to enormous fortresses built into the side of glaciers, all the way to private mansions tucked away between forests. There\u2019s a lot of variety, both visually and in terms of the environments forcing you to adapt your approach based on terrain and layout.
Similarly, after completing an objective, the other half of each mission is to reach an extraction point to upload the intel. This means you not only have to plan your attack, but your escape as well, which adds dramatic consequences for any decisions to be loud and aggressive \u2013 but this is also where the size of the maps started to feel like a hindrance. You cannot fast-travel when delivering intel, even if all enemies were killed on your way in, so prepare for lots of uneventful backtracking. At best, you\u2019re moving through areas you\u2019ve already figured out how to sneak through. The monotony is arguably a testament to its dedication to emulating the patient stealth of a \u201cGhost Warrior,\u201d but in practice it leads to a lot of waiting, watching, and literal breath-holding.
There are three difficulty settings, with the lowest option being so forgiving that you have to quite literally kill someone in front of a guard\u2019s face for them to start panicking and looking for you. On harder settings the AI becomes mostly capable, and enemies can sometimes notice you from a distance even before you see them, so the challenge is mostly there if you\u2019re up for it. Generally their use of cover is fine, and they have a habit of leaving the tops of their heads or lower half exposed in a firefight to keep things from devolving into whack-a-mole. It\u2019s still not easy to pick them off without room for error, but entirely possible. And of course, like with virtually every stealth game out there (especially Assassin\u2019s Creed) if you retreat out of range for long enough they\u2019ll stop searching for you and eventually reset, which always seems odd if you\u2019ve just assassinated the person they were trying to protect.
Sometimes you\u2019ve only got one chance for a shot like that, and if you blow it you\u2019ll miss out on that contract unless you manage to chase them down (or reload a save). In some cases, when they escape they\u2019re now hiding in an even more heavily guarded bunker you\u2019ll have to somehow penetrate, but at least there are no real \u201cfail states\u201d here other than dying.
Scoring a hit on those big climatic shots requires precision, so the over-the-top kill cam is meant to feel like a celebratory reward. It\u2019s certainly cool when you pull it off and see an entire brain explode out of a skull, but it\u2019s also a bit over-exaggerated compared to the rest of Ghost Warrior Contracts\u2019 grimdark serious tone. Somehow bizarrely killing an enemy because your sniper shot tore through his knee cap and created a dismembered ragdoll feels a bit out of place, but I\u2019d be lying if I said the extra flare wasn\u2019t at least partially enjoyable. Lining up a tough shot, unsure if you\u2019re going to make it, then having the cinematic start as you pull the trigger always resulted in a sigh of relief, confirming I got the kill.
Completing all of the base-level contracts on the five maps can take around 12 hours if you\u2019re a capable marksman. Beyond the core objectives there are some side challenges to offer replayability (like completing contracts without alerting enemies, getting chain kills rapidly, or completing all contracts on a map without loading a checkpoint) but nothing all that interesting to me. There wasn\u2019t enough incentive to care much personally \u2013 once I checked off the contracts I moved on without hesitation.
As many of you may have realised by now, I love sniping games. I have played every single version of every single sniper game I could get my grubby mitts on, and still, I find an unrelenting urge to play more, newer, shinier games that feature sniping and tactical cover. I love the feeling of long-distance stealth and the idea that no one can pinpoint where I am and where my last shot came from. What began as a PS4-game-played-on-PS5-review, evolved into a PS5 review on the 24th when CI Games released the free upgrade for PlayStation 5 users. I would have been barmy not to take up this offer, and not look at the differences, because after all, this update is free. Let's get the elephant in the room addressed immediately: you cannot use your existing PS4 save with the PS5 "upgrade" once you have installed it. Instead, you can click the "..." button and select the PS4 version of the product to find your current trophy and progress status for that version. I was quite disheartened at first and reached out to them via their Twitter page for clarification, but to be fair, countless users had already queried this and had been told the same thing repeatedly "It was not possible to use your PS4 save on the PS5 version". I had already sunken a good few hours into the PS4 edition and taken quite a few screenshots along the way, so rather than seeing it as an inconvenience, I saw this as an opportunity to strap in again and do a direct comparison while trying out alternate methods and routes for clearing the objectives. I was not disappointed!
When I reviewed the original Sniper Ghost Warrior Contracts game back in December 2019, I noted that there was a certain sparseness and a lacking in the overall attention to detail. Well, I can confidently stand here and say that the sequel has clearly listened to every ounce of constructive critique and done an incredible job of fleshing out the levels and building a fully immersive world. With the PS5 lick of paint glazing it over with 4K textures at 30 FPS for Visual mode or 2K textures at 60FPS for Performance mode, the game does not disappoint, though once you play at 60FPS it's tough to go back to 30FPS regardless of higher resolution textures because it's far more buttery smooth on the eyes.
Gone is the sparsity and blandness of the first installment, and instead, you are hit with living breathing worlds that are littered with objects and collectibles, interesting geographic geometry to explore, and a vast collection of POI's to gawp at. The game is divided into of the 5 regions of the fictitious Middle Eastern Nation of Kuamar, and you, Raven, are tasked with peacekeeping because you are entirely selfless and pure of heart, just kidding, you are tasked with ensuring a war doesn't ensure that causes the price of oil to rocket up, and you want to earn a hefty wage too right?
The game focuses on splitting each mission down into tasks per region, and in turn asks you to perform increasingly intricate trick shots to either cripple a region's electricity, burning entire oil fields, take down their militia leaders or hunt down some good old-fashioned bounties. The bounty and assassination missions see you track-down and face-off against various figures of interest for political or monetary reasons, but the main pull here is that you can do anything you like in any order you like. So if you want to get up close and stealthy, you can, or if you choose to recon every single enemy from a vast distance and then pop just the target in the head from almost a mile away in a secluded spot; the game lets you!
In a couple of scenarios, I managed to extremely quickly hone in on and pop the bonce of specified targets with some 1100m+ wizardry and it's honestly massively exhilarating to feel like you are proficient in your weaponry. Selecting the right tools for the job is critical too, so picking a rifle with correct ranging, the right type of ammunition, and the correct scope will help you massively in each region. Personally, I opt for silenced weapons over massive range and, pro tip, always remember to put in the time to recon and spot enemies with binoculars first, to tag targets and ascertain their relative distances, so that you can calibrate your scope correctly for each shot. Though your mask will help indicate bullet-drop, wind direction compensation, and the sweet spot; it's ultimately you who pulls that trigger so make them all count and do not give away your position, or else you will get mortar bombed to high heaven.
The first time I played the first region I opted to take down everyone, and though it is hugely entertaining to line enemies up and get double and triple headshots from incredible distances, there is something to be said for playing the specter and ghosting it around interrogating and eventually silently ending their lives by your own hand. The second time I began, I attempted to do a bit of a speedier run, and just focus down on carefully eliminating the big money targets which lead to a far quicker completion time of each mission, but meant I had to be super careful where to drop the bodies as to avoid being discovered and avoid alarms being activated. Either way, you opt to play SGHC2 you are in for a treat as virtually every aspect is improved over the last game. For example enemy NPC's chat and gesticulate with each other, seemingly telling jokes, and you get a sense of general camaraderie between them. It seems a shame to end their lives, but in doing so you can earn some of those 44 tasty trophies for things such as killing at least one of each enemy type in the same mission, using your drones poison darts, or killing a target from over 1300m away. Blowing the enemies to pieces is particularly satisfying too, and though there is a definite omission of the X-Ray cam that Sniper Elite lays claim to, Sniper Ghost Warrior Contracts 2 gives stunning high-resolution slow-motion spurts of blood, bone-cracking limb dismemberment, and full-on headshot carnage with every well-placed bullet.
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