

Sniper ghost warrior contracts ps5 series#
Some of it would have been useful in retrospect, such as the motorised gadget that allows you to use ziplines in reverse, but the bulk of the health and armour upgrades I was very easily able to do without.Sniper Ghost Warrior Contracts 2 marks the most challenging entry to the acclaimed series yet, introducing extreme long-range sniping with targets over 1000m away. Aside from adding silencers to my weapons early on, I actually forgot about the progression system entirely until I got to the very last mission, at which point I just spent all the cash and skill points I’d racked up in one go purely for the sake of it.

Speaking of design flaws, Contracts 2 features a skill tree for Raven along with an expandable arsenal of rifles, sidearms, and gadgets, but it all feels decidedly non-essential given that the missions don’t really scale in difficulty nor do they feature any objectives that demand experimentation with alternative weapon loadouts.

The fact that these gears seemed to be exposed for no other reason than to be specifically shot at by a meddling sniper did seem a little contrived, but I was happy to forgive it in a Death Star exhaust port design flaw sort of way. Much of this is pretty stock standard, although I did enjoy the rare occasions I was able to use my sniper skills for non-lethal means, like when I had to take out three sets of revolving gears situated around a massive satellite antenna. There are also non-assassination objectives in most levels, typically involving the planting of explosives to sabotage stockpiles of enemy weaponry or the uploading of viruses into mainframe computers. But mostly they’re far too easily dispatched, either with a long range headshot or, should you miss and therefore raise an alarm, by simply hiding in the nearest bush with a silenced pistol and calmly picking them off as they form an orderly queue like it’s all-you-can-eat night at the Hot Lead buffet.

At times they show some signs of tactical nous, by tossing a smoke grenade to mask their movements or bombing your last known position with a mortar strike in the more open areas, for example. Poor PatrolĮnemy soldiers might be blessed with supernatural levels of precision, but their actual smarts aren’t nearly as sharp.
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Zeroing your scope, adjusting your aim for wind and bullet drop and then nailing a headshot in another postal code remains thrilling long after the novelty of the skull-shattering slow-mo gore shots has worn off, but the annoyingly accurate return fire from humble enemy assault rifles at such long ranges admittedly shatters the sense of realism somewhat. I found these long distance executions to be the strongest sections of Contracts 2. The latter restrict your movement to smaller maps, such as the top of a mountain range, but task you with eliminating targets that are in some instances over a thousand metres beyond your perimeter. Whereas the last game presented you with a series of sandboxes to sneak around in, Contracts 2 brings some welcome variety by alternating between two traditional open mission areas and three concentrated ‘long shot’ contracts. The mission structure, however, is slightly different to that of 2020’s Contracts.
