Sniper Ghost Warrior 2 Hands On
Developer: City Interactive / Publisher: City Interactive / Platforms: Xbox 360, PS3, PC / Release: Q1 2013 / ESRB: Mature [Blood, Drug Reference, Intense Violence, Sexual Themes, Strong Language]
What if I told you that the best selling sniper game wasn’t Silent Scope? That the developer of that best selling sniper game would scrap its engine and start over? That no one can run from a sniper and if you do, you’d only die tired? What if the man no one could spot was spotted? That taking a shot from a mile away is easy? What if I told you that Sniper Ghost Warrior 2 is the sequel to the best selling sniper game?
Sniper Ghost Warrior 2 producer Michal Sroczynski was back in the states recently showing off a new alpha build of the game and he was kind enough to share some details on this upcoming sequel with me. The single player campaign is split into three acts: the first act will take place in the Philippines where you’re after a group of terrorists who are threatening to detonate a nuclear device, and on top of that, your spotter gets captured. The second act is a flashback to 1993 Sarajevo involving intelligence gathering of genocide at the hands of a man named Vladic. The third act has you in Tibet.
Beyond that, information is on a need-to-know basis, and I don’t need to know. Sniper Ghost Warrior 2 will feature a multiplayer mode again; this time you’ll be able to unlock badges during the single player campaign that will unlock more weapons in the multiplayer.
The game also features a handful of new gadgets and gameplay mechanics that will aid you throughout the campaign. Depending on the mission, you’ll be able to have thermo vision goggles and/or binoculars, both of which are super handy at surveying the lay of the land. Thermo vision goggles will allow you to see through objects and buildings, and if the material is weak enough, you’ll be able to shoot through it. Binoculars on the other hand will let you tag enemies, among other functions. Stealth kills have been added this time around; while you’re still able to shoot enemies with your suppressed pistol to keep quiet, you now have the option to take them down with your knife.
One totally new feature is the trigger feel that can affect the shot and recoil of the gun, depending on how you squeeze the trigger, similar to a real marksman’s shooting technique. Furthermore, you now have the ability and pleasure of being able to shoot grenades and other explosives that are then strapped to enemies. Dismemberment is always a good thing.
The AI has received an upgrade in the intelligence department by incorporating enemy behavior into the equation. Once enemies are alerted, they will no longer open fire immediately and hit you from across the map with their assault rifles. Enemies will call for back up, and depending on the size of the group, their AI will determine how they proceed. A larger group will be more aggressive, take cover, lay down cover fire, attempt to flank, and continue to advance on your last known location. A single enemy will play it safe and go more on the defensive; he’ll be more likely to hunker down in one spot and take cover.
For all the purists out there, City Interactive has upped the ante in the difficulty levels. If you’re hardcore, playing on the hardest difficulty will be a challenge. No longer will you have mechanics like tagging enemies, waypoints, enemy radar, or the red dot when targeting an enemy at your disposal. You’ll need to take wind, bullet drop, and lung capacity into account before you take the shot.
From the demo that I saw, Sniper Ghost Warrior 2 is coming along nicely, especially with the use of the CryEngine 3 in this installment. Set for release in Q1 2013, stay tuned to our website for more Sniper Ghost Warrior 2 news, info, trailers, and all that madness.