Sniper Elite 5 Review: You have x-ray baguette

If you include random videos from Sniper Elite 5 and Sniper Elite 4, then you are unlikely to immediately determine which part is which. Sniper Elite 4, in turn, is difficult to distinguish from Sniper Elite 3, and the third part (minus the desert surroundings) looks exactly like the second. Since 2012, we have seen almost unchanged animations in this series, similar shooting mechanics and the same brutal x-ray kills with bursting hearts, eyes and crumbling skulls. Each time, the Rebellion studio offers us to buy a bonus mission and shoot a lonely egg to the unfortunate Austrian artist. The main character is also unchanged: sniper Karl Fairbairn, nicknamed “Shadow”, who is somewhat reminiscent of the legendary William Joseph Blazhkovich, is still calmly stuffing the Germans with lead on the fields of World War II. Each time a new part of Sniper Elite is followed by a perky co-op semi-finished Zombie Army. Do the artisans from Rebellion Developments live up to the phrase “stability is a sign of excellence” this time around? Yes and no…

By external signs, the series can easily be branded with the word “copy-paste”, but even diamonds sometimes come off the conveyor belt. In the fourth part of the “elite sniper anthology”, the author of these lines spent about fifty hours with undisguised pleasure. From the gut-heavy quest structure of Sniper Elite 2, the series has evolved into spacious maps with a bunch of mandatory and optional quests, the way and order of which the player decides to complete. Successfully soldered elements of the Hitman series and the ears of “immersive sims” formed an integral mechanism that allows you to dissolve in the everyday work of a professional saboteur, and the cooperative doubled the fun.

The fifth installment of the “elite among snipers” continues this line, offering a spacious sandbox with many tools to achieve the goal. Furiously break into the German headquarters, chirping with a machine gun and rattling grenades? Please, but in this case, you will hear the siren howl pretty quickly, and the Fritz from all over the area will bring down a hail of lead on you. You can put a silencer on a pistol, wait for victims with a knife in the bushes, hide corpses in boxes, distract sentries with a thrown bottle, and generally behave like Sam Fisher of the mid-20th century. There are more than enough tools for silent missions to make Sniper Elite 5 a decent stealth action game. There is an arsenal of non-lethal bullets and mines, and sometimes the game allows you to provoke an accident: either a chandelier will fall on the head of an officer, or the wine will suddenly turn out to be poisoned, then the railing will fall apart under the weight of the leaning Nazi. The abundance of elegantly choreographed ways to eliminate the goal of the level of the best parts of Hitman is still oh how far away, and the opportunity to change into an enemy uniform is not enough, but such dirty tricks still cause children’s delight.

Best of all, the Sniper Elite series shows itself with a rifle at the ready. Take a good position on a hillock in the grass, track down a German officer in the window, estimate the distance with binoculars, wait for the roar of the engines of a flying bomber to hide the sound of a shot and, holding your breath, hit the scoundrel right in the eye … The pleasure from such adventures is priceless. The game, as usual, will show a cruel scene with a passage of a bullet, an X-ray of the skull and an eye bursting in a slo-mo – the developers have always been able to savor the murders.

Flexibility is one of the strongest features of Sniper Elite 5. The game has an extremely meticulous system of settings for difficulty, interface, and even parameters for the kill camera. Almost everything is subject to correction: accuracy, aggression, reaction and intelligence of opponents, player health, ballistics complexity, the presence of an analogue of “eagle vision” … A casual sniper can feel like a kind of cyborg killer with an appropriate interface showing weapons, pulse and almost a biography of each fritz. Bullets will fly in a straight line, and holding your breath will be accompanied by time dilation.

The author of this essay, by tradition, decided to pull the strap of maximum complexity called “realism” in order to drink the harsh sniper’s lot to the bottom. Calling a game based on “realism” a full-fledged sniper simulator is hardly possible, after all, we have before us a fervent arcade action movie. Yes, the hero will die from a couple of bullets, the ballistics will be relatively fair, and the interface will be minimal. But the audibility of enemies is still tweaked for the sake of fun. From a couple of hundred meters they will not hear a shot or an explosion. However, unlike most games with stealth elements, silencers here do not make weapons soundless, but significantly reduce the sound radius. Plus, on difficulty, the Fritz do not consider it necessary to loudly announce your discovery to the whole wide world, preferring to immediately discharge the horn of the machine gun at Karl.

Intelligence can hardly be called first-class. Often, soldiers manage to fall into a trance, stop noticing you point-blank, and sometimes indulge in chaotic running back and forth. But the dummies are trained to follow your protégé even to the ends of the world, bypass and throw grenades. It was still interesting to play cat and mouse with them on the last difficulty.

By the fifth part, the developers finally deigned to fasten a full-fledged customization of each barrel. We are free to balance the parameters of rifles, pistols and machine guns to our taste. The noise level of a weapon is conveniently displayed in meters of hearing, but it is important to consider that noise is produced not only by a weapon at the moment of a shot, but also by a flying bullet. Here it is already important to pay attention to the type of ammunition selected. The range of cartridges is as follows: conventional, subsonic, armor-piercing (allows you to break through metal and wooden shelters), soft (does not penetrate protection, but causes huge damage to the body), high-precision and non-lethal. New types of weapons and attachments for them are unlocked by completing additional tasks. For convenience, the game immediately writes what and on which map you need to do in order to open, say, an interesting sight for you.

It is a pity that the tasks themselves are far from always interesting. I lost count of how many identical anti-aircraft guns I had to mine and how many valves to twist during the game … I will open a little life hack, which I learned about towards the end of the walkthrough: you can just shoot the damn valves.

About the plot, again, many words will not pour out. There are noticeably more videos on the engine than before, but the desire to skip them is still inexorable. Carl plays the all-metal “Mr. Cool” from the B-movie again, the members of the resistance again babble something inspiring, and the German officers, as usual, are caricatured and stupid. Between assignments, we are pumped up with lengthy briefings, juggling photographs and documents, telling scary tales about a top-secret German project code-named “Kraken”, talking about how terrible another Nazi officer is, who was not lucky enough to become our target … Well, clearly, clearly! Give me a rifle already and let me go on a mission, I’ll figure out what to do myself! Fortunately, the map is quite convenient and for each mark with a goal there is a brief footnote with the necessary information.

All in all, Carl Fairbairn’s French adventure is easily summed up in the phrase “All Quiet on the Western Front.” Changes in the mechanics are so minor that the game can be safely considered a set of missions for the 4th part. However, it is the quality of these missions that is important here, and it jumps from mediocrity to magnificence. It’s unfortunate that Sniper Elite 5 greets us with perhaps the worst mission in the game. The Collin-sur-Maine beach at night looks unattractive and full of buggy places where you can fall into the textures and simply get stuck. Moreover, it exacerbates a problem that has haunted me throughout the game – unreadable environment design. The hero deftly jumps over some fences, while others (exactly the same) are not interactive. Sometimes our brave warrior is forced to go around a half-meter fence for a long time, because the developers did not provide for the opportunity to step over it, although the hero had just climbed over a two-meter fence. According to external signs, it is not entirely clear where you can climb and where you cannot. Some windows can be opened, some can’t. You are sometimes allowed to cut a passage through the mesh fence with bolt cutters, but only at points strictly designated by the developers. Parkour is not intuitive and is tightly scripted. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era.

There are 8 large maps in total (not counting the paid hunt for the Fuhrer and a small task in the epilogue), and you can spend about 3 hours in each, completing all side tasks. Some of them turned out great: the huge fortress of Beaumont-Saint-Denis in the third mission in terms of scale and grandeur evokes associations with Novigrad from The Witcher 3: first we have to break into the city itself, bypassing patrols, a minefield and snipers on the walls, then we make our way through the multi-storey streets of the city, and our main goal is negotiating in a monstrous cathedral. The sixth mission in the devastated countryside turned out great, especially the hunt for three snipers at the bridge.

It’s no joke, but the study of the terrain map in Sniper Elite 5 is implemented as in a good immersive sim. Initially, we come to a task with a conditional mission of the form “get information about the Kraken project” and the goal is to kill a certain villain. Approximate circles of the target are marked on the map, but almost every note or overheard conversation is functional in nature – new targets, notes and caches appear on the map. Gossip from random sentries can lead you to the location of the right officer and an unusual way to eliminate him.

Each map is designed for replay, because during the mission you can open new starting points, thereby, for example, trying to get into the same castle of Beaumont-Saint-Denis from the other side. Well, or return to the mission, where it was hard at first, but with pumping, new equipment and combat experience, revel in offenders. In the end, co-op with a friend can encourage replay. Synchronized shots, distracting maneuvers, cinematic “saving Private Ryan”… All this is perfectly implemented in Sniper Elite 5.

The Invasion mode, new for the series, deserves special attention. If you’re thinking about Dark Souls and Deathloop, then you’re on the right track. If you select this option in the settings, then right during the story mission, a sniper hunter controlled by another player can invade your session. The invasion message immediately appears in the corner of the screen, and this gives a considerable dose of spice to your adventures. The maps are quite extensive, and the players initially do not know where the offender is. In some places, you can use a landline phone so that some invisible gunners mark the location of the hunter. The invading player cannot use the phone for the first 5 minutes, he will have to stagger around the level, analyze the area for corpses and track down the victim. If the session master cheats during the invasion, having provoked a firefight with the Fritz and an alarm, finding him will be easier than ever. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map.

Unfortunately, the release of Sniper Elite 5 wasn’t very smooth. When killing a Fritz in a car, we often observed how the animation of opening the door, getting out of the car was played by the dead, and only then the lifeless body fell to the ground. The developers did not take into account that there can be more than one person on the stairs at the same time, so the descender and climber simply pass through each other. Sometimes on levels, bullets get stuck in the invisible edges of cover. Sometimes the corpses began to breakdance and even managed to kill Karl in this way. Crashes under the textures, periodically failing AI … everything spoils the pleasure of passing a little, but, fortunately, there are no nightmares of the level of the release versions of Cyberpunk 2077 or Assassin’s Creed: Unity. And the network code of the game is very competent, the registration of a hit during intrusions did not raise any questions,

It is foolish to deny that Sniper Elite 5 is a 100% pipeline product, the developers of which are afraid of radical changes like a dashing bullet. The concept of a sniper sandbox on the fields of the Second World War in their performance is still capable of pulling into its arms for tens of hours, but after the breakthrough 4th part, the mechanism began to work with a creak. Let’s say that the game really begs the opportunity to act as a third party in the battles between the allies and the Germans, but no, the hero always fights in splendid isolation (not counting his co-op comrade) against the entire fascist yoke. It is not very clear what prevented us from giving us the opportunity to drive transport, because sometimes it is terribly tiring to turn kilometers on foot. The game feels downright abyss of unrealized potential. Rebellion Developments are still kings in their niche sniper

 

By the fifth part, the developers finally deigned to fasten a full-fledged customization of each barrel. We are free to balance the parameters of rifles, pistols and machine guns to our taste. The noise level of a weapon is conveniently displayed in meters of hearing, but it is important to consider that noise is produced not only by a weapon at the moment of a shot, but also by a flying bullet. Here it is already important to pay attention to the type of ammunition selected. The range of cartridges is as follows: conventional, subsonic, armor-piercing (allows you to break through metal and wooden shelters), soft (does not penetrate protection, but causes huge damage to the body), high-precision and non-lethal. New types of weapons and attachments for them are unlocked by completing additional tasks. For convenience, the game immediately writes what and on which map you need to do in order to open, say, an interesting sight for you.

It is a pity that the tasks themselves are far from always interesting. I lost count of how many identical anti-aircraft guns I had to mine and how many valves to twist during the game … I will open a little life hack, which I learned about towards the end of the walkthrough: you can just shoot the damn valves.

About the plot, again, many words will not pour out. There are noticeably more videos on the engine than before, but the desire to skip them is still inexorable. Carl plays the all-metal “Mr. Cool” from the B-movie again, the members of the resistance again babble something inspiring, and the German officers, as usual, are caricatured and stupid. Between assignments, we are pumped up with lengthy briefings, juggling photographs and documents, telling scary tales about a top-secret German project code-named “Kraken”, talking about how terrible another Nazi officer is, who was not lucky enough to become our target … Well, clearly, clearly! Give me a rifle already and let me go on a mission, I’ll figure out what to do myself! Fortunately, the map is quite convenient and for each mark with a goal there is a brief footnote with the necessary information.

All in all, Carl Fairbairn’s French adventure is easily summed up in the phrase “All Quiet on the Western Front.” Changes in the mechanics are so minor that the game can be safely considered a set of missions for the 4th part. However, it is the quality of these missions that is important here, and it jumps from mediocrity to magnificence. It’s unfortunate that Sniper Elite 5 greets us with perhaps the worst mission in the game. The Collin-sur-Maine beach at night looks unattractive and full of buggy places where you can fall into the textures and simply get stuck. Moreover, it exacerbates a problem that has haunted me throughout the game – unreadable environment design. The hero deftly jumps over some fences, while others (exactly the same) are not interactive. Sometimes our brave warrior is forced to go around a half-meter fence for a long time, because the developers did not provide for the opportunity to step over it, although the hero had just climbed over a two-meter fence. According to external signs, it is not entirely clear where you can climb and where you cannot. Some windows can be opened, some can’t. You are sometimes allowed to cut a passage through the mesh fence with bolt cutters, but only at points strictly designated by the developers. Parkour is not intuitive and is tightly scripted. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era. The hero cannot crawl under the train car, although visually it looks like it should. The abundance of invisible walls and barriers evokes unpleasant associations with the games of the PlayStation 2 era.

There are 8 large maps in total (not counting the paid hunt for the Fuhrer and a small task in the epilogue), and you can spend about 3 hours in each, completing all side tasks. Some of them turned out great: the huge fortress of Beaumont-Saint-Denis in the third mission in terms of scale and grandeur evokes associations with Novigrad from The Witcher 3: first we have to break into the city itself, bypassing patrols, a minefield and snipers on the walls, then we make our way through the multi-storey streets of the city, and our main goal is negotiating in a monstrous cathedral. The sixth mission in the devastated countryside turned out great, especially the hunt for three snipers at the bridge.

It’s no joke, but the study of the terrain map in Sniper Elite 5 is implemented as in a good immersive sim. Initially, we come to a task with a conditional mission of the form “get information about the Kraken project” and the goal is to kill a certain villain. Approximate circles of the target are marked on the map, but almost every note or overheard conversation is functional in nature – new targets, notes and caches appear on the map. Gossip from random sentries can lead you to the location of the right officer and an unusual way to eliminate him.

Each map is designed for replay, because during the mission you can open new starting points, thereby, for example, trying to get into the same castle of Beaumont-Saint-Denis from the other side. Well, or return to the mission, where it was hard at first, but with pumping, new equipment and combat experience, revel in offenders. In the end, co-op with a friend can encourage replay. Synchronized shots, distracting maneuvers, cinematic “saving Private Ryan”… All this is perfectly implemented in Sniper Elite 5.

The Invasion mode, new for the series, deserves special attention. If you’re thinking about Dark Souls and Deathloop, then you’re on the right track. If you select this option in the settings, then right during the story mission, a sniper hunter controlled by another player can invade your session. The invasion message immediately appears in the corner of the screen, and this gives a considerable dose of spice to your adventures. The maps are quite extensive, and the players initially do not know where the offender is. In some places, you can use a landline phone so that some invisible gunners mark the location of the hunter. The invading player cannot use the phone for the first 5 minutes, he will have to stagger around the level, analyze the area for corpses and track down the victim. If the session master cheats during the invasion, having provoked a firefight with the Fritz and an alarm, finding him will be easier than ever. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. The intruder is able to command nearby AI Fritz troopers to be alert. The problem with the mode is that the game does not in any way motivate players to act faster, and the invasion can result in a banal camping, when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map. when players tremble endlessly in the bushes in different corners of the level. But no matter how some condemn meanness and camping – this is the flesh and blood of sniper art. Phones are allowed to be mined, and you have to use the optical sight carefully because of the glare. In my case, the mode often led to an exciting tactical confrontation, where victory was pulled out not so much by accuracy as by cunning and knowledge of the map.

Unfortunately, the release of Sniper Elite 5 wasn’t very smooth. When killing a Fritz in a car, we often observed how the animation of opening the door, getting out of the car was played by the dead, and only then the lifeless body fell to the ground. The developers did not take into account that there can be more than one person on the stairs at the same time, so the descender and climber simply pass through each other. Sometimes on levels, bullets get stuck in the invisible edges of cover. Sometimes the corpses began to breakdance and even managed to kill Karl in this way. Crashes under the textures, periodically failing AI … everything spoils the pleasure of passing a little, but, fortunately, there are no nightmares of the level of the release versions of Cyberpunk 2077 or Assassin’s Creed: Unity. And the network code of the game is very competent, the registration of a hit during intrusions did not raise any questions,

It is foolish to deny that Sniper Elite 5 is a 100% pipeline product, the developers of which are afraid of radical changes like a dashing bullet. The concept of a sniper sandbox on the fields of the Second World War in their performance is still capable of pulling into its arms for tens of hours, but after the breakthrough 4th part, the mechanism began to work with a creak. Let’s say that the game really begs the opportunity to act as a third party in the battles between the allies and the Germans, but no, the hero always fights in splendid isolation (not counting his co-op comrade) against the entire fascist yoke. It is not very clear what prevented us from giving us the opportunity to drive transport, because sometimes it is terribly tiring to turn kilometers on foot. The game feels downright abyss of unrealized potential. Rebellion Developments are still kings in their niche sniper

 

Game completed on:

XSEX

Correct topics:
no

Duration:
22 hours

 

Shovel Knight

Platforms:

PS5
XSEX
PS4
ONE
PC

Developer:

Rebellion Developments

Publisher:

Rebellion Developments

Genres:

action

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