There's always been something voyeuristic about sniping in video
games. With a powerful rifle in hand, you're perched in some bombed-out
tower overlooking a Nazi-occupied town, your crosshairs fixated squarely
on the head of an enemy soldier as he strides along his designated
patrol route. He has no idea that with one pull of the trigger, you're
about to send a bullet careening through flesh and bone, snuffing out
his young life in a single, gory instant. It's in these moments, when an
unaware enemy is trained in your sights and you take a deep breath
before pulling the trigger on a skull-shattering killshot, that make
Rebellion's Sniper Elite such a devilish joy. Where the series has
regularly faltered, however, is in the moments between these euphoric,
long-range kills, where it has often been a cumbersome chore just to get
around in a stealthy manner. With Sniper Elite 4, Rebellion has changed all that.
This starts with the levels themselves. In Sniper Elite 3,
Rebellion abandoned the linearity of previous series entries in favour
of opening things up, and Sniper Elite 4 continues that trend in grand
fashion. The smallest map in Sniper Elite 4 is three times the size of
the largest one seen in its predecessor, and these expansive sandboxes
are brimming with open-ended objectives you can choose to complete in
any way you desire and in any order you please. They're varied locales,
too, stretching across picturesque Italian landscapes on the verge of
invasion: from the sunswept isolation of a cavernous island off the
coast, to the narrow confines of an opulent beachfront town, to the
dense overgrowth found in the heart of a verdant forest. Each one
teeming with fascists just waiting to be extinguished with a well-placed
bullet.
And these massive playgrounds aren't just big for the sake
of it; they grease the cogs of every other aspect of Sniper Elite 4's
design. Collectibles and advantageous sniping positions are judiciously
dotted around each map, encouraging you to explore, and the macabre
satisfaction of sniping is increased tenfold when you're able to execute
a pinpoint headshot from as far as 400 metres away. Sniper Elite's
signature X-ray kills return in all their morbid glory here--now with
even more detail--and it's a particular treat to see a bullet travel
over these extensive distances before colliding with an enemy's skull,
the hot lead bursting through eyeballs and sending a mixture of brain
matter and skull fragments scattering onto the floor. This may sound
tasteless, but the series' grisly ballistics are still second to
none--and there's something wonderfully schlocky about rupturing an
enemy's scrotum from 200 metres away.
Getting into these
fruitful sniping positions isn't the chore it once was either. There's a
newfound responsiveness to protagonist Karl Fairburne's movement that
makes it easier to get around and stay hidden. This polishing of the
underlying mechanics makes tiptoeing across these mammoth spaces
enjoyable in itself. There's a decent degree of verticality to each map,
too, and you now have the ability to utilize it by clambering up
specific surfaces, jumping across gaps, and climbing in and out of
windows to navigate with increased freedom--not to mention the ability
to wipe out a few enemies with some stealthy ledge takedowns.
Environmental kills also play a part, whether it's a convenient red
barrell or a rickety-looking bridge, and foliage is often a welcome aid
to keep you out of sight from curious Nazi eyes.
With
the structure (or lack thereof) of its open-ended mission design,
there's also a clear emphasis on experimentation. This is never more
evident than with the two-pronged function of each item in your
deep-pocketed arsenal. For distraction devices, this means you can
switch between throwing rocks to lure enemies to a specific area, or a
whistle that will bring them straight to you. Where it really gets fun,
however, is with the bevy of explosives in your stockpile. Equip
landmine, for example, and you can set it to detonate after one press or
two. The former will see it explode the moment it's stood on, which is
ideal for a single enemy; while the latter detonates after two steps,
making it perfect for dealing with groups. Rig one up with two presses
in, say, a doorway, and the delayed blast radius is liable to take out
three or four enemies, rather than just the first guy to enter the room.
Once you start booby trapping bodies, this devious feature really comes
into its own.
Personally, I have a soft spot for the
sniper rifle's secondary function: suppressed rounds. These trade
dramatic bullet drop-off for silent sniper fire, giving you the
flexibility to use the game's standout feature with much more frequency.
This was actually an issue in Sniper Elite 3, where it often felt like
there were too few chances to use the sniper rifle without alerting
everyone to your position, almost encouraging you to stick with the
silenced pistol. There are still opportunities to mask the loud crack of
your rifle with malfunctioning generators or the thundering noise of
Luftwaffe flying overhead, which is the ideal way to silently pop
skulls. But in areas where this isn't always possible, you now have the
option to snipe with far more regularity, which is key in a game built
around doing just that.
If
you are spotted and the bullets start flying, pulling out your Thompson
and going toe-to-toe with the bloodthirsty fascists isn't as clunky or
frustrating as it has been previously. There's a fluidity to the way the
game shifts from stealth to action and then back again. And while its
cover-based shooting is merely competent at best, its viability as a
messy plan B for when things go awry is very much appreciated--which,
once again, traces back to the size of the levels themselves. Every
objective essentially occupies a pocket of space on these vast maps.
Once you're inside one of these pockets, you can cause as much mayhem
and destruction as you please, and the rest of the enemies dotted across
the level will be none the wiser. This allows you to go in all guns
blazing and savour each violent moment, safe in the knowledge that you
won't have to worry about the rest of the mission being full of Nazis on
high alert. It's a smart choice.
The AI shows a marked
improvement over its predecessors in situations similar to this. They'll
attempt to triangulate your position based on the sound of gunfire, and
officers will command their troops to overwhelm you if they have your
location locked down. Inconsistency is a common menace, though, and
they're not always the brightest bunch. There were a number of occasions
where I would simply circle around an area after being spotted, only to
find a bundle of enemies cowering behind cover near my last known
position. With all of their backs turned, it was easy pickings. In other
instances I've killed an enemy whose body is quickly discovered by one
of his buddies. Naturally, I kill him while he's examining it, which
garners the attention of another guard, and you can probably tell where
I'm going with this. Guard after guard after guard; each one brazenly
disregarding the growing pile of corpses to wade into my line of sight.
If
you want a harder challenge from the occasional bungling enemy, the
“Authentic” difficulty setting strips away all of the handy assists and
extends the life of the campaign with a steep learning curve. You'll
probably want to skip all of the cutscenes a second time through,
though. The plot is completely forgettable; a stereotypical World War II
tale, with an unhinged Nazi villain, and a superweapon only our gruff
American hero can stop. Some surface level details touch on the Italian
resistance and the mafia's role in the war, but it never delves deep
enough to be particularly enlightening or engaging as a story. Beyond
the beautiful Italian landscapes, the setting isn't exploited as much as
one might hope.
Sniper Elite 4 feels like a natural progression for this series, as Rebellion continues to refine its systems and put a greater emphasis on the long-range shooting
Multiplayer serves up a
plethora of game modes spread across competitive and cooperative
offerings. Control asks teams to battle for supremacy over an
ever-moving control point, disregarding the sniper rifle in favour of
some up-close-and-personal skirmishes. This sits in stark contrast to
the rest of the competitive modes, which are predominantly marksman
affairs. If you enjoy cautiously moving across maps with an eye open for
the glint of an enemy scope, then there will be something here for you.
I can't say I've ever regularly enjoyed sniping in multiplayer
shooters, so entire matches based around this style of combat aren't for
me. Killing a human player from the opposite side of a map is still
immensely satisfying, but these moments are so few and far between, it
was never enough to hold my attention for too long.
Survival
fares much better, as up to four players work together to withstand
increasingly challenging waves of enemies-- à la Horde mode. As snipers,
distance is a key advantage, and it's fun finding an opportune location
to seek shelter and pick off each wave of progressively difficult
Nazis. In a unique twist, the supply box you use to replenish your
ammunition also moves to a different location every few waves, forcing
you to get creative with your trap placement, and discover new areas to
camp out. Once mortar fire, tanks, and heavily-armoured units rain down
upon you, it can get incredibly tense.
Sniper Elite 4
feels like a natural progression for this series, as Rebellion continues
to refine its systems and put a greater emphasis on the long-range
shooting it does so well. Its stealth and action mechanics may be
simplistic, but they're functional and regularly enjoyable. And the
maps--with their impressive scale, open-ended objectives, and clever
level design--coalesce these disparate systems into a creative and
fulfilling whole. There are still some issues with AI inconsistency, a
bland story, and some dull competitive multiplayer, but it finally feels
like this series is living up to its long-standing potential.
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