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Sniper Ghost Warrior Contracts wants to complicate things. I can’t vouch for how these games measure up to reality, for I have never fatally sniped an aggressor from a great distance. But for the benefit of anyone who has never played a Sniper Ghost Warrior game, or a Sniper Elite game, you won’t be quick scoping here. Played on the right difficulty, these games are simulators rather than shooters. If they’re not strictly realistic, then they try their best to capture the tension of having to land a perfect shot the first time.


Most videogames don’t care, but it’s actually very hard to use a sniper rifle. Anyone who has played the Sniper Elite series, or its shabby sibling the Sniper Ghost Warrior series, will know there’s a fair bit of sitting around and (take a deep breath) mathematics involved.

If you’ve ever sniped an enemy from afar in Borderlands or Destiny, you frankly don’t know shit about handling a sniper rifle. Even the Battlefield series, which has long embraced the truth that one’s reticule placement does not necessarily determine the bullet’s destination, doesn’t really prepare you for the pain that is actual sniping.

Some nefarious stuff is afoot in Siberia, and the hero must try to stop it. I couldn’t get a handle on Sniper Ghost Warrior Contracts’ story during my hands-on, but it seemed like the usual Cold War-era inspired stuff, just more technological (because it’s the future, now). There’s a small open world map, a handful of objectives which can be tackled in any order, but the order might affect the way you play. There are also mini-objectives that basically measure your effectiveness, and these encourage repeated playthroughs.

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