Friday May 25, 2012 10:54 AM AEST

Sniper: Ghost Warrior misses the mark

By David Hollingworth
16:01 Oct 12, 2010 | 9 Comments
Tags: Sniper | Ghost | Warrior | fps | pc | game | review
 »
Sniper: Ghost Warrior misses the mark
 
Gameplay:
41%
Graphics:
78%
Sound:
67%
51
Verdict:
A game you’ll want to headshot.
 
---

A highly detailed game that still manages to miss the most important element – actual entertaining gameplay.

Before we get into the meat of this review - which is a largely bile-filled rant about less-than-perfect games - there's an admission we must make.

We're pro-sniping. We're the kind of gamer that gets called a camper (and often much worse) because if a game developer gives us a precision sniping tool and good roosts to use it... we're going to do it. It's a valid tactic, and our standard response to anyone sick of getting head-shotted for the fifth time in a row as they try and take the central flag in dod_donner (hey, we're old school) is that they might want to go play Risk or Tetris if they'd rather play something where getting shot is the whole damn point. But we digress.

So, all that said, you'd think then that a game that has as its central premise would be like .50 calibre ammunition from heaven.

Yeah, we'd like to think that too...

High hopes dashed
So here's the game's premise - you're a member of an elite spec-ops team (the Ghost Warriors) who specialise in small unit actions. Like sneaking into the jungles of a third world country and helping overthrow a military dictator through the use of well-applied headshots. It's nothing new in gaming, the kind of thing we've been getting comfortable with since Rainbow Six, but the execution in this instance starts off flawed and gets progressively worse.

First up, if any government, and we can only assume this is a US government operation, wanted rid of a troublesome regime so badly... they wouldn't use a sniper. Sure, some of the game features the need to train up locals and support their insurgency in more traditional engagements, but snipers aren't used like this anymore - this is why we have Predator drones, after all.

It might seem a mighty small bone to pick, but a game that prides itself on incredible realism is making a claim it better back that up across the entire gameplay experience, not just in one mechanic.

But instead of a full military intervention, or CIA-style backroom deals and 'materiel support' we get the more heroic Hollywood take - lone men in the jungle in half-baked ghilli suits, delivering kills at a range that hardly require an expert rifleman, let alone a fully-trained sniper.

Even worse than that kind of setup are the contrived plot-hooks and surprises every other level. It's typified by the your first assignment, a military strong-man caricature with a penchant for cigars. You sneak through the guards, get to your roost (or 'sniping spot' as the poor script puts it), and take your shot. Bang, you say.

However, at this exact moment, for no readily apparent reason, a nearby fuel pipeline blows up, knocking down your opponent before your round strikes. The entire level is then so designed so that the badguy can make a clean get away.

Don't even get me started on the fucked up physics in this either. Sheesh!

 
 »
Product Info
Specs:
PC, Xbox 360 (reviewed on PC) Developer: City Interactive Publisher: City Interactive (distributed by AFA)
Supplier:
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This article appeared in the October, 2010 issue of Atomic.

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9 Comments
pkroeze
Oct 12, 2010 5:37 PM
Okay first, I played this game and yeah the AI did change their IQ but I found it still to be an enjoyable game, especially as it does have some unique bonuses. Anyway my point is, this is a low budget game made by a group of people with not much experience in this sort of thing, compared to industry standards. I think just demolishing it in a review probably isn't the best way to get them to make a better game on their 2nd run, if they were to make a 2nd and they polished up the AI, made the story more compelling, increased the size of maps etc. They would have a fairly decent game to offer.
.:Cyb3rGlitch:.
Oct 12, 2010 6:24 PM
You can only review what you're given, pkroeze. If it's sub-par, then it's a good thing that the devs know about it.
alexdtree
Oct 12, 2010 11:35 PM
.:Cyb3rGlitch:. i do think Pkroeze has a point though, the game retails for $30 on steam, and i was unaware it was made by a small dev house.i think as someone reading a review the dev house and the cost are important to look at.
then again i haven't played the game so the review may be totally accurate and it may be shit house :P
Hawkeye
Oct 13, 2010 8:11 AM
pkroeze there are many small indie developers out there who put out solid, AAA titles (Torchlight comes to mind), and who deserve to be compared to the big boys. Why then should other devs who can't match that quality get a free pass?
Xen
Oct 13, 2010 11:42 AM
It was all in all a terrible game, it became tedious very fast.

I realized that it was made make by first time devs... but still wasn't CS?
Hawkeye
Oct 13, 2010 12:07 PM
Exactly, Xen. Modders can put out a better gaming experience - a good game is a good game, regardless of dev-level or indie status.
somemadcaaant
Oct 13, 2010 4:37 PM
Agreed; companies looking for a fast churn out of mediocre appls/games (crap ware or Wii comes to mind) are just out for a quick buck. No excuse for garbage that u pay your hard earned for.

Bag’em, tag’em and burn’em I say.

-SMC
wayke
Nov 2, 2010 10:47 PM
Agreed about telling these Companys how it is Over the Song and dance and FANBBOY BRAND LOVING CHUBBY LICKERS,
Companys should listen to what we want and we should not buy this junk and have more comprehensive reviews.
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Nov 18, 2010 11:23 PM
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