
The X-ray kills are indicative of so many of the series' problems. Perhaps a pointed reminder of the suffering you're inflicting? Not when the game treats exploding testicles like the world's greatest punchline. Is it meant to be the gleeful over the top grotesqueness like Mortal Kombat? The kills are far too lacklustre and point of fact for that. Yet in a game so lacking in meaningful tone, they continue to struggle in finding their place. It's become the series' calling card ever since the second game. The X-ray kill camera feels like an attempt to add unnecessary spectacle into the art of sniping.
SNIPER ELITE 5 AMAZON FULL
I don't need games to simulate the full idea of staking out a single target but surely they can have me do more than be a second hand Sam Fisher? Killer sights

Sniper Elite 5 sometimes feels like it's embarrassed of the sniping, worried you'll get bored. Linear, set piece driven design of course, but they emphasise stealth and patience, setting up for one all important shot rather than exterminating loads of grunts. When I think of the best depictions of sniping that games have crafted, I think of things like Call of Duty Modern Warfare's All Ghillied Up and One Shot, One Kill levels. Rather than doing one thing exceptionally well, it's done a handful of things moderately well. These levels are sprawling labyrinths full of little choke points and secrets worth exploiting.īut I can't shake the feeling the game is lesser for this variety. Rare as these moments are, they sure are satisfying. In one level I timed it so that a mine I planted would be set off by an incoming patrol car after I took out a sniper under the noise of a low flying plane for cover-distracting nearby guards while I sprinted behind enemy lines. That there are various options available makes levels more fun to exploit, even if the lack of a real atmosphere, or even a sense these soldiers are doing anything besides waiting for you to show up, means there's little thrill in your trespassing. You can even stage accidents in places, though fundamentally, the game's AI doesn't recognise it as such and views any death as proof a sniper is in the vicinity. While not as open as they seem, these levels are sprawling labyrinths full of little choke points and secrets worth exploiting. While Sniper Elite 5's levels fall short of the Hitman games from which it has taken blatant influence, they nonetheless inject proceedings with more than just popping heads off. Sometimes even obvious sniper spots like a church tower turn out to be duds and it means that you often have to pay real attention instead of going through the motions. The third mission, Spy Academy, set at the real world Mont Saint Michel, a tidal island well defended from the outside world, is maybe the highlight of the whole game and a showcase of its best qualities. The pay-off of a secret tunnel or climbable ledge feels hard earned instead of laid at your feet. Rather than picking a perfect hill and performing long distance brain surgery from safety, you're pressed into taking risks to manoeuvre around patrols and reach vantages undetected. Not that they're bereft of choice and in truth, the more limited scope allows the game to funnel players into interesting obstacles. However much the expansive landscapes conjure up the notion, the levels are far more linear in practice. But when it does finally open up, you can at least begin to enjoy what the game does best: picking a roost and shooting bad guys from really far away.


It doesn't help that Sniper Elite 5 puts its worst foot forward with a tiresome tutorial.
