Sniper Ghost Warrior Contracts is a tactical shooter stealth video game developed and published by CI Games. It is the fifth entry of the Sniper: Ghost Warrior series and the sequel to Sniper Ghost Warrior 3. The game was released worldwide on 22 November 2019 for Microsoft Windows, PlayStation 4 and Xbox One. It received fairly positive reviews from critics, with some reviewers calling it an improvement over its predecessors. A sequel titled Sniper Ghost Warrior Contracts 2 was released in 2021.[1]

Unlike its predecessor Sniper Ghost Warrior 3, Sniper Ghost Warrior Contracts uses mission-based gameplay, instead of focusing on open world format.[2] The game offers five sizable maps, allowing players to complete a total of 25 missions with open-ended contracts.[3]


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The game features a skill tree, redesigned from Sniper Ghost Warrior 3, that contains four tiers, which can be unlocked tier-by-tier by spending money.[4] It features new "contract tokens", that come from main objectives, "challenge tokens" that can be acquired by accomplishing extra challenges, and "intel tokens" are collectables or bounties, with all of them being a must in getting access to higher tier skills and great damage weapons and loadouts.[5]

Siberia has claimed its independence after a war with Russia and Mongolia.[6] Nergui Kurchatov, Siberia's prime minister, is skeptical of the people's hope for a fair distribution of wealth, and soon becomes an autocratic ruler. In the face of corruption and abuse of power of the new government, an armed opposition is established, called the Siberian Wolves.

A sniper, codenamed "Seeker", is sent on a series of dangerous missions by a mysterious sponsor, who is contracted to progressively eliminate members of Siberia's elite: General Dimitri Ivanovski; the CEO of an oil company, Igor Sekhov, and his wife Olga Kurchatova (sister of Nergui Kurchatov). Also included are a duo of crime-lords: Sasha Petroshenko of the Yakutz clan, and Agvan Dorgev of West Siberian Syndicate; as well as a scientist seeking to genetically modify the Siberian people, Anatashia Elikanova, and her father, Zelik Elikanov, and finally Nergui Kurchatov himself as the last contract.

Sniper Ghost Warrior Contracts is developed by CI Games, which is the developer of the Sniper: Ghost Warrior series.[2] It focuses on several smaller sandboxes instead of an open world map,[7] after the CEO of CI Games Marek Tymiski admitted "big mistake" in chasing AAA with Sniper Ghost Warrior 3.[8] The game was announced in August 2018, and received its first gameplay during E3 2019.[9]

Sniper Ghost Warrior Contracts was released worldwide for Microsoft Windows, PlayStation 4 and Xbox One on 22 November 2019,[11] when the game was only single-player mode available.[12] A multiplayer mode was later added into the game in March 2020.[13]

David Jagneaux of IGN rated the game 7.3/10, praising the game's atmosphere and the number of gadgets available to use, but felt the size of the maps hindered the player.[18] Daniel Weissenberger of GameCritics.com wrote the game "gets so much right" but thought its most notable flaw was the limited use of gadgets such as the mask and drone.[20]

GameStar enjoyed the sniper simulation; they wrote it is neither too easy, nor too difficult. They complimented the sound design and array of gadgets. Also, they appreciated there are many possible solutions in the game. However, they criticized the plot as insignificant and the "all-powerful" artificial intelligence. They ultimately scored the game 70 out of 100.[21]

Eurogamer Italia gave a score of 7/10, commenting the game was good for players who wanted a sniping game, but thought that when it comes to being a full-fledged first-person shooter, there were better options available on the market.[22] GamerSky recommended the game, writing it was the first time the series showed an "impressive sniper experience." However, they criticized the story as forgettable and a number of bugs.[23]

Jeux Video praises "very gripping" atmosphere, making the player "often have the impression of believing to be in a good old spy movie", while noting that "this feeling is broken by artificial intelligence that would have deserved better treatment". A far as the graphics are concerned, according to JeuxVideo "without reaching heights, the title is doing pretty well". The sound effects and the music are also praised by Jeux Video.[19]

The last in this series I played was Sniper: Ghost Warrior 3, back in 2017. Even though I only gave it a 6.5 in my review the core loop and sniping mechanics were spot on. What the game lacked was narrative focus, a better use for the open world, and polish needed to iron out the bugs that carried right through into release. The first iteration of Contracts debuted in 2019, ditching the open world and presenting a much more set-piece-inspired game loop. That continues here in Super Ghost Warrior Contracts 2, and on the whole that core loop is as solid as ever, but all the stuff around it is a slightly different matter.

Again, Contracts 2 rests it laurels on excellent gun play behind the scope of a sniper rifle. The boast for this game is extreme distances in excess of a kilometer for the take down, a first in the series. Contracts made a wise decision to leave the open world behind, because the way the maps are laid out forces you into these sniping set pieces which are the creme de la creme of the game mechanics and interactions.

Essentially the game breaks down into five missions where there are smaller, open world-style navigation sections in each one. You drop into these maps and traverse them to reach various sniping perches. Once there, the game settles down with the character as you lay prone and dive into your binoculars and sniper scope, picking out targets are various distances and either taking them down, or simply working out the puzzle how to get off a clean shot.

There are really two types of missions: the long shot contracts force you to the sniper's perch, but the other maps do give you the classic option to sit back and snipe or ghost in close and personal. Sniping is always the better choice, both with respects to how successful you are likely to be with accomplishing mission objectives and how fun the experience will be on the road to get there. This is a sniping game with sniping done right. Stealth is a component and you can choose to go stealthy and try and change the core loop if you want, but it's just not as fun as it is not the focus of the game.

Another big addition and focus this time is the remote sniping turret that places a rifle on the end of an automated kill box. Problem was I never really found a single spot where the gadget seemed appropriate or useful, except in retrospect. After the mission was over and a set piece completed I thought, "A cleverly placed turret would have mowed down that entire encounter." But the only way to really realize that would be to replay the entire mission from the start with what is essentially a know-the-cheat level of prescient knowledge. So many of these gadget and variety options just end up being both ineffective and feeling narratively wrong. I just can't stomach dropping trip mines and leaving a wake of noise pollution behind in my "stealth" game.

The game executes well in the sniping, is ok in the rest, and has a wide arsenal that is largely underutilized. But its biggest issue really is just the limited scope and linear progression of how it all unfolds. There are challenges associate with each of the five missions, but they only reward more in-game currency that is already abundant enough to unlock everything in the game with a playthrough only tackling the moderate hurdles. Except for trophy or achievement hunting, I really can't find a reason to dip back in once all of the game is complete. And that's the biggest problem: there is no multiplayer, no random component to the mission layout, no challenge builder. It's the same five missions, plus preludes and prologues, and once finished, well...you're done.

There is DLC incoming that should help with this, and that DLC is slated to be free. So perhaps this game is one that will grow into its lack of initial content and really build itself out. But at launch, what we have is limited. It's important to understand just what the game is then: A good core experience, but one that plays through rather quickly, with a promise of more on the horizon.

Despite these detractions, don't lose focus of the core game: laying prone and picking off targets. At its best it feels like eviscerating an opponent in chess, wiping out their entire defense a piece at a time. Take the wrong piece, or the right piece at the wrong time, and the entire base goes on alert with your King bolting for the exit off-screen. Done right the map is left empty with only the departed souls observing the final scenes of the bullet time kill cams.

Even taking a more "pacifist" approach and opting to only eliminate the primary objective is met with a lock to pick from over a kilometer away. You have to coax this target out from behind the shutters that obstruct your view, or separate the another one from their partner when both must be taken out and you can't risk alerting the second with the bullet that pierces the first. Or if you're feeling bold, herd the targets together and time that perfect trigger pull: One shot, two kills. This loop plays out over and again in every mission. This loop is satisfying and fun. This loop is the core experience and can be tackled with the ease of a little red reticle to show you exactly where that bullet is going to drop given distance, wind speed, and the adjustment to your scope, or can be challenge of going it alone and measuring all of these factors by your own skill and experience. Good times.

First picked up a game controller when my mother bought an Atari 2600 for my brother and I one fateful Christmas. 

 Now I'm a Software Developer in my day job who is happy to be a part of the Gaming Nexus team so I can have at least a flimsy excuse for my wife as to why I need to get those 15 more minutes of game time in... 152ee80cbc

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