Sniper Elite VR is the first made-for-VR game in the long running franchise. True to its name, the game delivers satisfying sniper gameplay, including its signature x-ray kill cam. But beyond that, the war stories aren’t worth writing home about.

Sniper Elite VR Details:

Available On: Oculus Quest & RiftSteam, PSVR
Price: 
$30
Developer
: Rebellion, Just Add Water and Coatsink
Publisher: Rebellion
Release Date: July 8th, 2021
Reviewed On: Quest 2

Gameplay

Image courtesy Rebellion

Note: Because Quest video capture uses the right-eye view, my (left-eye) clips don’t show what it looks like to look through the scope.

Sniper Elite VR is the second major single-player WWII VR game to come to VR, not long after Respawn’s Medal of Honor: Above & Beyond (our review). The game centers around an Italian resistance fighter who is recounting his war stories.

First and foremost, Sniper Elite VR is, of course, about sniping. And to that end, the developers did a fine job of translating the feeling of the franchise’s signature sniping action into VR. Specifically, the game features perhaps the best looking and most usable sniper scopes that I’ve seen in any VR game to date. Combined with an essential ‘focus’ slow-motion feature which allows you to zoom in further for precise shots, the sniper rifles generally satisfy with just enough challenge to remain engaging.

The cherry on top for the game’s sniping is the franchise’s signature x-ray kill cam that occasionally gives you an up-close and inside look at exactly what parts of the enemy you just obliterated. Seeing bone and teeth flying after hitting an annoying enemy is gruesomely satisfying.

That being said, within the first level I had to turn down the frequency of the kill cam one or two notches to prevent it from happening too frequently that it became annoying. Props to the developers for making this an option.

Image courtesy Rebellion

So, the core sniping mechanics are pretty solid, but Sniper Elite VR unfortunately doesn’t create a particularly rich sandbox for you to play within. The game’s levels are immensely forgettable due to the game’s inability to offer up more than a handful scenarios, leaving the game feeling like shooting gallery after shooting gallery. There’s some close-quarters combat sprinkled throughout, but the close-range weapons weren’t paid quite as much attention as the sniper rifles and end up lacking punch.

When it comes down to it, Sniper Elite VR shares a surprising number of flaws with its other WWII VR brethren, Medal of Honor: Above & Beyond. Specifically, the game lacks meaningful differentiation between weapons and enemies.

There’s four classes of weapon within the game, Sniper, Pistol, SMG, and Shotgun. Shotgun can basically be written off because they’re sluggish and get you too close to the game’s enemies (which kill you frustratingly fast at shotgun range). Pistols are largely useless as well, save a single silenced pistol that you get about 25% into the game, which makes it possible to kill enemies without alerting anyone nearby.

Image courtesy Rebellion

Then there are snipers and SMGs. Both are useful as a class of weapon, but I couldn’t find any meaningful difference from one sniper to another or one SMG to another. Among snipers, the only difference I could really see was that one of them had a six-bullet magazine while the others had five. With no discernable reason to pick one over the other, the six-bullet sniper was the obvious choice for the entire game… right up until I found the seven-bullet silenced sniper (which almost felt like a cheat because you can always shoot it without alerting anyone else).

Enemies have the same issue as the weapons… there’s practically no difference between them, no reason to prioritize one over the other, and no reason to change the weapons used against them. Once you’ve shot one guy in the head, you’ve basically seen it all.

The game tries to mix things up with the occasional armored vehicle, but they turn out to me more of a nuisance than an interesting challenge, as they are all taken out by shooting at the same weak points.

With solid sniping not backed up by unique weapons, enemies, or combat scenarios, Sniper Elite VR ultimately feels unmemorable, especially given its dull story. At just under six hours to complete the game, the gameplay felt like it had overstayed its welcome by the end.

Immersion

Sniper Elite VR does a few things well for immersion but a lot of things poorly. Ultimately it doesn’t create a deep sense of presence, but I was at least impressed with the graphical presentation on Quest 2, which struck me as surprisingly good and relatively uncompromising, while maintaining seemingly perfect performance.

Gun handling is reasonably detailed. All guns are manually reloaded (this can be optionally disabled in the options), which involves placing a magazine into the gun and racking the charging handle. Things can feel a bit wonky at times with hand and grip poses on many guns that don’t seem to line up to the controller’s handle very well.

The game uses a holster system that has six weapon slots: two over-shoulder, two chest, and two hip. There’s also an ammo pouch and two grenade slots around the waist. From my time playing the game, I felt the holster system had too many slots, making it easy to misplace an item because it got put in the wrong slot, or accidentally replace one item for another, causing the first to drop to the ground. At a minimum, the over-shoulder slots felt very reliable, which is good because that’s where your primary weapons are.

While gun handling is decent, world interaction feels like a complete afterthought in Sniper Elite VR. The game’s idea of interacting with most objects is to reach your hand near them and pull the grip while watching a circle fill up and then something happens.

Beyond that, you’ll quickly learn that almost none of the objects scattered around the environment are interactive in any way, save for ammo boxes and explosive barrels.

Sniper Elite VR makes an attempt at a Half-Life: Alyx ‘select and pull’ method of force-grabbing objects, though it comes off as being far less polished. Object selection is hit-or-miss, with the system sporadically leaping between objects as a result of minor hand movements.

On top of that, the game almost seems to prefer force grab over directly reaching out toward objects, as it doesn’t make it particularly easy to do without gripping the precise interaction points.

I appreciate the game’s attempt at an immersive menu. Unfortunately it comes off a bit half-baked, with too much reliance on blatant HUD elements, and a mixture of immersive and non-immersive interactions (ie: page turning vs. ‘hold grip to start level’).

On its default settings, the game’s HUD is a serious detractor from immersion. Expect to see white rings around anything that’s interactive, a kill log popping up after every single kill, floating score counters popping out of dispatched enemies, text-based ammo counters, and a big red icon to show when a grenade is armed. Fortunately there’s a HUD option which lets you tone this down a few levels, or turn it off entirely. While I would have liked to turn it off entirely, it quickly becomes clear that the obnoxious HUD is there for usability reasons—reasons which have immersive solutions, but not in this game.

Also harkening back to Medal of Honor: Above & Beyond, a major flaw is Sniper Elite VR’s pace-destroying level structure. There you are, a soldier going through harrowing war scenarios, only to reach the end of a segment and see a ‘Mission Complete!’ screen pop up to give you a bunch of stats and a score before ejecting you back to a menu. This destroys any sense of tension or mood that the game’s story was attempting to build.

Speaking of the story… it’s an entirely forgettable affair—I honestly don’t know the main character’s name (maybe they never told me what it was?). It presents itself as a serious war story, but the game ultimately feels like a series of ‘go there, do that’ prompts, in which you’d have no idea what you were doing on a given level if you weren’t guided step by step.

Comfort

Image courtesy Rebellion

I found Sniper Elite VR to be entirely comfortable throughout, and was easily able to play for more than an hour continuously while using free movement with no blinders. I don’t recall a single point in the game that made my stomach lurch.

While the game offers a wide range of comfort options, the teleport implementation is so painfully slow that I simply couldn’t recommend the game to a player who can only play with teleport.

In my review copy of the game there seems to be a bug with height calibration which would constantly make me too tall, by an order of feet. I had to make regular use of the height recalibration which, oddly enough, seemed to make me taller when I crouched down low and strangely shorter when I stood up high.

The game’s holster belt could be a little annoying to reach at times when it didn’t want to track correctly, often rotating away from you when you wanted to look down to find a grenade to grab or to check the ammo counters on the ammo pouch.

Sniper Elite VR Comfort Settings – July 8th, 2021

Turning

Artificial turning
Smooth-turn
Adjustable speed
Snap-turn
Adjustable increments

Movement

Artificial movement
Smooth-move
Adjustable speed
Teleport-move
Blinders
Adjustable strength
Head-based
Controller-based
Swappable movement hand

Posture

Standing mode
Seated mode not explicit
Artificial crouch
Real crouch

Accessibility

Subtitles
Languages English
Alternate audio unknown
Languages unknown
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height
REVIEW OVERVIEW
Overall
5
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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • no shock here. even tho i don’t trust reviews on here. i never found this game to look interesting

  • Pascal Tremblay

    A ruthless review,. You currently have the most severe rating

    • Bob

      Ben and Scott tend to review games more critically than others which I see as a good thing.

    • kuhpunkt

      “We scored this game 5/10 – ‘OK’ by our linear scale.”

  • David

    The game’s levels are immensely unforgettable due to the game’s inability to offer up more than a handful scenarios, leaving the game feeling like shooting gallery after shooting gallery.

    I’ll assume the author meant to write “immensely forgettable” here, unless they’re so bad that you’ll never forget it

    • benz145

      Haha yes you’re right, will fix.

  • benz145

    Thanks for reading our review! Please note the following before commenting so that we can have a thoughtful discussion:

    • We scored this game 5/10 – ‘OK’ by our linear scale.

    • Even if the text of the review focuses more on critique than praise, or vice versa, the score aims to boil down the reviewer’s overall opinion of the experience.

    • If you haven’t played the game, understand the limits of your knowledge.

    • If you have played part of the game, your experience may differ from those who have completed it in its entirety.

    • Road to VR does not ever accept payment for reviews or any editorial content.

  • Jarom Madsen

    Your review score makes no sense. For reference, you also scored Medal of Honor a 5/10 with Gameplay: 5 | Immersion: 5 | Comfort: 6. So even though you rated gameplay a 5, the same as MOH despite praising Sniper Elite for the implementation of it’s main mechanic of SNIPING and having nothing good to say for MOH, you rated Immersion +1 and Comfort +4 but you refused to budge from a 5/10 score???

    A 5/10 for the majority of consumers means to stay away. I don’t think this game deserves that treatment. You don’t have to shower it with unwarranted praise but putting it on the same level as MOH seems unfair especially with how good the Quest port turned out and MOH is only PCVR requiring 200+ GB of space and ended up lackluster anyway. Sniper Elite was clearly developed with more care so fix whatever issues and biases you have in your review process so that your scores actually carry some value. I’d even accept a 6/10 based on your points even though a 7/10 seems more fair in my opinion.

    The average of your scores by the way is a 6.6/10 meaning you docked it 1.6 points of bias without really justifying a reason.

    • benz145

      You may want to read our review rating scale:

      https://www.roadtovr.com/road-vr-review-rating-scale/

      “In addition to an overall score, we separately score several key metrics: Gameplay, Immersion, and Comfort. The overall score is not a mathematical average of the sub-scores, as some metrics matter more in some games than others.”

      I rated the game “OK,” but it didn’t break into “Good” for me.

      If you haven’t beaten the game yet, I’d encourage you to do so before deciding our assessment isn’t correct.

      • Jarom Madsen

        I’ve read your review rating scale many times and think it’s a cop out for good reviewing standards. If your score can’t even be cross examined with your other reviews and definitely departs from traditional reviewing metrics than what’s the point?

        Obviously I haven’t had the time to beat it yet since I didn’t have a review copy but that doesn’t mean I shouldn’t be allowed to call out BS when I see it. Regardless, my point isn’t that your criticisms are invalid or that you enjoyed the game more than you let on, just that you are inconsistent with your ratings without holding yourself accountable.

        • benz145

          How is having a clearly defined scale and all the reasoning behind our approach to rating games laid out a cop out for good reviewing standards?

          It’s pretty simple, both games were OK, and rated in the OK range of the scale. I didn’t find them Good and I didn’t find them Great.

          The sub-scores are not averaged for the overall score, they’re just feedback on specific points that we think are worth highlighting for a VR-focused audience. There’s elements beyond those three things that contribute to how a game is rated, so trying to “cross-examine” them to say that the score is ‘wrong’ doesn’t make any sense.

          Let’s continue this conversation after you complete the game, I think it’s meaningless to argue over scores if we we’re not working from the same experience.

          • Jarom Madsen

            Hmm… my previous reply got marked as spam albeit it was a bit of an essay. The tl;dr of it though is why focus the entirety of your review on the subcategories and apply specific scores to them if they’re not going to influence the overall score. You don’t have to take an average of them but if you deviate significantly from that average, you should probably make an extra effort to explain why.

          • benz145

            They do influence the overall score, but they are not equally weighted and they are not the only categories which matter.

          • Jarom Madsen

            Then where are the scores for the other categories that matter? The overall score should be a reflection on the review or vice versa. If you rate the game based on categories you didn’t clearly focus on in the review you’ve obfuscated your own communication. My guess is your “hidden category” that pulled the score down was the Story which you barely touched on in the review but I do know that you really love your story games and so I could see it affecting your overall experience. If you’re going to let it affect the overall score though, a clearer way to communicate that would be to either add Story as another subcategory or include it in Immersion and give it a score of like 2 or something so at least your readers don’t have to read the footnote that says to navigate to another page to read about how your subscores have no real affect on the overall score.

    • pasfish111

      On Steam, the people are not very amused as well about the game.
      In my opinion, MOH is a way better looking and more polished game …MOH is for me, because of its problems on day one and the fact that it gets better and better after a few hours ob playing (most people quit before that), a underrated VR game. Yes it is by far not perfect, and we can expect more from EA but what incredible game did arrive since then? :D …and I don’t expect too much good VR PC games coming for the rest of the year (Elite Sniper was one of my favorites beside Lonely Eco 2 and After the Fall) :D:D:D …and i promise After the Fall will be also not that good VR Game that everyone of use hope ;-)

      • Jarom Madsen

        I shouldn’t pick on MOH but I just was using it as a counter example to how R2VR’s subscoring system appears to not carry any real weight so why make the entire review about those metrics at all if they’re not going to relate to the overall score?

        • pasfish111

          I think the different sores out there are from different groups of VR Gamer ;-)
          You know, a very good-looking Quest Game is for most PCVR gamer already outdated and ugly …it’s simple like that.
          I’m sure you know, Onward! …it was loved from PCVR Gamer …but after the Quest-downgrade nearly every PCVR Gamer has left the Game. If you have a 3080 you can’t accept graphics from 2005 – even if you try it.

    • Kunakai

      I think you need to reconsider how you “cross examine” review scores to be fair. Depending on which source you go to you could make an argument for a higher or lower score.

      (The opinion of the steam community seems in line with this review for instance, which is not only a larger sample but also individuals who invested enough to have bought the game and leave a review. Meanwhile, Oculus trends towards the higher end of the scale, though with a much smaller sample)

      • Jarom Madsen

        Oculus store has 220 reviews whereas Steam has 202 reviews? Not sure why you think Steam has a larger sample size. Quest games typically get more reviews than Steam since the headset is cheaper than most PCVR headsets.

        You’re right though it’s got mixed reviews on Steam. Not trying to give Sniper Elite unwarranted credit, just expressing frustration about R2VR’s rating system.

        • Kunakai

          You’re right, I overlooked the quest reviews.

          In any case, review scoring has always and will always be a controversial subject. (Knowing that doesn’t stop me from facepalming at Felthams questionably high scores to be fair though).

          Personally I think it’s for the best someone is trying to tame consumers expectations. This game has over four stars on the oculus store, implying an experience on par with something like HL:Alyx / Blade and Sourcery. SE getting more than 5/10 discredits the work those games have done to improve what a VR game can be post 2020 (in my opinion at least).

  • doug

    Maybe use your non-dominant eye a few times next game so your readers can see.

    • benz145

      This was an oversight on my part, it wasn’t until I was reviewing all the captured footage that I realized the issue. Luckily I’ve recently found a way to switch to left-eye recording on Quest for the future.

      • If this can help you in feeling better, I had never thought of such a problem when reviewing a game either, so I completely understand

  • D-_-RAiL

    That was my experience a just ok game.

  • pasfish111

    :D …5 months of waiting for the next “promising” VR Game … and gues what it’s absolute rubbish :-/ … see you in 5 months again ;-)

    • jbob4mall

      Maybe you should watch or read more than one review to make a better informed decision. And perhaps, if it looks like something you enjoy, buy it anyway and form your own opinion.

      • pasfish111

        After 5 test and a short try on steam, i stay with my opinion :-/ … Sniper Elite VR is one of the “best” VR games of 2021 (so far) …but it’s not good at all!
        Thanks to Facebook and mobile VR we have now in 2021 the mostly ugly and weak VR games since 2016.
        The nominated “best VR Games of 2021” is a real joke :D
        https://mixed.de/vr-awards-2021/#Bestes_VR-Spiel

        Congratulations to Facebook and Quest, you gave VR gaming with your mobile shit in only 1,5 years its gimmick image back … it will take years again to get the interest of normal flat games back to VR.

  • From all the big marketing around this game, I was expecting something more…I am a bit disappointed

  • Mike Moo

    I’ve actually submitting for refund. I found it very dull and ropey, and I felt the physics totally paled in the light of something like Walking Dead: Saints and Sinners.

  • John Duncan

    I agree with this review and am pretty baffled by some of people who love this game. I am really baffled by how Oculus store reviews differ from steam reviews. Is there lower expectation on Oculus store that people give game 5 stars , yet Steam user are more critical. For triple AAA company , lack of immersion here is baffling. The story is boring , and it not open world stealth game which is what we come to expect from Elite Sniper. The AI aren’t a challenge.

    • benz145

      Part of the discrepancy is likely the ease of use of Quest compared to PC VR. Since Quest is easy to use, games don’t need to be quite as good to be entertaining. PC VR on the other hand is a little harder to use, so users want something that really justifies the hassle.

      Another issue is headset specific problems on the PC VR side. For instance, if a game launches with fully functional support for Oculus and native SteamVR headsets, but has technical issues with its WMR implementation, then you’ll get a bunch of WMR users giving poor reviews because of a headset-specific issue. On Quest this doesn’t happen as often because developers only need to worry about Quest/Quest 2 which are quite similar.

  • I didn’t think it was too bad. I’m a few hours in and it’s a competent shooter. At this point, we’re DYING for content! Even “Competent” seems amazing compared to virtually nothing.

  • AntiFox08

    I had a handful of issues with this game.

    – Similar to what happens in the PC/console versions, the red reticle you saw when focusing would sometimes jump way off target for seemingly no reason at all, and sometimes a shot that was perfectly lined up would miss.

    – This game (like the previous games) has the feature where you can shoot a weak point on a tank and blow it up. However, I hit one several times with bullet holes up and down that | shape. I had to aim to the right before it finally blew up.

    – Weapon handling is abysmal.
    – Anything but a scoped rifle can potentially shoot at what looks like a 45 degree angle, despite having your iron sights lined up on someone.
    – This game suffers from the same issue a lot of VR shooters are plagued with. When cycling the bolt on a rifle, you’re almost forced to use your off-hand instead of your dominant hand, because when you cycle the bolt with your dominant hand and grab the rifle again, it warps slightly backwards. It does this over and over to the point that my Oculus Touch (Rift S) controllers were bumping and I could not reach the bolt.
    – If not for the Delisle Carbine (suppressed), I would probably have finished the game using the G43 (semi-auto) just to avoid the headache of a bolt-action.

    – Grenade throwing wasn’t very great. I couldn’t throw them as far as in other games. I also found out holding the trigger shows a yellow arc and allows a grenade to sort of be launched, but even the arc is short and the grenade goes about as far as it does when manually thrown.

    – Picking up items is also rough. I can’t tell if I have to be super close, point my fingers at an item (ammo box, weapon, grenade, etc.) or what. Sometimes I’m spinning my wrists around, almost as if I were stretching, just to pick up an item.

    Medal of Honor was more fun for me and overall felt better. MoH is like close quarters combat with some sniping. Sniper Elite VR felt like it had a decent chunk of sniping with a lot of forced close quarters combat. I really have no desire to go back and replay Sniper Elite VR, other than to maybe try some missions with the Delisle and Welrod, which I didn’t have when playing some missions the first time around. I have no desire to get all gold guns.

    One little side note I thought was funny: on the headquarters level at the SMG shooting range, the sign shows a Thompson but I did not see a Thompson in the game.

  • Yingqiu Xiong

    so good

  • Chris

    Thanks so much for pointing out the teleport only experience, That’s what I was looking for. I will avoid this game because of that.

  • Yeshaya

    I actually just finished this game, so in honor of the upcoming sequel here are my unvarnished stream of consciousness thoughts on the game, on the off chance that the devs are looking for last minute feedback on what to fix for this new game. Just really frustrated how this was a 60 game that could’ve been polished into an 80. In the form of complaints to my brother:
    Making a helpful list in case you ever decide to make a sniper VR game:
    -when you die, have some sort of dying animation, fade to black, something. Instead of just taking enough damage and the retry/quit to main menu popup appears instantly. Maybe even show a kill cam showing which enemy killed you, for learning purposes.
    -if the objective of the first level is to destroy 1 of 2 bridges, and the objective of the second level is to destroy the other bridge, don’t name the level “the final bridge”. Sounds way too dramatic for the second level of the game
    -if enemy soldiers are just guarding a train station, and they aren’t the honor guard at buckingham palace, maybe have them talk and chat a little? Feels more organic, and you don’t round a corner to find 2 guards just lounging there in utter silence ready to shoot you.
    -if an enemy spots you and tries shooting at you with his submachine gun, and it doesn’t hit bc he’s 100 yards away and that’s way too far, maybe have him try to get closer and shoot you instead of just reloading and continuing to try to hit that shot for 5 minutes.
    -have more than 1 inch of space on your belt between the grenades and the ammo, so you can actually reload on your first try instead of grabbing a grenade every time
    -if you save at a savepoint, you can probably pause showing the floating icon showing where it is for like 2 minutes. If I save and move on I probably don’t need a large floating save symbol pointing to the side showing me where to go in case I need save twice in ten seconds. Very distracting for VR
    -PLEASE do not make the “objective reminder” and “enemy alerted” sound effect the same. I’m pretty sure it’s the same sound effect

    It’s so weird, cause this is a game in a franchise from a big studio and it feels like it was one guy’s passion project. Heck, maybe it was a really small team. Still very fun, just some inexplicable design choices

    (part 2) MORE FEEDBACK:
    -if you’re going to have a dramatic betrayal, maybe have a single mission of filler between the time you meet the traitor and his betrayal.
    -If your objective is to destroy the tank, and you kill the gunner and the driver, that should be enough. Feels weird walking around a battlefield when everyone else is dead till you find an extra bazooka you can use to awkwardly blow up a tank full of dead soldiers
    -VR shines when you need to do panicked, urgent actions. In the case that your pump action shotgun runs out of ammo as you’re fighting, and you just drop it and whip out your pistol to kill the last enemy bearing down on you, that’s an extremely immersive experience. An unimmersive experience however, would be to despawn your empty shotgun after 5 seconds so that when you look down to reload it it’s already gone. Don’t do that.
    -I think the “detected”, “item grabbed”, and “reminder which direction your objective is” are all the same sound effect. Not great!
    -Do you know the difference between “detected”, “alerted”, “shot heard”, and “investigating” are, and what they mean for the mechanics of stealth? I don’t, and I’ve seen each one of them 50 times.
    -I know the nazis are monstrous and cold blooded, but they should probably take more than 5 seconds of wondering how the guy next to them mysteriously became a corpse before shrugging it off as one of those things, and going back to patrol.
    Such a weird game that’s fun despite itself.
    -Each mission has a star rating, you get 1 star just for finishing, 1 or 2 more for completing certain side objectives. And I thought that was fine to give it some replay value, but it turns out to unlock the last missions you need to get a certain number of stars. So like if there’s 24 stars possible for the first 8 missions, you need 22 of them to unlock mission 9, then 24 stars to unlock mission 10. And that would be OK if there was a really big difficulty spike for the last missions, like to make sure you’re ready for them, but they really aren’t any harder. Just annoying mission padding
    There’s one level that feels like a hitman game. There’s a target on a cottage on an island in the middle of the lake, and if he’s alerted he’ll run away. You gotta kill him. So there’s a good amount of sneaking around, timing shots to go with environmental noise, waiting for the perfect shot, etc. 2 gripes:
    1 there’s no notification or anything if he gets alerted, so if you think you killed a guard in time but he got the alert off, you just keep going with the mission for another 30 seconds until you get a sudden Game Over screen with the message that he got away.
    2 I maneuvered around until I got to a nice cliff overhang, killed the guard patrolling there, and waited till the target wandered onto a balcony giving me a clean headshot. Killed him, ok time to slink away unnoticed, right? Nope, now I have to loot the body for intel. It’s a sniper game, I should be able to do the job without ever getting within 100 yards of him, what’s the point if I could just pistol whip him. So frustrating how this could have been an amazing game.
    3 as you’re about to leave the level, a truck full of soldiers pulls up. Narration: “oh no, soldiers, was my luck about to run out!?”
    No, you shoot the gas tank like you have 20 times before and it blows up and kills all of them, then so you escape. Just another “well ok then” moment

    OK Rebellion, Just Add Water and Coatsink, if you’re reading this that’s your to-do list of changes to make. Thank you!