Sniper Ghost Warrior Contracts - Savage Sniper Weapon Pack (DLC)
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My first few minutes with Sniper Ghost Warrior Contracts made one thing clear: CI Games finally figured out what this series actually wants to be. Gone is the bloated open world from Ghost Warrior 3. In its place are five large, open-ended maps set across a near-future, independence-fractured Siberia, where you play as a faceless mercenary codenamed Seeker, taking on assassination contracts for cold hard cash. The structure borrows liberally from Hitman: show up, study the target, fulfill primary and optional bonus challenges, collect payment, and exfiltrate. It is a significantly better fit for a sniping game than anything the series has tried before. The sniping itself is the headline act, and for the most part it delivers. The Dynamic Reticle System forces you to account for bullet drop, wind direction, and distance, and the first few hours will feel punishing if you are used to point-and-click shooter aim assists. Push through the learning curve and landing a long-range headshot becomes genuinely satisfying in a way that few games manage. Weapons are purchased and upgraded between missions using contract earnings, meaning you can spec into a build early rather than waiting for the game to hand you gear. The AR Mask is meant to be a secondary tactical layer, letting you tag enemies through walls and reveal camera cones, but its irritating timer and cooldown end up making it feel like an afterthought rather than the empowering tool it was designed to be. The deployable drone scouts terrain effectively when it works, though drone-jamming towers scattered across maps frequently render it useless at exactly the moments you want it most. Enemy AI is the game's most consistent weak point, and it splits the community hard. Some players find the checkpoint-only save system brutal when enemies behave inconsistently: guards can spot you at 100 meters through cover, then ignore a corpse two meters away. Alert states occasionally cascade into hive-mind behavior where every enemy on the map locks onto your position simultaneously, which feels less like tactical difficulty and more like a design quirk. Movement also has a dated, slightly slippery quality, and traversing terrain between vantage points can chip away at the atmosphere the sniping works so hard to build. These are not dealbreaker flaws, but they are persistent enough that 73% positive on Steam feels accurate: most players enjoy it, but a meaningful chunk hits a wall with the rough spots. Where the game earns real goodwill is in the optional bounty system and the bonus challenge structure layered on top of each contract. Rival Seeker enemies show up hunting the same bounties, adding a layer of unpredictability. Interrogating specific guards for intel is a nice wrinkle. The maps, while only five of them, are large enough to reward multiple approaches and a second run to clean up missed bonus objectives. Story is essentially decorative, which is fine, because the fantasy here is pure mercenary efficiency, not narrative investment. If you came for a thriller screenplay, wrong game. If you came to quietly put three rounds into a compound from 400 meters and disappear, this is close to exactly that. Contracts sits comfortably in the AA tier, and it knows it. For players who want a pure sniping sandbox without the production overhead of something like Hitman's full breadth, it fills a gap that almost nothing else does. Sniper Elite is the closest competition, and genre taste will determine which approach clicks more. Contracts leans harder into the long-range simulation feel and the Hitman-style optional objective layering, which gives it a distinct identity even with its rough edges visible.
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Información del juego
- Desarrolladora
- CI Games
- Distribuidora
- CI Games
- Fecha de lanzamiento
- 22 nov 2019
