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An ever-present objective marker reminds you that just 200 meters away lies a folder of intel that could greatly benefit the Allied forces, and all you need to do to collect it is pick off whatever patrolling soldiers stand in the way. There are various side objectives like shutting down search lights or sabotaging the enemy's explosives supply, but there's still a clear path to completion within every mission. That doesn't make this an open-world game, though.
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Silent steps often lead to better vantage points, and with so many routes to choose from in any given level, the method by which the objective is completed is up to you. Bullishly rushing headfirst into enemy territory is always an option, but the grizzled protagonist crumples to the dirt after just a pair of well-placed shots. Instead of funneling you down a straight path, each of the eight locations in the campaign presents you with a sniping sandbox where creativity leads to better shooting and stronger positioning. The level design in Sniper Elite III is more open than previous games in the series, often encouraging shots being fired from more than 300 meters away.
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There's an undeniable satisfaction that stems from the glorious slow-motion kills that abound in Sniper Elite III, but missions tend to promote stealthy, silent takedowns rather than the grotesque headshots it does so well.įortunately, what the game does best is on full display early on. However, every action building up to you actually pulling the trigger of a rifle feels more like a chore than an interesting setup for the perfect shot. Not because the surrounding mechanics are broken or the levels are poorly structured, as the subsidiary elements of this third-person shooter are, for the most part, serviceable. Whenever I wasn't setting up a shot, emptying my lungs, and pumping a sharp metal bullet through the thick skull of an unsuspecting enemy soldier, I was frustrated with Sniper Elite III.