Flanker15 wrote:I didn't like that I was forced to play the way the game wanted me to. Follow your yellow diamond overlord through the one path get bombs and stick them where the game tells you then you're allowed to go to the one sniper position to shoot the convoy. Want to shoot the convoy somewhere else? Nope you have to go to the snipe position to make it spawn (no scheduled arrival like SE). Don't want to place the bomb Nope you can't go the snipe position until they're placed.
I hope it's just for that tutorial mission because the main plus for SE was the open levels that let you complete your objectives how you see fit like the hitman series.
I felt the same way while playing the demo. I remember even in the first game the first level was pretty linear and didn't represent the openness of the rest of the game well. I am hoping that the real game for SE V2 has a more open world setup where you have many choices on where to snipe from and how to tackle each objective. I would be pretty disappointed if this game threw that all away and became a strictly linear affair with no player choice. The amount of choice and openness of the maps in the first Sniper Elite was a huge reason why I loved it so much and why the game was incredibly replayable.
EDIT
Also, I miss having a map like in the first game. The map system was great for the first Sniper Elite because it showed you good sniping positions and you could spend time planning your routes and trying to see which ones worked best. I hope that the game stays open-ended still and hope there is a map system which complements it like in the first game too.
I also miss the health pack system, it made the game more challenging and made you have to be more careful overall. Although, this game feels a bit more fast paced, so maybe the difficulty will even out.
I am happy to see that a custom difficulty system where you can adjust the difficulty of each component of the game separately has returned. However, I wish there was an option to keep gravity on, wind off, but take away the little red box reticule that appears when you hold your breath, as I find that takes away a lot of the fun of setting up shots. The next option just takes all off player help and turns on wind which I don't want to do either. I think being able to tweak the difficulty in between that range more would be better. I found myself avoiding using the slowdown/hold your breath mechanic because I felt like the game was cheating for me and making it way too easy to hit enemies. I dont want the game to show me the trajectory of the bullet, that takes away from the satisfaction of lining up shots.
Overall I feel like the essence of the first game is present, but I am a little worried that the game might have caved in a bit too much to the conventions of modern shooters. I cannot judge that totally from the demo though. I really hope then that the difficulty can be tweaked more in the full game though, so people that want to customize the challenge more will not feel like they have to choose between a difficulty that is too easy or too hard.