At times they show some signs of tactical nous, by tossing a smoke grenade to mask their movements or bombing your last known position with a mortar strike in the more open areas, for example. Poor PatrolĮnemy soldiers might be blessed with supernatural levels of precision, but their actual smarts aren’t nearly as sharp. Zeroing your scope, adjusting your aim for wind and bullet drop and then nailing a headshot in another postal code remains thrilling long after the novelty of the skull-shattering slow-mo gore shots has worn off, but the annoyingly accurate return fire from humble enemy assault rifles at such long ranges admittedly shatters the sense of realism somewhat. I found these long distance executions to be the strongest sections of Contracts 2. The latter restrict your movement to smaller maps, such as the top of a mountain range, but task you with eliminating targets that are in some instances over a thousand metres beyond your perimeter. Whereas the last game presented you with a series of sandboxes to sneak around in, Contracts 2 brings some welcome variety by alternating between two traditional open mission areas and three concentrated ‘long shot’ contracts. The mission structure, however, is slightly different to that of 2020’s Contracts.
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