Obviously since the game is titled Sniper, the majority of your gameplay time will be spent sniping. However to mix up the gameplay a bit there are missions when your taking control of Delta 3, which is a small assault team. The switch between the two teams is very nice, early on you are tasked on a rescue, as Razor 6(sniper) you enter the area and need to take up a high position. Then the game shifts to Delta 3 as you make your way from sea onto the island. The game then bounces between the two as the assault team moves forward. The sniping levels deal with slowing down reinforcements and assisting the assault team. It’s not only a great way to offer gamers a bit of flavor in the game, but also helps progress to the story in a way that allows the gamer to experience the story in full gameplay instead of cutscenes or dialogue.
Playing on the assault team is rather straight forward, basic run and gun. It works for the most part, however don’t expect much help from your teammates, also you might lose them at times as for some reason they would just stand in one spot and not progress toward the next waypoint. But this game isn’t about assault rifles, this game is about being a sniper.
The sniping aspects of the game are by far the best I have ever seen. You will need to monitor wind rates and take many factors into account before pulling the trigger. Sniper: Ghost Warrior uses a very realistic ballistics system that takes trajectory, bullet drop, and environmental effects into account. Now don’t worry while this might seem overlay advanced for the causal shooting gamer, the game does offer a nice little assist, that being a red dot on your sight that shows where the bullet will land. Playing on the hard difficulty this assist is removed and you will need to watch your wind meter in your scope and take the other variables into account.
Sniper: Ghost Warrior also deploys a neat Bullet Cam system. When you land a nice headshot the camera will follow the bullet as it leaves your barrel till it rips through the enemies cranium. Giving a nice up-close look at the carnage of your .50 cal. On a more gameplay related addition, you also have the ability to hold your breath, which in-turn slows down time temporarily allowing you to fine tune or land multiple shots.
For the majority of the game you do play a sniper, though you aren’t alone in the jungle. Most missions you have a spotter calling out enemy locations. Once the enemy is spotted they are marked on your mini-map. While this does help you get through the local jungle camps, at times your spotter won’t see all the enemies, or worse you run into a common issue in the game where the enemies blend to easily into the lush jungle brush and you won’t be able to tell where the shots are coming from.
While the changes in gameplay are very welcomed, the game has a very distinct pattern, sneak, hide, shoot, run, sneak, hide, shoot. Don’t expect to be in situations like the opening scene of Shooter or the scene in Hurt Locker when the squad is trapped in the desert. While the game mechanics are top notch, I would have liked to seen more gameplay where I didn’t have to worry about sneaking around for hidden intel or escaping a camp and I could enjoy picking out targets and watching the pink mist from a nice headshot.
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