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Sniper Elite III

Sniper Elite III
Sniper-elite-3.jpeg
Developer(s) Rebellion Developments
Publisher(s)
Composer(s) Mark Rutherford
Series Sniper Elite
Platform(s)
Release
  • NA: 1 July 2014
  • EU: 27 June 2014
  • WW: 27 June 2014 (digital)
Genre(s) Tactical shooter, stealth
Mode(s) Single-player, multiplayer
Aggregate scores
Aggregator Score
GameRankings (PC) 71.85%
(XONE) 67.43%
(PS4) 65.71%
Metacritic (PC) 71/100
(PS4) 67/100
(XONE) 63/100
Review scores
Publication Score
CVG 7/10
Eurogamer 7/10
Game Informer 6.5/10
GameSpot 6/10
GamesRadar 3/5 stars
GameTrailers 7.8/10
IGN 8.2/10
Joystiq 3/5 stars
Hardcore Gamer 3/5
PC Gamer 70/100

Sniper Elite III is a third-person tactical shooter stealth video game developed by Rebellion Developments and published by 505 Games. The game is a prequel to its 2012 predecessor Sniper Elite V2, and is the third installment in the Sniper Elite series.

Sniper Elite III is set around three years prior to the events of V2, following the exploits of Office of Strategic Services officer Karl Fairburne as he participates in the North African conflict during World War II, in which he learns of a secret wonder weapon programmed by the Nazi forces.

The game retains and builds on the mechanics of Sniper Elite V2. Players go through large battlefield maps based on the North African conflict.

The sniper rifle is the player's primary weapon, though additional weapons, including submachine guns and pistols, silenced or not depending on the situation, are available. In addition to hand grenades, the player can deploy tripwire booby traps, land mines and dynamite. Binoculars can be used to tag enemies, displaying their position and movements. The player-character must hold their breath to properly line up the shot. A red icon appears in the scope, marking the projected point of impact. There are weapon parts spread out all over the game, found when looting dead enemies, allowing players to customize their weapons in the predeployment menu; the menu also allows equipment loadouts.

Stealth mechanics have been reworked. An eye icon squints or opens to denote the player's level of detection by the enemy. Enemy soldiers will also have a circle meter over their heads to indicate alert status. Players are also forced to relocate periodically to prevent detection with a white ghost image to mark their last known position and the enemy will search a wider area. As in the previous game, loud sounds may be used to mask sniper shots.


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