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The game feels like "addon maps" with existing assets cobbled together in different ways. A lot of the buildings and even terrain look like props and that wrecks immersion for me. There's a library where the bookshelves look like fake bookshelf veneer, repeating rows of the exact same bookshelves.
There are a few more realistic looking maps later on though.
The campaign is also incredibly short, even with the extra time wasting "search for intel". What is this, a scavenger hunt? Intel in unexpected places and waypoints that don't resolve until you're two steps away from it, which makes it easy to walk right past it, especially when you don't even know what the object or entity you're looking for even is. Also a very unfairly hidden crowbar in the last mission, "End of the Line" that caused me to waste about an hour before I finally went and found a youtube video showing its location. Even with all that time wasting crap, and taking my time looking for workbenches, I still finished the campaign in around 11 hours.
The third mission takes you right back to the same area as the first too, there isn't a lot of unique content here.
I fell through the map in Lights, Camera, Action too. Just walking up to a gazebo type structure, suddenly I was hanging from an invisible ledge with "press CTRL to drop". All I could do was drop down below the map area, I couldn't "climb back up" again. That's one of the better looking maps, though, I was at least pleased to see that.
Yes, I too noticed "invisible barriers" where visually, my aim should have been clear.
This is a money grab while they are working their next game. I won't walk on eggshells around this no matter how much I like the franchise. It's a blatantly poor effort.
I don't even care about money. Make a good game and take my money, full price on release day. I can't help but feel insulted when I'm a mark though.
Reuse of the soundtrack. Reuse of soldier bios. Hardly any cutscenes and the "story" is merely told in the narrated briefings. The villain, if you can call him that, is never present and doesn't even really have any dialogue. New "story" NPCs you never connect with because you never interact with them or even see them. Bugs galore, medals are bugged, enemy AI at times is bugged, attachments for weapons do not always unlock, kill list challenges that do not work all the time, stairs are bugged when you crouch walk, one stairwell in mission 5 is so bugged you can only ever walk it up, but not down, because once you reach the bottom you are stuck. One mission has the exact same mission description as the previous one, one weapon attachment has the exact same stats and description as another one for the same weapon, maps are often woefully small, number of enemies is at times substantially lower than in SE5, all German weapons other than the DLC K98K removed from the loadout (the Gewehr 43 is a paid DLC weapon as part of season 1 pass), a woeful number of survival or multiplayer maps, a new game mode that hardly anyone cares for and consensus is Propaganda missions are a colossal waste of time, you at best do them once or twice, then never again, this arcade mode has no place in Sniper Elite... and so on...
While the basic gameplay loop is still fun you can't help but feel ripped off if you bought the game at full price.
I expected Sniper Elite 5.5 - with a proper story (with cutscenes and acting etc), new soundtrack, better maps than in SE5, not maps that here and there look nice but are empty even though they are at times so much smaller than in SE5 and even smaller, than in SE4 here and there.
What annoys me and probably many others is that you feel taken advantage of, this game does NOT deserve its price tag, it wants AAA money but gives you a lazy phoned in AA experience at best. This is at best a 30 euros game. Because it's severely undercooked, lacks production values and playtesting was probably only an afterthough here, so many things should have been caught if QC had done its job.
The only redeeming quality is the basic gameplay loop. But that is still not worth the price tag.
Also, why did Rebellion literally lie in the trailer? So many scenes present in the trailer are not in the game.
Do we have any actually evidence that they are working on something -- other than people using it as an excuse for the shortcomings of SER? I mean, who is to say that they not all out of new ideas, and are just treading water / waiting for an investor to buy them out...? 🤔
Well, that simply cannot be explained away by anything but (i) budget / time constraints and (ii) the fallback studio ("Wushu"?) doing the game. For the elaboration devoted to maps largely dictates how much care was delegated to the game -- they are the backbone to the series. Thus, if that aspect of the game is an afterthought, so must have been the entire project.
is that they are consistant,,, like ...on mostly evrything
yes,,, there be 10 gnoms you need to find... /destroy /shot
yes... there be 10 papir piguons u need to hit....
*optional.. though
actually i'm good with that structure they use
https://steamcommunity.com/sharedfiles/filedetails/?id=3422416411
kill list... challenges ..to get (open) new gun's.. oK fun to me
( spoiler alert / dont clik screenshot )
STEAM Achivements yes why not..
in-game achivement medals and stuff
longshots to Gold.. allways a nice challenge ;D
but
complete the mission maps on "Authentic" is where it start be fun
with doing all secoundary objects and main tasks
55 hrs in
and started on complete all mission maps on "Authentic"
/// where also try get /// clutch in all collectables... at the same time
cant say i dont ahve fun... ;D
looking forward to play tru survivel maps
more DLC's content / patches and extra suprises *if there any ;D
and sure hopes the "Axis Invation" inovation ..be as good fun as it was SE:5
- The new French guns are universally worse than the other guns we've had, you can't use the German weapons even though the French Resistance should have *better* access to stolen German guns than the OSS did in SE4 and SE5.
- The AI manages to be more unstable than SE5's AI ever was.
- Maps are mostly quite small with very low enemy density even in areas where there should be a whole platoon or more stationed.
- Kruger, the supposed big bad of this game, shows up like ONCE just to be shot as he flees.
- You only face "elite" enemies a couple of times.
- Enemy bios from SE5 are reused.
- Reinforcements are still masked clones with no names or biographies of their own.
- All sorts of collision and physics glitches with stairs of all things being the most problematic.
- Every random German infantryman with a rifle seems to be carrying a scoped Kar98k that you can't take even if you have the Kar98k DLC.
- Base game guns from SE5 are DLC.
- Most of the base game guns from SE5 aren't in.
Actually no we don't, I was going on what's likely an outdated rumour they were doing a Sniper Elite 6 game and switching to the Unreal 5 engine. I assumed that was true, but after a bit of a search in present day, I'm not so sure. This might be what we got instead
Map size: several missions have noticeably smaller maps, easily verifiable when you play the game and realise how quickly you can run in full sprint from end to the other. MUCH smaller maps than what we had in SE5, they are even smaller than what we had in SE4 at times, which is crazy.
Missions 1, 2, 4, 6 and 7 are smaller than 5's maps (I disregard mission 9). The only maps that are more or less a typical SE5 map when it comes to size are missions 5 and 8 and maybe 3, although that seems to be a bit smaller too.
Evidence Rebellion is working on something: Rebellion proper was/is very busy making the Fallout-esque "Atomfall", release date is supposed to be 27th March. So it's probably crunch time at Rebellion now to get this game ready for release. They simply didn't have the time to work on Resistance because of Atomfall.
And since Rebellion was busy making Atomfall they outsourced development of Resistance to this "Wushu" studio, despite the name they are UK based (Liverpool), they specialise in co-development of games and ports/remakes/remasters, so they do not create IPs or games of their own, and are hired hands that work on existing IPs and help with development.
It is unknown to us whose responsibility it was to properly playtest the game and to eliminate all the bugs as best as possible before release: Wushu's, Rebellion's or yet some other external partner's.
My best guess is that Rebellion probably designed the overall game, i.e. what kind of story, maps etc and that Wushu then worked according to Rebellion's specifications and actually created the Rebellion designs. But I could be wrong. Either way it always was Rebellion's decision to have these small maps with few enemies, a barebones experience with no story to speak of, no cutscenes, reused soundtrack, reused everything. Rebellion gave Resistance a budget, and this budget is apparently very, very small, yet the price tag is very, very big. Wushu are just hired hands that do as they are told most likely. So they are not to blame really for anything.