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While Sniper: Ghost Warrior isn't quite as excruciatingly prone to realism as, say, ARMA 2 or the original Operation: Flashpoint, it seems realistic. What's more striking is the sniping mechanic itself. While character models look rough around the edges, the environments appear expansive and lush. Using the Chrome 4 engine originally featured in Call of Juarez: Bound in Blood in 2009, Sniper bears a fair bit of resemblance to last year's video game western, except for, well, all those trees and bushes.
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Sniper: Ghost Warrior makes a rough but sort of charming first impression. This is my experience with Sniper: Ghost Warrior in a nutshell. Defeated, I walk back up the hill, walk down the path, which triggers a voiceover, which enables the GPS marker, which spawns enemies on the path ahead of me that kill me. Finally, I find a way past these obstacles in the brush and silently arrive at my GPS designated destination marker, but my objective won't clear. I crawl to the edge of the brush, frantically run across an exposed trail, and into the foliage to the left of the path, figuring that a different route might be in order, but I'm stymied again as I find myself stuck on a rock that raises only six inches off the ground. I come to a sudden stop inexplicably, an invisible wall blocks my forward progress. Slowly belly-crawling through the underbrush, I scan the distance for signs of enemy troops.