Being a real sniper in a videogame varies between being not unbelievably difficult and unbelievably tough, determined by the game. Try and play with a sniper rifle in Destiny or Call of Duty, and you’re faced with the demand to hit unpredictable targets that are generally running at full speed across the map, but strike from the shadows against AI enemies who’ll then scramble to take cover and return fire, and it becomes a lot easier.
It’s the epitome of gaming that is bitesized, with a mission taking just a few minutes to finish.
You drops into a sniper place somewhere on a large and grand degree, giving you a small slice of it as you revisit exactly the same locale numerous times to view each time. It’s then up to you to see, zoom in, aim and shoot to kill your target, as you fight against your firearm’s natural movement, with some pretty clear and intuitive controls.
That first shot, whether a success or a miss, alarm targets and any other enemies on screen, sending them scurrying. Sometimes you’ll have a certain target to kill, sometimes they’ll have body armour, they might start to fire back, or maybe they’ve got a target that you’re trying to defend from assailants. The final kill, either way and the final bullet is rewarded with a slow motion bullet cam in the Sniper Elite series, but without getting to see the skeletal.
In this core sniping mode, Sniper Fury comes across as varied and the more polished of the two with more manners of mixing up the objective, but both change things up regularly with new enemies and the odd boss target thrown in for good measure. Nevertheless, Kill Shot Bravo only is’t quite easy on the eye as Sniper Fury, with more level feels in spots and some unusual character models, not to mention that it really fairly distastefully has you shooting at clearly marked medics.
Both are additionally wrapped up in clearly similar and formulaic sorts of monetising the free to play games.
Frankly, both are fairly disorganized and confusing due to it, with pop ups for a cluttered main menu and discretionary purchases, but the monetisation has rarely got in the way of me playing. I ranked up frequently enough that I do’t have to worry about running out of energy, and even the gameplay’s best consumed in brief bursts. Moreover, it’s not too hard to amounts that are finish with underpowered guns, however, I can see that changing as you head deeper and deeper into the levels on offer.
Wrapped around this heart of F2P and sniping are the notions that help both games stand apart, though. Sniper Fury has assault missions where you need to tackle similar assignments, merely and ’re armed with an assault rifle at closer range, but also adds a little foundation building component, where you can set soldiers fend off attackers and earnt from regular play to try.
Kill Shot Bravo Hack is more ambitious though. There are on-the-rails missions with a shotgun in hand, which make for a much larger change of pace and is more gratifying to use than the recoil -filled spray of bullets the assault rifle-based modes are in either game. There’s also a coalitions system, where members of an alliance can lend their character as a spotter and help mark goals, but what’s substantially more intriguing is the PvP multiplayer.
It’s designed to be played in just a few moments, as you go head to head with an opposing sniper in keeping with the rest of Kill Shot Bravo.
In the end, both Kill Shot Bravo and Sniper Fury are relatively light games that are simple to drop in and out of for a number of seconds at a time. They get the sniping right, attempt to keep you on your toes with different objectives and styles of play, and attempt to place their own stamp on this with a few different manners. However, neither are really going to do more than distract you for several minutes while you’re waiting for the pot to boil or the bus to arrive. I think it just depends if you’re desperate to shoot things during those few minutes…