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Given that the previous two entries to the series were more linear in nature, switching to an open-world setting is a bold move on CI Games part and possibly one that it wasn't quite ready for. There's no shortage of crumbling, abandoned structures scattered about the land that offer up treasure in the most unlikely of places, and the often treacherous terrain can be navigated on foot, via vehicle, and will even, on occasion, require a spot of climbing. If pushed to make a comparison to an existing franchise, it definitely has the air of a low budget Far Cry in appearance and execution, as both titles offer a sizeable play area suitably fraught with peril and rife for exploration. Georgia itself makes quite an interesting backdrop for a snipe-centric open(ish) world shooter and CI Games has at least done a relatively good job of conveying a poverty-stricken country teetering on the brink of chaos. It's a fairly predictable and, thankfully, unobtrusive plot that doesn't really engage on any level but, in fairness, it doesn't really need to. No prizes for guessing who this turns out to be. Back to square one, North gets entrenched in a few missions against some of the local pockets of Separatists and learns that the funding seems to be coming from a shadowy cabal known as the 23 Society, led by a mysterious soldier with genetically enhanced abilities, known only as Armazi. Before North even gets the opportunity to react, a shot from a high-powered rifle pings through the air and the treacherous assassin receives a bullet in the head himself from a hitherto unseen sniper lurking in the distance. Shotgun wedding? Well, as it turns out, yes, given that this joyous union is brought to a very abrupt conclusion when Tomas' own bodyguard coldly guns him down at the altar. After getting to know the principal players orchestrating the activities (a pair of twins called Davit and Tomas, alongside Tomas's fiancée, Inna), North, ever the opportunist, decides that observing the separatist marriage could provide crucial intel to assist in formulating assassination plans at a later date. It soon becomes apparent, though, that North has an ulterior motive, as intelligence has placed numerous sightings of his brother in and around the region on several occasions, which is enough to establish a reason to start snooping around.
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Upon waking from his trauma-induced slumber, Jon finds himself alone, Robert is nowhere to be seen, and all evidence seemingly points to an abduction by his erstwhile captors.įlash forward two years and North has taken a gig in Georgia (the country, not the US state), briefed with taking down and destabilising the strengthening local Separatist movement that seems to have access to seemingly unlimited resources and funding with no obvious trace of the source in sight.
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Just as their guards are momentarily down, the pair suddenly get ambushed by an unidentified group of mercenaries who proceed to inflict minor mental torture on the duo, culminating in Jon getting knocked unconscious. As an exercise in sibling bonding, it turned out to be a resounding success as many bad guys got shot in the face, terrorists were thwarted in their attempts to acquire those rusty old bioweapons, and brotherly bonds were tightened up a few notches. Like most "good" stories, it kicks off with a prelude that sees North tasked with decommissioning an abandoned stockpile of Soviet-era bioweapons located on the Russian/Ukrainian border, alongside his brother Robert, who funnily enough is also a Marine. What, then, is North's motivation for becoming the scourge of rural Georgia? Best to start at the beginning. No point asking any questions, just kill 'em. Any man sporting a goatee beard, bald head, or even favouring a warm balaclava in these cold climes, are all fair game. North is permanently tooled up to the max, never leaves his cave without a long scoped high-powered rifle, and thinks nothing of unloading its contents into the collective craniums of whichever poor souls he just so happens to stumble across on his travels. As the main protagonist in Sniper: Ghost Warrior 3 (reviewed original on Xbox One right here) he ticks all the requisite boxes for 'quiet loner' with relative ease and spends the majority of the campaign dwelling in a number of damp caves, like some kind of modern day troglodyte. Take Marine Captain Jon North, for example, a guy that positively craves isolation. Snipers probably don't get invited to many social gatherings as their chosen vocation tends to make them a fairly insular bunch by nature.