Players are stuck with a rigid upgrade system that locks you with having to pay to get from level to level. What ultimately matters is how much time you’re willing to put into the repetitive missions to be able to afford the gun upgrades that the game requires you to use. But when you’re riding the bullet into the enemy and it clips their hand and they fall over onto the ground limp, it really breaks the illusion that every one of your shots matter. This would be cool if the shots were impactful head-shots or chest shots that would drop the target with one hit. The final shots that each player makes before successfully completing the objective are slowed-down and tailed by the camera so that the player can ride the bullet into their target. The cookie-cutter experience involves staples like last-shot bullet time and a laughable physics engine. This scenario is nothing new for anyone who has recently picked up a mobile game with the word “sniper” in the title. Perched from pre-determined positions, players are tasked with picking off enemy units from varying distances. Instead of improving upon what worked for those games, Sniper Fury takes a big step to the side by just giving us more of the same. ![]() Sniper Fury plays out just like many stationary shooters that have come before it ( Sniper X and Deer Hunter 2016 come to mind, though you could move a little in the latter). As soon as I glanced at the main menu and blew through the first level, I knew almost exactly what I was in for. Sniper Fury from Gameloft is one of those kinds of games.
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