
This way, you can come at enemies in directions they would never expect. You have to engage "scout mode" (a lot like Arkham series' "Detective Vision" for Batman) to spot shoe print trails, explosive mines, and climbable cliffs/ledges. The open map design was very nice, as the cliffs are often climbable, as are most houses. Regular, armor piercing, "luring" (makes noise), tagging (helps to tag them). Secondary rifle can have optional laser or flashlight attachments, suppressor if available, optics if available, bigger magazine if available, and so on. Sniper rifle can have more powerful scopes (more zoom power or zoom levels), bipod (for more stability), camo patterns (cosmetics), suppressor (if available), bigger magazine, etc. Each weapon is customizable by spending more $$$. None used "real" names or brands, just "sound-alikes".

You can carry three weapons: your sniper rifle (many available, more unlocked later), your secondary weapon (usually an assault rifle, but a bow or a shotgun are avaialble, again, many available), and finally, your backup pistol (many avaible, more unlocked later). It's somewhat confusing as to what activities makes points though. And you need to take two skills (out of 3) of the tier to unlock the next tier. Tier 1 skills cost 2 pts, Tier 2 costs 4 pts, and Tier 3 cost 8 pts. The skills are divided among three "tiers". Depending on how much you do each, you get skill points in each of the areas you can spend to unlock some of the 9 different skills in each style. And warrior is get in gunfights and kill enemies with your alternate weapon. Ghost is basically stabbing people in the back or fade away from detection. The game rewards all three styles of play: ghost, sniper, and warrior. So basically once you are given a mission, HOW you accomplish the mission is up to you. You can also find collectibles such as legendary sniper rifles and cultural artifacts all over the map. It could be as simple as a relic or resources in the area, to one of the bounties, to an outpost you can clear (but no mission), to just bad guys holding civilians that you can save. Each map also has dozens of points of interest. There are like 5 acts in the game, each of which consists of 4-8 primary mission, and 2-4 side missions. There are campaign main mission, side missions, and "points of interest" all over the map. There's also a market where you can buy weapons, but those are unlocked rather slowly. You can also capture resources for crafting stuff from bullets to grenades. There are various enemy "outposts" that you can clear for $$$ and XP. You have a safe house and a vehicle you can drive around in.
There are also a bunch of war criminals in the area that you can terminate for bounties. The locals have a resistance called Rokti Lions and they can use your help. Armed with tons of support from the Russians, they are committing atrocities against civilians. Years, later, you are now a deniable operative fighting "separatists" in Republic of Georgia.

You were sent on a special mission, just as you complete it, you were captured by evil merc leader, who knocked you out, but captured your brother and took him away, while leaving you there. You are Jon, and you joined the marines first. The backstory is you are two brothers, Jon and Robert North. ambitious, but ended up feeling somewhat generic.Ĭity Interactive, the developers, developed an interesting backstory, but it managed to put a new spin AND felt derivative at the same time. SGW3, the third entry in the SGW franchise, was meant as a AAA title, and it's. Decided to start its own topic as I've finished Act 1 and first mission of Act 2, when a new map opened up.
