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* DefiantToTheEnd: Say what one will about the [[CorruptCorporateExecutive many]], [[WarHawk many]], [[PlayingWithSyringes many]], [[ObligatoryWarCrimeScene lovely]] pathologies in the Siberian Oligarchy, but most of your targets will go down fighting if they detect you and will remain icily resistant even at knife point. [[spoiler:Kurchatov himself is the exception among those that will fight to the end among the Primary Targets, and even he will refuse to talk further after a certain point and try to make a deal for his life rather than beg or plead.]]

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* DefiantToTheEnd: Say what one will about the [[CorruptCorporateExecutive many]], [[WarHawk many]], [[PlayingWithSyringes many]], [[ObligatoryWarCrimeScene lovely]] pathologies in the Siberian Oligarchy, but most cowardice is generally not one of them. Most of your targets will go down fighting wtih guns blazing if they detect you. Even if you and somehow get the drop on them, most will remain icily resistant even at knife point. [[spoiler:Kurchatov himself is the exception among those that will fight to the end among the Primary Targets, and even he will refuse to talk further after a certain point and try to make a deal for his life rather than beg or plead.]]
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* DefiantToTheEnd: Say what one will about the [[CorruptCorporateExecute many]], [[WarHawk many]], [[PlayingWithSyringes many]], [[ObligatoryWarCrimeScene lovely]] pathologies in the Siberian Oligarchy, but most of your targets will go down fighting if they detect you and will remain icily resistant even at knife point. [[spoiler:Kurchatov himself is the exception among those that will fight to the end among the Primary Targets, and even he will refuse to talk further after a certain point and try to make a deal for his life rather than beg or plead.]]

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* DefiantToTheEnd: Say what one will about the [[CorruptCorporateExecute [[CorruptCorporateExecutive many]], [[WarHawk many]], [[PlayingWithSyringes many]], [[ObligatoryWarCrimeScene lovely]] pathologies in the Siberian Oligarchy, but most of your targets will go down fighting if they detect you and will remain icily resistant even at knife point. [[spoiler:Kurchatov himself is the exception among those that will fight to the end among the Primary Targets, and even he will refuse to talk further after a certain point and try to make a deal for his life rather than beg or plead.]]



* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case. [[spoiler: Given Handler's revelations at the end of the game and what the player can piece together of the lore, it's likely they are another pawn of your employers' to take Kurchatov's place, whether directly under their control or being influenced.]]

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* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case. [[spoiler: Given Handler's revelations at the end of the game and what the player can piece together of the lore, it's likely they are another pawn of your employers' to take Kurchatov's place, whether directly under their control or being indirectly influenced.]]

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* BerserkButton: More of a TranquilFury button, but there. Handler gets aggravated [[spoiler:whenever one of the main targets Seeker interrogates alludes to knowing who they are and who they work for]], usually leading to an order to DispenseWithThePleasantries and kill them.



* DesignerBabies: One of your targets is making them. She claims to be eliminating inherited diseases, your handler says she is trying to make SuperSoldiers.

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* DefiantToTheEnd: Say what one will about the [[CorruptCorporateExecute many]], [[WarHawk many]], [[PlayingWithSyringes many]], [[ObligatoryWarCrimeScene lovely]] pathologies in the Siberian Oligarchy, but most of your targets will go down fighting if they detect you and will remain icily resistant even at knife point. [[spoiler:Kurchatov himself is the exception among those that will fight to the end among the Primary Targets, and even he will refuse to talk further after a certain point and try to make a deal for his life rather than beg or plead.]]
* DesignerBabies: One of your targets is making them. She claims to be eliminating inherited diseases, your handler says she is trying to make SuperSoldiers. [[spoiler:Her colleague and fellow primary target Zaytsev seems to agree with Handler and has outright remorse over his role.]]
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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement. Handler confirms this in the outro, as he reveals that Kurchatov tried to [[PuppetCutsHisStrings refuse their orders]] after taking power, and his acting out caused most of the crises in game.

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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement. Handler confirms this in the outro, as he reveals that Kurchatov tried to [[PuppetCutsHisStrings [[ThePuppetCutsHisStrings refuse their orders]] after taking power, and his acting out caused most of the crises in game.



* PuppetCutsHisStrings: Villainous and negative example. [[spoiler: Kurchatov used to be a willing tool of your Employers, who essentially guided him and his assorted goons to create an independent Siberia under their control, shattering Russia in the process. Then he started getting ideas and figured he did not need to listen to their instructions any more. The problem is that while off his leash, many of the plans by Kurchatov and his minions are not merely evil or depraved, but outright risk plunging the world into a world war. Seeker and Handler have to clean up the regime as much to reassert their employers' control over the region as to stop the Kurchatov regime from bungling tehir way into the apocalypse.]]

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* PuppetCutsHisStrings: ThePuppetCutsHisStrings: Villainous and negative example. [[spoiler: Kurchatov used to be a willing tool of your Employers, who essentially guided him and his assorted goons to create an independent Siberia under their control, shattering Russia in the process. Then he started getting ideas and figured he did not need to listen to their instructions any more. The problem is that while off his leash, many of the plans by Kurchatov and his minions are not merely evil or depraved, but outright risk plunging the world into a world war. Seeker and Handler have to clean up the regime as much to reassert their employers' control over the region as to stop the Kurchatov regime from bungling tehir their way into the apocalypse.]]
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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement. Control confirms this in the outro, as he reveals that Kurchatov tried to [[PuppetCutsHisStrings refuse their orders]] after taking power, and his acting out caused most of the crises in game.

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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement. Control Handler confirms this in the outro, as he reveals that Kurchatov tried to [[PuppetCutsHisStrings refuse their orders]] after taking power, and his acting out caused most of the crises in game.



* PuppetCutsHisStrings: Villainous and negative example. [[spoiler: Kurchatov used to be a willing tool of your Employers, who essentially guided him and his assorted goons to create an independent Siberia under their control, shattering Russia in the process. Then he started getting ideas and figured he did not need to listen to their instructions any more. The problem is that while off his leash, many of the plans by Kurchatov and his minions are not merely evil or depraved, but outright risk plunging the world into a world war. Seeker and Control have to clean up the regime as much to reassert their employers' control over the region as to stop the Kurchatov regime from bungling tehir way into the apocalypse.]]
* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case. [[spoiler: Given Control's revelations at the end of the game and what the player can piece together of the lore, it's likely they are another pawn of your employers' to take Kurchatov's place, whether directly under their control or being influenced.]]

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* PuppetCutsHisStrings: Villainous and negative example. [[spoiler: Kurchatov used to be a willing tool of your Employers, who essentially guided him and his assorted goons to create an independent Siberia under their control, shattering Russia in the process. Then he started getting ideas and figured he did not need to listen to their instructions any more. The problem is that while off his leash, many of the plans by Kurchatov and his minions are not merely evil or depraved, but outright risk plunging the world into a world war. Seeker and Control Handler have to clean up the regime as much to reassert their employers' control over the region as to stop the Kurchatov regime from bungling tehir way into the apocalypse.]]
* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case. [[spoiler: Given Control's Handler's revelations at the end of the game and what the player can piece together of the lore, it's likely they are another pawn of your employers' to take Kurchatov's place, whether directly under their control or being influenced.]]

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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement.

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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement. Control confirms this in the outro, as he reveals that Kurchatov tried to [[PuppetCutsHisStrings refuse their orders]] after taking power, and his acting out caused most of the crises in game.



* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case.

to:

* PuppetCutsHisStrings: Villainous and negative example. [[spoiler: Kurchatov used to be a willing tool of your Employers, who essentially guided him and his assorted goons to create an independent Siberia under their control, shattering Russia in the process. Then he started getting ideas and figured he did not need to listen to their instructions any more. The problem is that while off his leash, many of the plans by Kurchatov and his minions are not merely evil or depraved, but outright risk plunging the world into a world war. Seeker and Control have to clean up the regime as much to reassert their employers' control over the region as to stop the Kurchatov regime from bungling tehir way into the apocalypse.]]
* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case. [[spoiler: Given Control's revelations at the end of the game and what the player can piece together of the lore, it's likely they are another pawn of your employers' to take Kurchatov's place, whether directly under their control or being influenced.]]
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* {{Nerf}}: In ''VideoGame/SniperGhostWarrior3'', fully developed drones were very powerful: you could scan an entire area, hack the surveillance cameras and zap the sentry guns without anyone noticing. In this game, instead of weakening drones, the developers introduced Drone Towers, which used electronic countermeasures to disable drones altogether in some areas.

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* BodyDouble: One of your targets employs a body double who carries a dead man's switch: if you shoot the double first, then the target will be alerted. If you search the body of your other main target for the level, you will find out that the target doesn't smoke (he has a pen drive with medical records).



* DesignerBabies: One of your targets is making them. She claims to be eliminating inherited diseases, your handler says she is trying to make SuperSoldiers.



* JackOfAllStats: The Reese rifle isn't very expensive, fires the powerful .338 round, takes a silencer, and has the lowest sway of any rifle in the game.

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* JackOfAllStats: The Reese rifle is a bolt-action rifle in .338 calibre. It isn't very expensive, fires the powerful .338 round, takes as powerful as the .50 cal rifles, but it is usually powerful enough, and can take a silencer, and which the bigger guns cannot. It doesn't fire as fast as the semi-automatic rifles, but it can take more powerful scopes. It also has the lowest sway of any rifle in the game.


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* PacifistRun: Downplayed example: one of the challenges for the first mission is to only kill the main target.


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* SentryGun: They are called "turrets," and are all over the place. There are several ways to shut them down.


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* ShoutOut:
** In the gangster's mansion in Beketov Valley, you can find copies of ''VideoGame/LordsOfTheFallen'' and ''VideoGame/SniperGhostWarrior3''.
** In the harbour level, the laptop controlling the {{Sentry Gun}}s has an Alienware logo.
* SlidingScaleOfCollectibleTracking: "It's Here." Maps show exactly where collectibles are, but don't say what they are.
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* JackOfAllStats: The Reese rifle isn't very expensive, fires the powerful .338 round, takes a silencer, and has the lowest sway of any rifle in the game.



* WideOpenSandbox: Levels are rather large, and you're free to traverse the level in anyway you wish.

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* WideOpenSandbox: Levels are rather large, and you're free to traverse the level in anyway you wish.wish.
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Moved to YMMV page.


* SequelDifficultySpike: ''Contracts'' is noticeably harder compared to ''3'' for a variety of reasons:
** Unlike all of the previous games, you no longer get a red dot that tells you exactly where your bullet will go, even on the easiest difficulty.
** The radar is less informative of where exactly enemies are - it no longer gives you a layout of the terrain nor will it tell you what direction they're looking in.
*** When you're detected, enemy dots disappear completely, and the minimap will only tell you the general direction of an alert enemy - even if you've tagged them.
** Jammers are present in certain outposts which prevent you from tagging enemies permanently.
** There are indestructible drone towers scattered throughout every map that will disable your drone if you get too close.
** The drone itself can't tag enemies as efficiently as the drone in ''3''; you need to actually look directly at an enemy for a second to tag them.
** Secondary weapons can no longer be silenced; if you want a quiet gun for close quarters, you need to use your pistol.
** Enemies will use binoculars to try to spot you at a distance, and you can and will get detected if you're not careful.
** None of the semi-automatic sniper rifles can use a high-powered scope (the highest is generally 10x, while you could use up to a ''34x'' zoom scope in ''3''.
** The later levels have ''tons'' of security cameras everywhere at major bases, which will completely ruin any attempt at a stealth run unless you already know where they all are ahead of time.
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* NonLinearSequel: Other than the gameplay, game engine, and overall premise of being a sniper, the game and its sequel have no obvious plot ties to the earlier ''Sniper Ghost Warrior'' games.
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Link to sequel, extra trope

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A [[VideoGame/SniperGhostWarriorContracts2 sequel]] (unrelated to the events of this game), was released in 2021.


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* CoolMask: Seeker has a futuristic one that looks like a human face made out of triangles that provides him with all kinds of tactical information.
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** Gas-masked shotgunners return from the previous game, and are immune to gas grenades and mines. Despite this, they share the same triangle icon as the other mooks.

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** Gas-masked shotgunners return from the previous game, and are immune to gas grenades and mines. Despite this, they share the same triangle icon as the other mooks. Unlike ''Ghost Warrior 3'', they don't seem to be noticeably more durable than regular enemies.
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* AwesomeButImpractical: Both of the .50 BMG sniper rifles are insanely powerful, killing everything (even [[HeavilyArmoredMook heavy soliders]] in a single shot anywhere on the body. As a downside, neither can be suppressed, so staying undetected is nearly impossible.

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* AwesomeButImpractical: Both of the .50 BMG sniper rifles are insanely powerful, killing everything (even [[HeavilyArmoredMook heavy soliders]] soldiers]]) in a single shot anywhere on the body. As a downside, neither can be suppressed, so staying undetected is nearly impossible.

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* HeavilyArmoredMook: ''Contracts'' features the typical lumbering, LMG-wielding juggernaut that requires a well-placed neck shot, explosives, AP rounds, or .50 BMG to be put down in a timely fashion. Unlike the previous game, however, you can kill them with a melee takedown if you have a certain skill unlocked.

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** If you interrogate General Ivanovsky, he states that Kurchatov is doomed and that "Kuurkil will return" to take over Siberia. Kuurkil is the name of an ancient Siberian god, and is likely a codename for something, just like Armazi was in ''Sniper Ghost Warrior 3''.
* HeavilyArmoredMook: ''Contracts'' features the typical lumbering, LMG-wielding juggernaut that requires a well-placed neck shot, explosives, AP rounds, or .50 BMG to be put down in a timely fashion. Unlike the previous game, however, you can kill them with a melee takedown if you have a certain skill unlocked. They're also not as tanky as they were in the previous game, going down after less than 20 assault rifle shots to the torso, rather than several dozen.



* RevolversAreJustBetter: The .44 magnum revolver is available to purchase from the beginning of the game. It deals heavy damage and kills regular enemies with just 1 torso shot, but cannot be silenced.



* UniqueEnemy: There's only ten bounty targets in the game (and consequently, ten rival snipers). These unique character models never appear outside of their designated areas.

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* UniqueEnemy: There's only ten bounty targets in the game (and consequently, ten rival snipers). These unique character models never appear outside of their designated areas. There's also "Team Alpha", which only appears once in the entire game.
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* GreaterScopeVillain: If you interrogate them, several of your assassination targets seem to recognize your mask or seem to have some idea who you're working for, but Handler always interrupts and tells you to finish them off quickly and not chit chat. If you interrogate Kurchatov, he'll state that your employer was TheManBehindTheMan and helped him and his cronies build up their Siberian State, only to turn on them and have them killed due to their mismanagement.
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* MissionPackSequel: ''Contracts'' takes the engine and assets from ''Sniper Ghost Warrior 3'' (including enemy types and weapons) and makes a new, smaller scale, more focused game out of them.

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* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[{{Mooks}} mook]] and can be easily put down with a single headshot.

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* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[{{Mooks}} mook]] and can be easily put down with a single headshot.headshot or just a few pistol or assault rifle rounds to the torso.


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* IDidWhatIHadToDo: Many of the Bounty targets will say things to this effect if you interrogate them before killing them; an officer accused of ordering his men to fire into a crowd of protesters will say that the protest had gotten out of control, and a warden accused of allowing several of his prisoners to starve to death will point out that his prison was in the middle of nowhere and cut off from supplies, and that ''everyone'', guards included, was starving there.


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** The later levels have ''tons'' of security cameras everywhere at major bases, which will completely ruin any attempt at a stealth run unless you already know where they all are ahead of time.

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** NonActionBigBad: While most assassination targets do at least attempt to fight back if they see you coming, Kurchatov just cowers in his office with his hands in the air when you finally come for him.



* DarkActionGirl: At least one of the Rival snipers is a woman.

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* DarkActionGirl: At least one of the Rival snipers is a woman.woman (the one based on the Siberian Sniper multiplayer model).


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* EveryoneHasStandards: The Seeker is a shady mercenary working for a very shady shadowy organization, but even he expresses disgust at some of the more depraved methods used by Kurchatov and his associates, such as their use of germ warfare.


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* RedHerring: The Siberian Wolves resistance group is often mentioned throughout the game, but plays absolutely no role in the plot at all, not appearing in any capacity. You might suspect them of being your employers given your missions are all against the Siberian government, but this turns out to not be the case.
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* DarkActionGirl: At least one of the Rival snipers is a woman.


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* GiantSpaceFleaFromNowhere: In the Beketov Valley, during the Bounty on Dr. Streltsov, Handler will warn you that Streltsov has a considerable price on his head and others may attempt to collect. You'll probably just dismiss this as a reference to the Rival snipers that show up in every Bounty mission, however, after you kill Streltsov and the Rival sniper and collect his bounty, a squad of several spec ops soldiers wearing Rival-type gear referred to as "Team Alpha" will storm the area, engaging you in combat. This is the only time in the entire game they show up, and no explanation is ever given as to who they are.
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* ClothesMakeTheSuperman: During the first mission, Handler mentions that your special suit is an advanced combat suit that augments your body's natural healing and greatly protects against impacts, allowing you to survive a 30-foot drop without a scratch. The mask provided to you also gives a number of advanced technological benefits.
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* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[Mooks mook]] and can be easily put down with a single headshot.

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* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[Mooks [[{{Mooks}} mook]] and can be easily put down with a single headshot.
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More tropes

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* HitStop: Most of the melee takedown animations feature this.


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* OneHitPolykill: As one would expect in a game like this - you can even shoot grenades off the belts of enemies for a satisfying multi-kill.
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formatting...


* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[Mooks mook] and can be easily put down with a single headshot.

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* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[Mooks mook] mook]] and can be easily put down with a single headshot.

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Few more tropes


[[caption-width-right:350:''"Stay focused, Seeker."]]

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[[caption-width-right:350:''"Stay focused, Seeker."]]
"'']]



* ArrowCam: Like all the previous titles, except with significantly more flair than ever before, as the camera pans and spins around the bullet as it whizzes through the air. It may even cut to a third person shot of the Seeker, where you can see him pull the trigger, with his rifle visibly ejecting a casing if you're using a semi-automatic rifle. However, they still lack the gory detail of the ''VideoGame/SniperElite'' series.
* AssholeVictim: Just about every main target and bounty (optional assassination targets) is portrayed as a remorseless villain, whether they're a war criminal, a syndicate boss, or even a scientist playing with ''eugenics''.



* AwesomeButImpractical: Both of the .50 BMG sniper rifles are insanely powerful, killing everything (even [[HeavilyArmoredMook heavy soliders) in a single shot anywhere on the body. As a downside, neither can be suppressed, so staying undetected is nearly impossible.

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* AwesomeButImpractical: Both of the .50 BMG sniper rifles are insanely powerful, killing everything (even [[HeavilyArmoredMook heavy soliders) soliders]] in a single shot anywhere on the body. As a downside, neither can be suppressed, so staying undetected is nearly impossible.impossible.
* BigBad: The Siberian Prime Minister, Nergui Kurchatov.



* BoomHeadshot: Obviously.



* DeadlyGas: You have access to gas grenades and gas mines, which are effective at taking out a group of enemies without causing to much of a ruckus.



* KickTheDog: Just about every main target and bounty (optional assassination targets) is portrayed as a remorseless villain, whether they're a war criminal, a syndicate boss, or even a scientist playing with ''eugenics''.

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* KickTheDog: Just JustifiedTutorial: The tutorial is all about every main target and bounty (optional assassination targets) is portrayed as a remorseless villain, whether they're a war criminal, a syndicate boss, or even a scientist playing the Seeker getting acquainted with ''eugenics''.his mask and how it affects his sniper scopes.



* MadeOfExplodium: Even with a rifle chambered in 7.62, a headshot may destroy a mook's head like a .50 cal.



* NoScope: Averted. Just like in ''3'', you cannot hip-fire your sniper due to your character constantly leaving it in a resting position when not scoped in.



* ReplayValue: One of its key selling points, due to its open-ended levels, as well as various challenges that encourage the player to play in a certain way (kill nobody but the main target, or only use a knife), or complete certain objectives within a set amount of time.
* SequelDifficultySpike: ''Contracts'' is noticeably harder compared to ''3'' for a variety of reasons:
** Unlike all of the previous games, you no longer get a red dot that tells you exactly where your bullet will go, even on the easiest difficulty.
** The radar is less informative of where exactly enemies are - it no longer gives you a layout of the terrain nor will it tell you what direction they're looking in.
*** When you're detected, enemy dots disappear completely, and the minimap will only tell you the general direction of an alert enemy - even if you've tagged them.
** Jammers are present in certain outposts which prevent you from tagging enemies permanently.
** There are indestructible drone towers scattered throughout every map that will disable your drone if you get too close.
** The drone itself can't tag enemies as efficiently as the drone in ''3''; you need to actually look directly at an enemy for a second to tag them.
** Secondary weapons can no longer be silenced; if you want a quiet gun for close quarters, you need to use your pistol.
** Enemies will use binoculars to try to spot you at a distance, and you can and will get detected if you're not careful.
** None of the semi-automatic sniper rifles can use a high-powered scope (the highest is generally 10x, while you could use up to a ''34x'' zoom scope in ''3''.



* StealthBasedMission: Direct combat is highly discouraged; you can barely carry any secondary ammo, the exact positions of alerted enemies are not shown on the radar, and you can die fairly quickly.
* UniqueEnemy: There's only ten bounty targets in the game (and consequently, ten rival snipers). These unique character models never appear outside of their designated areas.

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* StealthBasedMission: SnipingMission: Duh.
* StealthBasedGame:
Direct combat is highly discouraged; you can barely carry any secondary ammo, the exact positions of alerted enemies are not shown on the radar, and you can die fairly quickly.
* UniqueEnemy: There's only ten bounty targets in the game (and consequently, ten rival snipers). These unique character models never appear outside of their designated areas.areas.
* WideOpenSandbox: Levels are rather large, and you're free to traverse the level in anyway you wish.
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fuck


* ColdSniper: The Seeker himself, [[StealthPun in every sense of the word].

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* ColdSniper: The Seeker himself, [[StealthPun in every sense of the word].word]].
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FFS


''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based]], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''[[VideoGame/Hitman Hitman]]'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.

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''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based]], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''[[VideoGame/Hitman Hitman]]'' ''VideoGame/{{Hitman}}'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.
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another typo


''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based]], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''VideoGame/Hitman'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.

to:

''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based]], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''VideoGame/Hitman'' ''[[VideoGame/Hitman Hitman]]'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.
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typo


''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''VideoGame/Hitman'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.

to:

''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based], stealth-based]], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''VideoGame/Hitman'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.
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Recently played this game, thought it deserved an article. May add more.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sgwc_0.jpg]]
[[caption-width-right:350:''"Stay focused, Seeker."]]

''Sniper: Ghost Warrior Contracts'' is a [[StealthBasedGame stealth-based], sniping focused FirstPersonShooter with [[WideOpenSandbox large, open-ended levels]], and the fourth game in the ''VideoGame/SniperGhostWarrior'' series by Polish developer CI Games. After being too ambitious with [[VideoGame/SniperGhostWarrior3 the third title]], as stated by the company's [[WordOfGod CEO]], ''Contracts'' opts for a more "AA" approach with its smaller, but more dense and focused levels. This time, much of its design and gameplay is inspired by the ''VideoGame/Hitman'' series. As always, ''Contracts'' uses semi-realistic sniper mechanics such as having to compensate for bullet drop and wind deflection.

The game focuses on an [[EveryoneCallsHimBarkeep unnamed]] and [[TheFaceless faceless]] mercenary known only as the Seeker, who has been hired by an unknown client to take down key figures crucial to the now independent Siberia. Led by an equally unnamed and faceless individual known as [[VoiceWithAnInternetConnection Handler]], the Seeker must complete a series of objectives (or ''[[TitleDrop contracts]]'') in five different regions (adding up to 25 contracts) in order to stop Siberia from further destabilizing itself and the world.

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!! ''Sniper: Ghost Warrior Contracts'' provides examples of the following tropes:
* AKA47: Like the third game, all of the weapons in ''Contracts''' arsenal have fictional names in order to avoid copyright issues. The AKM is also once again dubbed the AKA-47.
* AuthorityEqualsAsskicking: Averted. Every target behaves exactly like any other [[Mooks mook] and can be easily put down with a single headshot.
* AwesomeButImpractical: Both of the .50 BMG sniper rifles are insanely powerful, killing everything (even [[HeavilyArmoredMook heavy soliders) in a single shot anywhere on the body. As a downside, neither can be suppressed, so staying undetected is nearly impossible.
* BloodierAndGorier: For the first time in the series, you can rip off enemy arms, legs, and heads with a well placed shot or explosion (technically, ''Sniper Ghost Warrior 3'' did it first, but it was limited to .50 BMG and AP rounds, and ''only'' if a bullet cam played.
** Even the interrogation animation is more brutal - while Jon North in the third game would put an enemy in a chokehold then knock them out when he's done with them, the Seeker holds the poor mook at knife point before brutally slitting their throat.
* BulletTime: Like the rest of the series, time slows down when holding your breath.
* ColdSniper: The Seeker himself, [[StealthPun in every sense of the word].
* EliteMooks
** While they don't seem to be any more durable than a common enemy, officers (marked by a rhombus) will likely give you mission-critical information when interrogated (while a normal mook will only give up supplies and enemy locations).
** Gas-masked shotgunners return from the previous game, and are immune to gas grenades and mines. Despite this, they share the same triangle icon as the other mooks.
** Rival snipers (who only appear in bounty areas) can occasionally spawn well outside of the map limits hundreds of meters away, and can be quite hard to tag before they spot you.
* GasMaskMooks: The aforementioned shotgunners.
* HeavilyArmoredMook: ''Contracts'' features the typical lumbering, LMG-wielding juggernaut that requires a well-placed neck shot, explosives, AP rounds, or .50 BMG to be put down in a timely fashion. Unlike the previous game, however, you can kill them with a melee takedown if you have a certain skill unlocked.
* TheIlluminati: [[spoiler: At the end of the game, the Handler reveals that he represents an organization interested in retaining the balance of world power.]]
* KickTheDog: Just about every main target and bounty (optional assassination targets) is portrayed as a remorseless villain, whether they're a war criminal, a syndicate boss, or even a scientist playing with ''eugenics''.
* LaResistance: The Siberian Wolves are a miltia that was formed in response to Siberia's corrupt government. However, beyond posters and graffiti, they are never seen in-game.
* MissionControl[=/=]VoiceWithAnInternetConnection: The Handler.
* RegeneratingHealth: All thanks to the Seeker's special suit. Unlike the third game, your health is not segmented, so you can regenerate the whole bar over time (albeit very slowly).
* SequelHook: [[spoiler: When the Seeker finishes his 25 contracts, the Handler says that they can "move on to more pressing matters, as [the goals of the organization that hired him] go far beyond the local conflicts".]]
* StealthBasedMission: Direct combat is highly discouraged; you can barely carry any secondary ammo, the exact positions of alerted enemies are not shown on the radar, and you can die fairly quickly.
* UniqueEnemy: There's only ten bounty targets in the game (and consequently, ten rival snipers). These unique character models never appear outside of their designated areas.

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