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YMMV / Sniper Elite III

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YMMV Tropes in Sniper Elite III

  • Aluminum Christmas Trees: The P. 1000 Ratte is a real landship first pitched in June 1942 though it never got manufactured and never saw the light of day.
  • Anti-Climax Boss: The German Panzers and Tiger Is encountered in the campaign can be knocked out simply by placing anti-tank mines and TNT on the roads that they use. No senseless shooting, and the results are you maintaining your cover and a blown up enemy tank.
  • Game-Breaker:
    • Tagging enemies with your binoculars. Sneaking past people (or sneaking up on them) is much easier when you can see them through walls, especially since this game properly outlines their whole body rather than simply placing a chevron over their head as in V2. On the other hand, there's a specified limit to how many people you can tag at once, but you can increase that number with upgrades to the binoculars unlocked by looting specific soldiers.
    • In terms of handguns, the DLC High Standard HDM pistol counts. Take the Welrod's Hollywood Silencer and the ability to fire semi-automatically, and you get this gun. While it is less powerful at mid-range than its British counterpart, it more than makes up for this in magazine capacity, large amount of starting reserve ammunition, and the aforementioned semi-automatic firing rate meaning you're not completely hosed if your first shot doesn't kill.
  • Even Better Sequel: This game added several Anti-Frustration Features V2 lacked, such as a manual save system and much smoothed-out movement, as well as making the maps much larger in scope and improving the enemy AI overall. The reviews critics gave this game more-or-less reflect this, with this game receiving 7s across the board in contrast to V2's 6s.
  • Polished Port: The Nintendo Switch Ultimate Edition version is praised for maintaining a consistent frame-rate and performance, with all DLC and added gyro controls to boot.
  • That One Level:
    • The Fort Rifugio mission isn't too bad by itself; except for when you need to clear the fort to escort Brauer, the informant, out of the fort itself. However, to do this, you must go loud, and the game signposts a rocket launcher overlooking the courtyard to take out vehicles and turrets. As soon as you do that, the entire fort's defenses converge on your location, so you have to pre-emptively make traps to account for this. It's a frustrating section of the level that requires a lot of Save Scumming to do without dying. What's weirder is that this section is followed by a considerably easier objective (cover Brauer so he makes it out alive). Since the storm seen in the level has arrived to cover your sniper shots, you don't have to worry about people coming after you. Meanwhile, Brauer has Gameplay Ally Immortality, and multiple explosive traps exist on the ground to take care of the waves of soldiers after Brauer.
    • The Pont Du Fahs Airfield mission has a section where you have to cover your allies laying waste to the base. The issue here is that the cover of darkness makes it hard to see soldiers wielding Panzerschreck rocket launchers as opposed to regular guns.

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