
Among snipers, the only difference I could really see was that one of them had a six-bullet magazine while the others had five. Both are useful as a class of weapon, but I couldn’t find any meaningful difference from one sniper to another or one SMG to another. Pistols are largely useless as well, save a single silenced pistol that you get about 25% into the game, which makes it possible to kill enemies without alerting anyone nearby. Shotgun can basically be written off because they’re sluggish and get you too close to the game’s enemies (which kill you frustratingly fast at shotgun range). There’s four classes of weapon within the game, Sniper, Pistol, SMG, and Shotgun. Specifically, the game lacks meaningful differentiation between weapons and enemies. When it comes down to it, Sniper Elite VR shares a surprising number of flaws with its other WWII VR brethren, Medal of Honor: Above & Beyond. There’s some close-quarters combat sprinkled throughout, but the close-range weapons weren’t paid quite as much attention as the sniper rifles and end up lacking punch. The game’s levels are immensely forgettable due to the game’s inability to offer up more than a handful scenarios, leaving the game feeling like shooting gallery after shooting gallery. So, the core sniping mechanics are pretty solid, but Sniper Elite VR unfortunately doesn’t create a particularly rich sandbox for you to play within. Props to the developers for making this an option. That being said, within the first level I had to turn down the frequency of the kill cam one or two notches to prevent it from happening too frequently that it became annoying. Seeing bone and teeth flying after hitting an annoying enemy is gruesomely satisfying. The cherry on top for the game’s sniping is the franchise’s signature x-ray kill cam that occasionally gives you an up-close and inside look at exactly what parts of the enemy you just obliterated.
