
Stealth and sniping would not function without proper AI, and Nazis are both smart and dumb. Silencers can be equipped on them too, although their effectiveness at sound suppression varies so those seeking maximum covertness will probably stick to the welrod pistol due to its short audible range. As with the rifles, there are various pistols and sub-machine guns to use when not sniping.

Some guards cannot be killed with a melee takedown, so they require a change in tactics. Bodies can be left in the grass or dumped into convenient boxes to prevent patrols from stumbling upon them. Takedowns work fine, either from a cover position or by sneaking up to the target. Instead of those strange bushes in SE4, there are now fields of grass that look better and function well as places to hide. Stealth is also a viable tactic and nearly as entertaining as the sniping action. When it comes to sniping, few games do it this well. But you don’t need to be a doctor to appreciate brain busters, intestine intrusions, and liver lacerations. Spotting a target in an exposed window might encourage you to run away, climb up a windmill, and launch a long shot that rewards you with a gruesome X-Ray kill, featuring organs rupturing in ways only trauma surgeons can authenticate. Regardless of loadout, the sniping is rewarding. So if you prefer to be aggressive, you may opt for a fast-reload clip and short-range scope, over a silencer and barrel that increases accuracy. You can choose a loadout before each mission and equip upgrades on workbenches placed within levels-discovering these benches unlocks items. There are a few different rifles to use, with various attachments that alter functionality. Holding your breath activates a handy hit marker to land the perfect headshot. You will need to account for wind and bullet drop, and there is the ability to re-zero the scope. Although it works as before, the sound-masking feature is a little rote because it’s all been done a few times now. It’s fun to watch Nazis scramble about as they are picked off one-by-one, oblivious to where all the bullets are coming from. You can even make your own loud noise by sabotaging trucks and generators. Sniper lookouts and church bell towers are good places to wait for the useful sound-masking devices: circling airplanes, cannon fire, machinery, and bombing runs. Many of the big maps feature variations in elevation, some of which can become ideal positions for sniping. The visuals in the big levels are good, especially considering how well it performs on a lower-end machine. At least there are climbable vines, zip-lines, and other methods that link areas together to minimize this structural problem. The game has eight main levels and there is good variety and only a few minor lapses in quality some levels are cramped and feature unnecessary blockages, creating linear channels rather than a more natural open flow. The size of the levels ensures there will be new things to see in subsequent playthroughs. There are some great levels that take you through idyllic farmlands, quaint villages, windswept coastlines, and deep inside Nazi mega-factories. France is not as colorful as Italy, but it finds its own style with gothic architecture and darker ambiance. The large open maps are back, with multiple objectives, enemy clusters, patrolling vehicles, and more. Like the previous game, the level design is the standout feature. At least these letters sometimes reveal side objectives and can take Fairburne to secret weapon caches across France. Extra story comes from letters (and other collectibles) you find in missions, and most are uninteresting.

Unlike the previous game, there are no staging areas where you can talk to resistance fighters. There are not many characters and they merely tell Fairburne what to do and where to go in boring cutscenes that lack personality. The story involving the resistance fighters is disappointing. This secret Nazi operation is an adequate driving force, although some missions are too disconnected from the main objective. He even has to disobey orders to follow the breadcrumbs through chateaus, sub pens, and underground bases.

So Fairburne follows the clues, occasionally helping to liberate towns and clearing paths for allied forces whenever the trail goes cold. Kraken’s true purpose is a mystery, but it has the potential to alter the Second World War. While scoping out the area, he stumbles upon a secret Nazi operation known as Project Kraken. Fairburne is in France to help the resistance before the allies begin their assault.
