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Sniper Elite Resistance: First Impressions

by Team Respawn · ~5 min read

Intro

I played a campaign mission in Sniper Elite Resistance on PC (medium difficulty). I went in expecting something closer to first-person based on what I thought I'd heard before launch, but the game presented itself in third person like the rest of the series—either I misremembered or something changed, and it didn't bother me either way. Overall it felt like classic Sniper Elite: deliberate pacing, scouting before shooting, and those exaggerated X-ray kill cameras that keep getting sharper with each entry. I came away impressed with how dense the environmental interactions felt compared to older titles, even if this first mission's map scale felt a touch smaller than the huge spaces I remember from Sniper Elite 5.


Opening engagement

  • Pace: These aren't run-and-gun shooters; I spent time spotting targets, judging range, and avoiding chain reactions where one alerted squad wakes everyone else.
  • Difficulty layers: Higher difficulties factor in wind, breath, and heartbeat for shots; on medium I could focus more on positioning and shot placement than pure ballistics stress.
  • Controls: Vertical aim felt very sensitive at first; I dialed Y-axis sensitivity down mid-mission and things improved (still a bit twitchy, but workable).
  • Alerts: After kills, enemies can raise the alarm; the UI sometimes confirms "all clear" when things settle—useful feedback when you're deciding whether to engage the next cluster.

Ammo, tools, and Axis Invasion

  • Loadout: Standard setup—sniper rifle, SMG/secondary, pistol, plus utility gear (e.g. whistle for distractions).
  • Subsonic sniper ammo: I picked up subsonic rounds—"very quiet rounds for stealthy kills." Swapping magazines applies the ammo type; visually the bullet trace looked different on those kills.
  • Kill cam: X-ray shots can be turned off or tuned (I ran them fairly frequent at first, then lowered frequency to normal when I wanted less interruption).
  • Axis Invasion (carried over from SE5): Optional mode where a real player can invade and hunt you—I didn't enable it for this recording, but I've played against invaders before and enjoyed the cat-and-mouse angle.

Traversal and awareness

  • Climbing vines: I could climb vines "Assassin's Creed style"—felt new compared to how I remember older entries; there seemed to be more climbing in general.
  • Last known position: When I made noise, the game could show a silhouette of where enemies last thought I was—handy for breaking contact and flanking.
  • Co-op: The series still supports co-op; I still think that's where the format shines best—coordinating shots and distractions with a partner.

Infiltration, loot, and traps

  • Looting: I could loot corpses and crates for ammo and supplies.
  • Bolt cutters: Found bolt cutters and used them to break open a sealed cache—rewarded with items like SMG ammo and a supply pouch.
  • Traps and explosives: Teller mines, TNT, and similar gear are placed then triggered with right bumper (controller-style binding)—similar mental model to grenades.
  • Health: Taking damage meant bleeding; I applied bandages (Gears-like wound cadence). I burned through bandages when I got reckless in a loud fight—lesson learned.
  • Melee: Melee exists for close finishes when stealth or ammo conservation matters.

Compound fight and Fleck cannons

  • Weapons on the ground: I picked up a silenced special rifle (noted as something like a "silenced" Vz. 43 class weapon) and briefly carried multiple primaries—special pickups are use-it-or-lose-it; no crafting loop around them.
  • Satchel charges: Satchel charges destroy objectives or heavy cover—useful against clustered enemies or destructible targets.
  • Primary objective (this segment): Destroy Fleck cannons—I fought through a packed area, mixed sniping with SMG work, and leaned on mines to hold choke points when enemies rushed my position.
  • Ammo discipline: I ran low on primary ammo during the brawl and had to swap ammo types when the situation called for it—wrong ammo at the wrong range wastes magazines fast.

Dam, generator, and wrap-up

  • Parallel objectives: After the cannon sequence, remaining tasks included shooting a pipe, raising water pressure beyond the dam, and knocking out the generator that powers flow control—story framing tied bombers returning and the dam building pressure once the generator failed.
  • Explosive timing: I used a short fuse charge on one demolition moment—the wording felt humorously literal ("short fuse" vs feeling like "all afternoon" waiting for the boom).
  • Environmental interaction: The level encourages treating the map as a puzzle box: shoot vehicles to disable them, trigger environmental chains, and read the space for angles—not just clearing dots on the minimap.
  • Narrative hook: Dialogue pointed toward Otto Kruger and local resistance turmoil after finishing the immediate demolition work—classic Resistance-era spy-war framing.

By the end of the mission I'd settled into the rhythm: quiet stalking → loud contingency → recover supplies → explosive objectives. I'm curious whether a dedicated first-person mode exists somewhere in the menus or if I simply imagined the pre-release messaging—either way, the core fantasy of patient overwatch and crunchy kill feedback is intact.

About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.