UNITED CRAFTS

IN MOTION

Johnny Chang

Narrative & Level Designer

Level Analysis

2019

Sniper Elite III: Gaberoun

Game Setting

Sniper Elite III is a 3rd person shooter action game, where the player assumes the role of an American WWII sniper, fighting against the German army. Some missions are focused on taking out key objectives, while other missions can be to survive a certain amount of enemy attack waves.

Level Description

The played level is the 2nd in the campaign. There is usually a known main objective before the level starts. In this case, the objective is at the first enemy camp, which is to gather information about the base.

Figure 1. Mission selection screen.

Intensity and Sections

The level begins easy, right after the onboarding (OB) area, with introduction to the new game mechanics, where the player gets to try them out on simple enemy targets. The mid. section of the map (GPS 3-5) is more intense, and tests if the player have understood how to use the new game mechanics to his/her advantage. The breather right after the most intensive part of the map (GPS 5) is longer. It also allows the player to take time and plan for the final assault, which is on the main enemy stronghold.

Figure 2. The “horse shoe”-shaped level consists of seven distinct enemy encounter areas, or “gameplay sections” (GPS), separated by breather areas (B).

Navigation and Guidance

This level uses plenty of guiding elements to draw the player’s subconscious attention, for example using angles in the environment to “point” towards the objective or traveling direction.

   There are no distinguishing landmarks in this level. The guard towers and the stronghold at the end of the level are the most prominent ones.

Figure 9. Sniper nest, guard tower and HQ-building. The most interesting structures are marked on the map by the game system, to show the player where they might want to go, in order to get the upper hand on the enemy.

Player Mechanic Metrics

Player physics appears to be close to realistic. There is no jump function in the game, thus there are very few places the player is able to test out how far one can fall without getting hurt.

Introduction of New Mechanics

There are many new mechanics introduced in this level.

  1. Using binoculars by pressing B-key
  2. Shooting while machines are making loud noises is a way to avoid detection. Also, you learn how to activate these devices, if they begin as inactive.
  3. Taking shots from higher altitude (low sight angle).
  4. Shooting on truck engines causes them to explode.

Figure 10. Player is introduced to binocular mechanic and is then encouraged to try it out straight away.

Figure 11-15. Player is informed by the game system about the sniper nest mechanic, then goes there and takes the shot at one of the objectives.

Foreshadowing

The game system informs the player of the danger of guard tower spot lights, advising the player to disable it before advancing further. The player is also informed that disabling enemy trucks will cut their supply line, preventing new enemies to spawn into the level.

Figure 16. Guard tower spot light.

Figure 17. Player is advised to disable the tower light, before advancing further.

Alternative Routes

The main path goes through the enemy encampment. If the player chooses to follow this path, he/she will be fighting the enemy on the same altitude. By pursuing the first optional objective, the player must take an alternative route (fig. 18). However, this will let the player understand the benefits of looking for alternative routes and advantage points, since observing the gameplay area from higher altitude will provide the player with better tactical view of the enemies and take them out more easily.

Figure 18. The player can take the main path (red) though the enemy encampment, or look for alternative routes, in order to find a better position to scout the area or engage enemies.

Figure 19-22. Second alternative route will lead to another sniper nest, with favorable sight angle of the hostile encampment.

Opposition and Pickups

Although the enemy units have different uniforms, they all drop the same items and weapons. Thus, assuming they all possess the same traits and abilities.

   There are some pickup items in the level, either ammo, medpacks or explosives. You are also able to swap your weapons with the ones dropped by the enemy soldiers.

Combat Encounters

The protagonist isn’t very effective at close range. Close range combat should only be considered as a last resort. When you fire at the enemy, they will be alerted of your presence. In order to avoid risking being detected by the enemy, you’ll need to change your position a certain amount of distance away from where you took the last shot. The enemy will then give up the search and return to their posts. If you do not relocate, the enemy will most likely flank you, and engage you in close combat.

Risk and Reward

There aren’t many risk vs. reward considerations in this level. However, the most obvious one is shooting at trucks at GPS 5 (see fig. 2). If you take a shot while the machine isn’t loud enough, the enemy will be alerted of your presence and start engaging you. However, if you manage to take out the trucks, the enemy will not be able to bring in supplies and reinforcements.

Conclusion

When the objective at GPS 7 (see fig. 2) is eliminated, the last target will spawn in and come towards you in an armored vehicle. You are supposed to prevent it from escaping. This is also a test, to make sure you have understood how to disable vehicles with your sniper rifle, before allowing you to advance to the next level.

Figure 27. By destroying the last vehicle in the level, you prove to the game system that you are good enough and ready for the challenges up ahead.

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