PC GAMER (US)

Insurgency: Sandstorm

Insurgency: Sandstorm eclipses blockbuste­r military shooters on a fraction of the budget.

- By Phil Iwaniuk

I’ll never forget the screaming. We’d just locked down checkpoint C, a three-storey townhouse in a war-torn village, and the six of us had taken up positions guarding all windows and entry points, waiting for the counteratt­ack. First a silence, then a racket of assault rifle bullets and panicked shouts. We were repelling them. The timer had almost expired. Then a squadmate threw a speculativ­e incendiary grenade at a doorway, and the screaming started. The area was being contested, and the insurgent contesting it had just been set alight. The round ended with six of us watching in mute horror as he crawled, wailing, through the fire, into the hallway where he eventually expired. This unscripted moment from one of Insurgency: Sandstorm’s eight-player co-op matches against waves of AI forces really does speak to its qualities. Not just the eerily convincing soundscape­s it conjures, full of dialogue and terrifying reverberat­ions, and not just the inherent tension of its control point-based modes. It also demonstrat­es an ability to convey the ugliness and horror of modern military combat, without the need for overwrough­t scripted sequences as with Battlefiel­d and Call Of Duty. Not bad for a franchise that started life as a Half-Life 2 mod.

Sandstorm is equally brilliant as a co-op or competitiv­e multiplaye­r game, offering competent large-scale 16v16 fights featuring vehicles, but really excelling at tighter encounters on maps with fewer combatants. The exact nature of the conflict you’re fighting and dying for is nonspecifi­c but the reference points span Black Hawk Down to Zero Dark Thirty via The Hurt Locker, in other words a patchwork of post-millenium war in the Middle East. In among the men in bomb vests sprinting at you and the RPG fire, what stands out in particular is that no one’s playing the hero. Instead, every player-controlled and AI soldier sounds terrified. They shout out when they spot an enemy, when they need to reload, or when an objective state has changed, but they never sound like they’re relishing the fight like Call Of Duty’s psychopath­ic operatives do. They’re bricking it, like any sane person would be. I’d love to see Sandstorm’s code to understand how its developer managed to trigger appropriat­e canned dialogue at just the right moment.

The game’s soldiers have plenty of reason to sound terrified in a given match, treated to very few lulls in the action and bombarded by surprise attacks. Co-op consists of a series of checkpoint captures, in sequence, while AI combatants attack each one in waves. Competitiv­e modes range from Hardpoint-like power struggles to traditiona­l two-to-three point control scenarios. There’s no attempt to reinvent the wheel, nor any great imperative to do so. Insurgency: Sandstorm just gets on with doing the fundamenta­ls brilliantl­y.

Weapon behavior takes a bit of getting used to, mind you. There’s no extra layer of visual or sonic feedback for successful­ly shooting an opponent, so you’re sometimes at a loss as to whether your long-range shots connected or not. It’s a concession to realism that Insurgency: Sandstorm absolutely convinces you is worth making. Eventually the absence of hit confirmati­ons becomes something you actively enjoy, just like those moments you remember to lean around a corner and hit your mark. The active reload system is another thing you can take satisfacti­on in mastering. Here, more than anywhere except arguably Arma, you can take tremendous pride in playing like a profession­al soldier and forgetting about your kill-death ratio.

Drive Crazy

You can take pride in playing like a profession­al soldier

If nits must be picked, it’s the vehicles that stick out for their rough and ready implementa­tion. I’ve had some great moments in the gunner seat of a converted pickup, true, but the vehicle handling itself and the extent to which map design actually accommodat­es them just isn’t quite there. There’s the lightest touch of jankiness reminding you this isn’t a triple-A shooter, but it’s only with vehicles that you feel the experience actually suffers for it.

Even with those creases, I haven’t played a multiplaye­r shooter as exciting as this for ages, and I’ll be coaxing friends into its co-op mode for months to come. I’ll also try—and fail—to describe just how good it sounds from moment to moment to anyone who’ll listen. See you at checkpoint C.

Newspapers in English

Newspapers from United States