I loved how satisfying each different gun was and it became a game in itself of figuring out which one felt more comfortable for my style of gameplay. It goes to show that you really don’t need a set of cross-hairs to make gunplay enjoyable. It’s something that I wished existed in more FPS titles. Aiming your gun where you want it to shoot gives players more freedom of movement while making it a bit more challenging. The game’s “free aim” is a very interesting mechanic that lends itself perfectly to the realistic sensibilities the game plays to. The game awards those who take their time, examine their surroundings, and prey on those who go against them. Sure, you can run into a room guns blazing, but death means you have to wait about 35 seconds on a timer, or maybe not even spawn in again at all if your respawns are exhausted. These can lead to some extremely tense moments as the game does a great job at making choices feel weighted. Most, if not all, are based on objectives where your team, the enemy team, or both will try as hard as possible to take control of objectives. From there, you can choose what type of servers you’d like to jump into contingent on the types of game modes. Gameplay is broken up into two types, there are players versus AI or players versus players. The stakes feel high and that’s due in part to the superb gunplay as well as how the game punishes you for dying. As I stated, Sandstorm trades the fast-paced gameplay that most console gamers as used to for more methodic and team-based situations.
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