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Dev Diaries | World-Building

With just 16 days to go until the release of Sniper Elite 5, Rebellion HQ shares top secret intel on the real-world inspirations behind one of the spectacular settings coming to the campaign.

Within the action packed CGI trailer we shared in January, some of our keen-eyed Sniper fans may have noticed a familiar structure standing amongst the chaos - the towering presence of Beaumont-Saint-Denis.



The inspiration for Beaumont-Saint-Denis is the real life Abbey of the Mont-Saint-Michel, a breath taking construct situated in the picturesque bay shared by Brittany and Normandy. Its origins can be traced back to the early 8th century where the bishop of a nearby town claimed that the Archangel Michael had demanded a church be built on top of the island on the bay.

Since that time it has gone through a number of changes, including the building of what we now know as the abbey of Mont-Saint-Michel. Its towering steeples, narrow winding streets and assorted monastic buildings are all preserved behind high defensive walls. What could be more perfect as inspiration for a Sniper Elite 5 mission?

We sat down with Principal Environment Artist Saija Wintersun, Lead Environment Artist Simon Richards and Head of Design Jordan Woodward to discuss the design of the level and the challenges they faced.

What were the benefits of visiting the site in person?

Saija Wintersun - ‘In order to capture the essence of the location, you have to first experience it. At the end of the day photogrammetry can only replicate the visuals of an object, not the atmosphere. You have to ask yourself what makes this place special. Is it the scale, the claustrophobia, the wind and the cold, the stone, the way the puddles are formed, the ancient medieval wood they had, what kind of birds there are, what does the echo sound like, and so on. Finally there is the challenge of making something that is better than real life. It’s not meant to be an exact copy. It’s something more.’’

Jordan Woodward – ‘One of the aspects of Mont Saint Michel is that it is very maze-like, so to replicate that in the game, it is essential that the designers get a real feel for the place. That feeling of disorientation can only really be translated over into the level having actually felt it personally.’



How does the team go about transferring the space into a playable level?

Simon Richards – ‘All of our environments begin with a whitebox, a basic blockout of the gameplay space. From this point the whitebox is refined until it functions for both Art & Designs needs. We'll then begin populating the environment with art assets created during the whitebox phase, and Design will implement the gameplay. The process between Art & Design is collaborative and we'll often make changes to the gameplay spaces as we build out the environments.’



What was one of the biggest challenges when approaching the design of Beaumont-Saint-Denis?

Saija Wintersun – ‘Building a level is a puzzle, with the artist on one side pushing for impressive visuals and the designer looking for the most fun gameplay. Bringing these opposing viewpoints together is always challenge. We had a lot of compromises in the layout of the island. For example, there were originally lots of sharp angles and steep staircases that may have been realistic but didn’t work for gameplay. We also had to make sure the player has enough sightlines and impressive views without removing too much of the architecture so it still felt like a town.’

Simon Richards – ‘Visiting Mont-Saint-Michel I was struck by how small the town is, and how surprisingly easy it is to get lost! When adapting a real location there's always a balance between preserving the look & feel of the location, and creating a viable gameplay space. We have a lot of gameplay metrics required by the AI and that often means spaces need to be a little larger than they are in reality. It's a fun challenge to figure out the balance between the two, and how far you can push either way.’

Did you feel any pressure basing a level design on such an iconic historical monument?

Saija Wintersun – ‘No, of all the level concepts in the early phase of development, Beaumont-Saint-Denis was the one I wanted to work on the most, as I knew it would be mission people would remember visually.

Simon Richards – ‘The pressure comes from achieving a balance between form and functionality, as we strive to recreate the feel of a real world location, which also supports the requirements of the gameplay. I think we've managed to strike a good balance in this respect.'

Did the pandemic cause many issues during the initial phases of design and if so, how did you overcome them?

Simon Richards – ‘We were lucky in that we managed to complete quite a few reference trips to key locations in France and the Channel Islands prior to the pandemic. We had planned to visit more locations in France, however the restrictions on travel ultimately made those unworkable. Despite that we were still able to arrange location visits within the UK, as and when the restrictions allowed for it.’



What has been the biggest learning experiences, having utilised field trips to sites for reference purposes?

Jordan Woodward – ‘Having not gone on trips beforehand, it made us realise how much more efficiently and accurately a level can be constructed. Having real memories of a place can positively impact design rather than making use of images and videos previously sourced by someone else. Ultimately scale is also much easier to decipher having been there in person. The other great aspect to reference trips is having the level designer and the artists, who ultimately will be working together be able to co-ordinate their ideas collaboratively. Communication is much easier when you have the inspiration right in front of you. We hope that this translates in the final design and that fans of Sniper Elite will enjoy it as much as we had creating it.

Sniper Elite 5 will release simultaneously on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store on May 26TH 2022.

Karl Fairburne’s exploits continue. Will he be victorious? That will be up to you.

Sniper Elite 5 | Features Trailer



Attention Snipers!

Exclusive intel has come our way and we are proud to reveal a new trailer for Sniper Elite 5 which showcases the game’s features and game modes, including the first glimpse of multiplayer and Invasion Mode. With all footage captured in game, you can feast your eyes on the Features Trailer here:

[previewyoutube][/previewyoutube]

Sniper Elite 5’s expansive campaign is set in France in 1944 and centres around the events of D-Day. Elite sniper Karl Fairburne uncovers a Nazi plot called Operation Kraken that could turn the tide of the war back in their favour. Working in the shadows behind enemy lines, Karl has to use all the skills at his disposal to destroy Operation Kraken and the mastermind behind it Abelard Möller. The full Campaign is playable in two player online co-op allowing players to team up as they fight the Axis force and track down Möller.

Invasion Mode

You can also try to thwart Karl’s progress as the new Invasion Mode allows an opposing player to join your game as an Axis Sniper tasked with hunting Karl down and taking him out. The invading player can make use of AI Axis soldiers to help them find Karl’s location, creating a high stakes game of cat and mouse. Meanwhile Karl can utilise phones placed within the level to gather intel on the invader and their location. For those wanting an uninterrupted campaign, you’ll be pleased to hear Invasion Mode can be toggled on/off in the game menu.



Multiplayer


Multiplayer is not restricted to the campaign as a suite of tense multiplayer combat modes are also available. Complete with all format crossplay, Sniper Elite 5’s multiplayer features four core game modes each with a host of customisation options allowing players to create their own matches.

Sniper Elite has always been recognised for its advance gun physics and this has been elevated even further for Sniper Elite 5. With weaponry painstaking recreated from real world reference to ensure maximum authenticity, the guns in Sniper Elite 5 contain a meticulous level of detail and all have their own unique feel and characteristics to the player.

Elite snipers will be pleased to see that the Kill Cam has also been elevated. Clinical kills with pistols and SMG will now trigger the Kill Cam in addition to rifle and takedown kills. Bullets will ricochet off bone, causing increased devastation which is shown to the player in even more gory detail than ever before.



Weapon customisation has also been greatly enhanced with players now able to change a weapon’s stock, magazines, receiver, barrel, scopes and iron sights as well as its materials. This allows every player to create a suite of weapons that perfectly suit their individual playstyle as well as the mission that they are undertaking. Customisation options are unlocked in the game by discovering workbenches that are hidden within the maps. At these benches players can then customise their loadout meaning that they can adapt their playstyle and approach on the fly without having to restart a mission.

New traversal mechanics have unlocked even more playstyle options. The routes you take can define if you are stealthy and stay in the shadows or go loud and take the fight to the enemies head on. The ability to climb vines for example allows Karl to reach new areas of the map giving him sneaky routes, great vantage points and access to secret locations further adding to each mission’s replayability.



Pre-order the Sniper Elite 5 Deluxe edition now to receive the latest mission of the much heralded ‘Target Führer’ campaign entitled “Wolf Mountain”, the P.1938 Suppressed Pistol and of course, the Season Pass which comes fully loaded with:

  • 2 Campaign Missions
  • 2 Weapon skin packs
  • 2 Character Packs
  • 6 Weapon Packs


https://store.steampowered.com/app/1029690/Sniper_Elite_5/
Don't forget to stay up to date with all the latest Sniper Elite 5 intel by following us on Twitter,
Discord, Facebook, Instagram and YouTube as well as on sniper.com.

Dev Diaries | Multiplayer

Hello Snipers!

It’s great to see so many of you getting excited about the varying ways to play Sniper Elite 5. With so many questions about multiplayer specifically, I thought I’d take the opportunity to walk the community through some of the upcoming features you’ll be able to get your hands on from May 26th.

One of the biggest changes coming to Sniper Elite 5 is the introduction of 4 team multiplayer. In past Sniper Elite titles multiplayer only pitted 2 teams against each other with a 12 player cap, this time we’ve pushed the cap up to 16 to allow for a new 4v4v4v4 mode called Squad Match. Due to popular demand, we’ve also implemented optional cross-play so players can join their fellow Sniper friends on other systems without restriction.



We’ve also greatly expanded the customisation options for multiplayer games across all platforms. Score type, score cap and time limits are no longer tied to specific pre-sets as we wanted to give players more freedom to build their own custom experience. Game modes from previous Sniper Elite titles make a return in new forms as Free-For-All, Team Match and No-Cross. Players are also encouraged more than ever to craft their own multiplayer experiences based on personal preference and are even able to customise the scoring type for any given match.

Another big change is how we’ve handled multiplayer progression and the meta-game. Progression towards attachments, skins and weapon unlocks is no longer shared with the campaign mode as multiplayer now has its own bespoke unlock system. As an example, if you want to unlock a particular attachment for a weapon, you’ll have to use that weapon or another related one to complete challenges whilst competing in Multiplayer to unlock completion rewards.

We’ve also included an entire suite of multiplayer exclusive perks that are split between 5 different classes. By default players will always have the Sniper class equipped with the choice of then picking between Scout, Medic, Engineer and Assault as a secondary class. These classes allow players to specialise their perks to suit their playstyle and the varying opponents they’ll be facing, this could mean swapping classes in-between respawns. Players are able to unlock perk points every time they level up which they can then use to buy perks from a classes perk tree. The perks have been balanced to help encourage and augment different playstyles as opposed to outright boosting weapon damage or accuracy.



Players can also make use of new items in multiplayer, one of the favourites amongst the dev team here at Rebellion is the Decoy! As the name suggests it’s an item that generates a scope glint that players can deploy to trick opponents into firing and giving away their position. Something to note is that if an opponent fires at your decoy and destroys it, they’ll automatically be tagged. So players are heavily incentivised to pick their shots carefully and be wary of any pesky decoys on the battlefield.

One more addition I’d quickly like to touch upon are Supply Drops, these are special caches that spawn in around the map at various intervals. Successfully getting to a Supply Drop first and opening it will not only net you a heavy weapon, but it’ll automatically tag any opponents within a 50m radius, so there’s a risk vs reward paradigm players will have to consider when dealing with supply drops. The rewards for getting to one first are notable, but failing to successfully do so will give away your position and put you at risk.



With all the new content we’ve discussed for Sniper Elite 5’s multiplayer I’m sure many of you are eager to get hands on and put your sharpshooter skills to the test. Here are a few of my own personal top tips to help you along the way:

Tagging is your best friend in multiplayer, not just for yourself but for your entire team. When you tag someone you’re essentially broadcasting their position, allowing your whole team to focus on that threat. When you tag someone and your team mate kills them, you’ll also get bonus XP for a tag assist.

Make sure to also revive your teammates and vice versa. You might be tempted to respawn in straight away to get back into the fray but that approach will cost your team more points in the long run (depending on the scoring method). Also, it might sound obvious but you should always aim for the head! A head shot or heart shot will always be fatal and will prevent the opponent’s team from being able to revive them.

Each multiplayer map has its own identity and has been designed to encourage players to think about their approach and what playstyle might work best. Don’t be afraid to switch classes to help you gain the advantage!

Keep these tips in mind when playing and you’ll be an ace marksman in no time at all.

That about does it for all I can share with you today, we look forward to seeing you all on the battlefield when Sniper Elite 5 launches on May 26th.

In the meantime you can keep up to date with all the latest information about the game on our social channels: Twitter, Facebook, Instagram and YouTube.

https://store.steampowered.com/app/1029690/Sniper_Elite_5/

Spotlight | Weapons And Customisation In Sniper Elite 5

Attention snipers!

With just 42 days to go until the launch of Sniper Elite 5, we're delighted to unveil a brand new Weapons & Customisation Spotlight which reveals the steps the team at Rebellion takes to recreate the authentic weapons in minute detail.

You can watch the latest Spotlight by clicking the below:
https://www.youtube.com/watch?v=dy4ShfYhIX8
The Sniper Elite 5 Development team worked with renowned military historian and star of the Combat Dealers TV show, Bruce Crompton as well as the Imperial War Museum and Royal Armouries Museum to capture thousands of reference images and audio recordings of World War 2 weapons and vehicles to help ensure maximum authenticity.



From capturing 300-400 photographs of German half-tracks, tanks, artillery pieces and Kettenkrads during the Photogrammetry process, to ensuring that the sounds attached to Karl's signature Welrod are as accurate as possible, Sniper Elite 5 promises to be the most immersive, authentic experience in the franchises' history.



As Senior Designer Lawrence Barnett previously addressed in his Dev Diary (which you can read by clicking here), Sniper Elite 5 offers a level of customisation never seen before in the series so far, with players able to change a weapon’s stock, magazines, receiver, barrel, scopes and iron sights as well as the materials. This enables the player to finesse their weapons to best suit their playstyle, whether that is stealthy and methodical, ‘run and gun’, or a mixture of the two. Customisation options can also be accessed during gameplay as the player discovers Workbenches in the game maps. These will in-turn unlock further customisation options.



Sniper Elite 5 will release simultaneously on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store on May 26th 2022. Don't forget to pre-order now to receive an additional Target Führer campaign mission entitled “Wolf Mountain”. A Deluxe Edition is also available, which will include Season Pass One, as well as the P.1938 Suppressed Pistol for pre-orders.

https://store.steampowered.com/app/1029690/Sniper_Elite_5/

[h2]DISCORD AMA[/h2]



Scopes ready Snipers! Join us for our third Discord Stages Event on April 20th, 6pm BST where we'll be discussing the Setting and Characters that will bring Sniper Elite 5 to life. With exclusive behind-the-scenes intel and an opportunity to chat directly with the Devs.

Head over to our official Rebellion Discord server and submit your questions on all things Settings and Characters via the 'sniper-elite-5-questions' channel.

Stay up to date with all the latest Sniper Elite 5 intel by following the game on our social channels: Twitter, Facebook, Instagram and YouTube.

Dev Diaries | Playstyles and Customisation

Hi Snipers,

I am sure that many of you are polishing your rifles getting ready for the release of Sniper Elite 5 on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store on May 26th.

The gunplay has always been a key component of the Sniper Elite series as we mix authentic recreations of real World War 2 weaponry, with best in class ballistics to create an incredible challenge that is also great to play.

We wanted to take the guns in Sniper Elite 5 to the next level, building on the successes of the previous games, and at the same time ensuring historical accuracy whilst maintaining the fun factor. This led us to an overhaul of our weapons along with the creation of the new Weapon Customisation options. Where we’ve focused on enhancing the character and feel of our weapons, from sound effects to animations, stats, and finally art. Including the addition of the ‘Ironsights’ perspective, which you will all be able to get your hands on soon.



We have conducted thousands of hours of playtests and what we continue to see is that everyone will have different approaches to the way they play Sniper Elite. Some will be ultra-stealthy, moving with incredible caution and pre-planning every assault to the smallest detail, while others are more carefree, throwing caution to the wind and relying on their trusty SMG, grenades and mobility to get them out of sticky situations.

We want everyone to approach the game in the way that they find the most fulfilling. With that in mind, we have developed the Weapon Customisation so that you can now adjust your weapons to best suit your playstyle.



As you go through the levels you will find Workbenches (each level has three hidden within them). These will unlock various Attachments like scopes, suppressors, stocks, muzzle breaks and more. As you add, remove or adapt different elements of your weapons you will see how they affect four key stats: Power, Rate of Fire, Control and Mobility, as well as the many advanced stats.

To give you an example: a stealthy player after a high powered semi-auto may want to opt for the RSC1918 rifle, equipped with a scope and suppressor. This will be extremely powerful, fairly quiet and fast-firing but the weight of the rifle (~5.3kg without the attachments) means that your movements will be slower. For instance, it will take longer to look down the scope and steady your aim. This is a compromise a more methodical player will be happy to take because they are prioritising power and rate of fire over mobility. However, the same rifle could be setup with the very short “Mousqueton” barrel, the scope removed, and you’d be left with a very different proposition.



A more “run and gun” player may opt for the more lightweight M1 Carbine rifle, which weighs in at around 2.5kg. Providing better aim stability, quicker time to aim and faster movement to name a few of the benefits. By opting for a lightweight stripped barrel and a smaller lightweight magazine you will reduce the weight even further, making the weapon even more mobile and ergonomic. However, this comes at a cost as you will now have a smaller magazine, meaning less bullets, and a touch more vertical recoil due to that lightened barrel. However, for those that like to move like the wind and get up close and personal this is a risk worth taking.

With such an enormous arsenal of options available to both Rifles, Secondaries and Pistols, we’re confident you’ll be able to find and craft the perfect loadout to suit your playstyle.



The customisation options have also enabled us to recreate some incredibly rare and interesting weapons from World War 2, such as the experimental G43 chambered in the smaller 7.92×33mm Kurz round (found in the MP44), which we’ve coined the “G43 Kurz”. We were lucky enough to get our hands on some very special and unique weapons during our trip to the Royal Armouries with the great historian Jonathan Ferguson and found it a great inspiration.

I have probably given away far more intel than I should have, so it’s time for me to return to the sniper’s nest. We’ll have to cover Special Ammunition another time, but in the meantime, armour piercing rounds capable of piercing steel or prohibited soft-point expanding rounds that are devastating against personnel? Choices, choices…



We cannot wait for you to test your chosen Weapon customisations in real time from May 26th. In the meantime you can keep up to date with all the latest information about the game on our social channels: Twitter, Facebook, Instagram and YouTube.

[h2]Discord AMA:[/h2]



Eyes up Sniper. Join us for our very first Discord Stages Event on April 6th, at 6pm BST. We'll be discussing all of the above and MORE in an exclusive AMA with Senior Designer Lawrence Barnett and Lead Designer Ryan Baker.

So what are you waiting for? Head over to our official Rebellion Discord server and submit your questions on all things Weaponry via the 'sniper-elite-5-questions' channel.

https://store.steampowered.com/app/1029690/Sniper_Elite_5/