Set in France in 1944 around the events of D-Day, Karl visits a number of iconic locations as he first uncovers and then sets out to destroy Operation Kraken - a Nazi plot that could turn the tide of the war back in their favour. He has to learn to trust and rely on others, rather than just being the "lone wolf" that he has always been previously. Woodward: The story arc of the campaign takes Karl on a completely different path to the mission he originally sets out on. As a result we wanted to provide far more depth to the weaponry and customisation as well as looking at the multiplayer options for the player. We spent a lot of time listening to our community and fans of the game about the areas they wanted us to concentrate on. Effectively we need to elevate everything including the visuals, audio, gameplay and the level design. After all, it's been over five years since the launch of Sniper Elite 4 and an awful lot has changed in that time. Woodward: I don't think there was really just one main area of focus. Going into the development of Sniper Elite 5, what would be the biggest area that you wanted to focus and improve upon? To learn more about each of these areas, we had a chance to fire some questions over to Rebellion, and it was the studio's head of design, Jordan Woodward who took the time to provide a bunch of intriguing and detailed answers. With five years between this upcoming title and the fourth game, the British developer has put a lot of emphasis into developing the authenticity of the game, but also upping its challenge, providing more customisable options, and also improving on its multiplayer features. Earlier this week, we published our first opinions of Sniper Elite 5, opinions that we gathered from being let loose in the second level of Rebellion's WWII shooter.
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