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-millennium 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 behaviour 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
pridein playing like a professional
soldier and forgetting about your
kill-death ratio.
DRIVE CRAZY
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.
NEED TO KNOW
WHAT IS IT?
Multiplayer
manshooting with a
focusonrealism.
EXPECT TO PAY
£26
DEVELOPER
New World Interactive
PUBLISHER
Focus Home Interactive
REVIEWED ON
Core i5 6500,
GTX 1070, 16GB RAM
MULTIPLAYER
Up to 32 players
LINK
http://www.insurgency-
sandstorm.com
85
In this most well-travelled
of multiplayer FPS paths,
Insurgency: Sandstorm
feels fresh and exciting at
every turn.
VERDICT
You can take
pride in playing
like a
professional
soldier
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.
DA RU DE AWA K ENING
INSURGENCY: SANDSTORM eclipses blockbuster military
shooters on a fraction of the budget. By Phil Iwaniuk
A TOUCH OF CLASSIntel onSandstorm’s combat roles
COMMANDER
Stick close by to
an observer and
you can call in artillery
strikes on the enemy.
OBSERVER
The Laurel to the
Commander’s
Hardy. Gets to radio in the
big guns.
BREACHER
Close-quarters
specialists who live
and breathe shotguns.
Scary folk.
Insurgency: Sandstorm
REVIEW