
It’s within these modes that you realise just how fine a line New World Interactive has trodden when balancing the game.

The player-versus-player portion of Insurgency: Sandstorm is the crème de la crème of immersive first-person shooters, pitting ten Insurgent players against ten Security players in various objective game modes. The PvP that Insurgency offers you, though, is refreshing, brutal, and perfectly optimised for what New World Interactive has set out to achieve. I found out a little later that this is rectified when entering the hardcore version of the co-op, where the AI remind you that they run off of computer algorithms and tear through your pride with the not-so-sweet peppering of buckshot. The muppets will generally stand still, offering you easy pickings - much like a game of hook-a-duck (you can’t lose, and you’re under no pressure to take your time when targeting them). It doesn’t flaunt the game’s bodacious features the way they deserve to be treated, thanks to the atrociously useless AI combatants. My first mistake when booting up Insurgency: Sandstorm was dropping straight into the eight-player co-op versus AI enemies. The same can be said about the special effects once you’re in and playing: grenades and explosions display some of the most realised impacts I’ve seen to date, bullets hit objects with visual force, and coming under fire actually feels deadly. However, inspecting the weapons undoubtedly shows where the team wanted to focus their attention the most, offering up a huge roster of weaponry and a ludicrous number of attachments that look superb. Visually, Insurgency: Sandstorm feels unpolished from the moment you load into the game, with character models and map textures that look dated compared to other offerings in the FPS genre.

In Insurgency: Sandstorm’s case, though, I’m going to make an exception because its biggest flaw is the first thing you see - and noticing it, accepting it, and moving on to the best stuff is one hundred percent worth your time, assuming you enjoy tactical shooters, of course. I don’t enjoy leading any article on a negative note when it comes to games, seeing as large groups of people work extremely hard to bring their vision to our screens.
