YMMV / Silent Storm

  • Annoying Video Game Helper: In S3 opening mission, Boris' help is very useful (he is an ally controlled by the AI), but he has the tendency to pick up items dropped by dead enemies. It's impossible to get them back, unless you either kill him or let him be killednote  (it doesn't fails the mission). S3 being harder than S2 (it includes the need to buy ammos instead of getting them free, among other changes), losing those items makes the early game even harder than intended; it's actually more interesting to complete the mission without him.
  • Breather Level: S2 "Place Marked on the Map" mission is this if you already know what to expect: a ruined house with no enemies and tons of mines (the mission objective is some piece of data stored in the basement or on one of the upper floors). You just have to reach the building and throw a powerful-enough grenade in the mined room, which blows the floor and most of the remaining walls. Then, search the objective in the basement (jump in the hole) or in the upper levels. It only requires a couple of minutes.
  • Complacent Gaming Syndrome: Given the relatively realistic way the games use ballistic physics (pistols and automatic weapons basically having a crappy accuracy when used at medium range), the most practical way to play the game is to equip the whole team with rifles. While everyone can use any gun, skills grant varying degrees of proficiency to a specific weapon class, and the only class having explicit bonus with rifles are the engineer and the sniper.
  • Demonic Spiders: Any enemy with a SMG or a machine gun. Full auto weapons don't inflict so much damage per hit, it's the burst that is effective; they also are quite inaccurate. But, if one of your units ends standing right next to one of those mooks, the medium-range inaccuracy won't matter, and receiving each bullet from a SMG long burstnote  through the body will usually kill anyone.
  • Game Breaker:
    • Scouts. They have the most action points, they are the best to hide themselves, they are the best to throw knives (it is totally silent and doesn't require a lot of action points), and they have a backstabbing ability. There a reason why they are the favored class for a solo run.
    • Have a scout and a sniper. Use your scout to stealthly scout the enemies' positions. Put your sniper in stealth mode and shoot the enemies with the silenced Mauser rifle. Congratulations, you'll be able to wipe out whole groups of enemies whitout being spotted, especially once your sniper reach higher levels (there is a passive ability related to backstabbing, and another which makes each shot inflict critical hit).
  • Good Bad Bugs: In S3 third mission, the party only consists in the Player Character and two guests (Sam, who appears at the beginning, and Captain Wallis, whose rescue is the objective of the mission). They normally leave the party at the mission's completion; sometimes, they doesn't at all, which provides two free companions. The problem is, because they are special characters, they don't appear in the companions' files, and thus it is impossible to properly fire them (you can get rid of them by intentionally getting them killed, though).
  • Narm: Most of the voice acting.
  • Paranoia Fuel: In some random encountes, you'll occasionally meet armed civilians. Contrary to the unit called "Armed Civilians" who are explicitely considered as enemy, those armed civilians are hostile to the team but are considered as "allies" by the game: since they move in the same turn that the actually neutral civilians, you can't spot them until they start attacking.
  • That One Level:
    • S2 "German Manor" in the Axis campaign. You begin surrounded by aware enemies. Once half of guards are eliminated, the manor's owner you have to capture will attempt to flee the map by rushing toward a rocket-plane thing in his backyard, and thus must be stopped, which requires to run to the end of the level area through more guards, in order to stop him (if he succeeds, the objective is failed but it doesn't result in a Non-Standard Game Over). note 
    • S2 "Unknown Complex" (both sides). It's the first encounter with Panzerkleins (you're very likely to not have your own ones at the moment you unlock the mission). The mission requires to get three clues inside a heavily defended complex (guarded by mooks with a very good spot skill), neutralize the local THO leader, and capture him. The trick is that he is a Load-Bearing Boss: after defeating him, you have a couple of turns to leave the map while carrying his body (it requires to retreat the team toa place where enemy can't spot them); failing to do so results in the complex's autodestruction and a Non-Standard Game Over.
    • S3 "Act of Terrorism". It begins with a trip through corridors filled with well-hidden enemies wielding SMG or grenades. The goal is to disable bombs; when you reach the last area, it turns to a Timed Mission requiring to kill three tough THO mooks within three turns (before they activate the bombs), inside a wide room filled with stuff which block your team's field of view. How, and any stray bullet hitting a bomb will detonate it, and then... mission failed.