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Video Game / Sierra 7 (2019)

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Sierra 7 is a Mobile Phone Game Rail Shooter, and a sequel to the Adobe Flash game also named Sierra 7, made by SHD Games. Eight years after the events of the original (which is coincidentally the same amount of time between the releases of the two games), elite operative Sierra 7 is once again back to accomplish daring one man missions in various locations across the globe, all the while attempting to bring down a criminal organization known only as The Militia.

Game play wise, the game is very similar to the original, albeit with many quality-of-life changes beneficial to the player, from the new ability to Take Cover!, and the introduction of grenades and flashbangs to incapacitate and/or kill clusters of enemies, to the various new weapons and ammunition types added to the game. But just as Sierra 7 has acquired a few new toys, so too have the enemies; don't expect them to be as much of a pushover as they were in the last game...


This game contains examples of the following tropes:

  • A.K.A.-47: Surprisingly still Averted, despite the fact the sequel is a commercial product. All of the guns in the game are named directly after their real-life versions, with the exception of the generically named "Magnum" (which appears to be a Taurus Raging Bull).
  • Armor-Piercing Attack: FMJ bullets allow you to deal direct damage to enemies wearing body armor and/or ballistic masks who would normally shrug off your shots.
  • Anti-Frustration Features:
    • Enemies with grenades can One-Hit Kill you irregardless of health if they get to lob a grenade at you. Luckily for you, not only are they all dressed in orange shirts, the game displays a small warning near the top of the screen and a warning jingle is played.
    • Zig-Zagged with "Base", a Remixed Level of "Kosovo Sniping" and "Kosovo Base" from the original game combined together: this time, instead of a modern range finding scope, a mil-dot scope is used instead, and the wind level is displayed numerically, making it much easier to compensate for wind. Unfortunately, this time around, due to the fact that you no longer have an Voice with an Internet Connection, Lt. Black isn't there to tell you who to shoot in what order...
    • The Bomb Disposal Mini-Game in "Hotel" always has the same solution. Additionally, all mini-games are skippable on medium difficulty and above.
    • The sniping sections can be skipped (provided you've beat them at least once), but they're skipped in a very peculiar way: you have to look for a nondescript frog toy and shoot it. This guarantees that A) if you find the sniping section really annoying/frustrating you don't have to endure it any more than once, and B) if you want to do the sniping section in full anyway (maybe you're recording a walk-through?), you won't accidentally hit a "skip" button and be forced to redo the level to get to the sniping bit.
    • Midway through "Runway", Sierra stumbles onto a locked supply crate, which supplies him with magazines and health; very useful because the level itself is pretty damn long. You do have to play a memory mini-game to get at the supplies, but compared to the rest of the level the mini-game itself is child's play.
  • Badass Biker: Implied with Acid Mike and the motorcycle helmet & leather jacket-clad militia mooks.
  • Bomb Disposal: Twice, once in "Hotel" and once in "Runway". In comparison to the first game's relatively realistically built bomb and relatively realistic disarm method, both bombs in the sequel are unnecessarily elaborate and even have a built-in overly complex defuse method: a wire tracing Mini-Game in the former and a memory mini game in the latter.
  • Checkpoint Starvation: Even more pronounced than the original, and here it's a noticeable problem because the levels are either filled with lots of enemies or are simply rather long. While technically every time you stop it's a checkpoint, to return to the last checkpoint you either have to fork over 300 credits (pro-tip: never do this; it's a waste of credits), or watch a crappy 30 second ad that you can't skip. And since you don't get a health refill if you continue from the last checkpoint, if your health is low, enjoy beating the rest of the level as a One-Hit-Point Wonder. Really, you might as well start over.
  • Colour-Coded for Your Convenience:
  • Remixed Level: All the levels and one challenge ("Hostile Arena") from the original were ported to the sequel. A few levels are retained as is (albeit with way more enemies), and quite a few levels were drastically modified, likely in part to surprise people who had played the original, but most likely to just make the level exponentially more difficult. Special mention goes to Hotel, a remix of "Tangiers Hotel", where the bomb technician shows up a couple of
screens early. With a 'boss life meter' and an EOD suit.
  • Degraded Boss: The EOD bombmaker, who is the boss in the Hotel level, can appear in the hell difficulty levels as an armored enemy with a health bar(like heavies). He is much weaker here as he can be easily killed by a single headshot with any gun that has FMJ bullets like any generic enemy would(except against slug ammo shotguns)but is still resistant to flash & frag grenades.
  • Revolvers Are Just Better: Played with, while the Magnum has good accuracy and high damage(usually killing most mooks in one hit) among pistols,(with only its closest competitor, the desert eagle slightly outclassing it in damage)the low capacity is a bit of a detriment in some situations where pistols like the USP or Glock 17 are a better fit.

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