After 20 Years, Sniper Elite’s Developers Want to Leave the Series’ Nazi Past Behind

Games
Leave a comment
15

Jason Kingsley can still picture the moment the Sniper Elite team first debated whether to include testicles in the game’s signature killcam.

I was speaking with the Rebellion Developments studio head about the franchise’s history — a series that began two decades ago — when he described the idea behind the gruesome slow-motion X-ray shots that show a bullet tearing through bone and tissue. He recalled the room falling quiet when a senior producer asked, “This is going to be a weird question… do we do testicles?” Kingsley remembers deciding, without hesitation, that they had to.

That willingness to push boundaries helped Sniper Elite carve out its identity. It may never match the sales of Call of Duty, but entries such as Sniper Elite: Resistance have kept a devoted audience by amplifying the franchise’s particular strengths. In a discussion about the series’ past and what lies ahead, Kingsley and lead level designer Beck Shaw mapped out the elements that have sustained the franchise over 20 years.

Although proud of the series’ lineage, the team admits wrestling with how a World War II shooter fits within today’s politically charged environment — a climate that has shifted how audiences read games about killing Nazis. Both Kingsley and Shaw insisted they’re more interested in exploring history as a backdrop than in tying the series to contemporary politics.

“We just want to make an entertaining diversion,” Kingsley told me.

Sniper Elite V2 screenshot
Image: Rebellion Developments

Sniper Elite first appeared in 2005, amid a wave of World War II shooters spawned by titles such as Medal of Honor. After making games like Aliens Versus Predator in the late ’90s, Jason and his brother Chris Kingsley drew inspiration from Call of Duty and aimed to create a shooter anchored in historical detail.

Chris had been fascinated by Allied engineering teams operating behind enemy lines — a Kelly’s Heroes–style setup in which crews salvaged German equipment. The Kingsleys felt that the ruined, improvisational landscape of late‑war Western Europe provided fertile ground for the kind of stealthy, tactical encounters they wanted to build.

Sniper Elite 3 screenshot
Image: Rebellion Developments

At the time, sniping was an underexploited niche: arcade-style cabinets like Silent Scope existed, but a slower, more methodical sniper simulator was uncommon. Jason and Chris saw an opportunity to celebrate that deliberate, high-stakes rhythm instead of mocking it.

They wanted shots to mean something. A sniper could not spray bullets indiscriminately; every round needed weight and consequence. That philosophy drove the studio away from an action-movie aesthetic and toward a more visceral representation of what a single bullet can do.

“We wanted to lean into the fact that a bullet can do terrible things to a human body,” Kingsley explained. “A single shot can be lethal; it’s horrific, and that should make players think about taking it. That moral tension informed how we designed encounters and how we rewarded — and troubled — players for making that shot.”

Sniper Elite Resistance press image
Image: Rebellion Developments

That creative stance birthed the killcam. When a successful snipe is executed, the game follows the bullet in tense slow motion and then switches to an X-ray perspective, revealing catastrophic internal damage. The sequence can be horrific — from bone shards to ruptured organs, and yes, even genital trauma — and its visceral spectacle has stirred debate since the series’ earliest days.

Sniper Elite has also been swept into broader cultural debates about violent media. The controversy resurfaced after the shooting death of conservative commentator Charlie Kirk at an event in Utah and during earlier political conversations about video-game violence — including a March 8, 2018 meeting in which then‑President Donald Trump screened violent game clips, some featuring Sniper Elite killcams. For the Kingsleys, the intent behind the killcam has always been to expose the brutality of gun violence, not to glorify it.

“Interpretations will vary — art lives in the eye of the beholder,” Kingsley said. “For some, the killcam is a reward for a perfect shot; for others, it’s a moment to reflect on the harm a bullet causes. Cultural context — whether you come from a country with pervasive gun culture or one where firearms are rare — will shape how you see it.”

The games industry often lacks the sustained critical scrutiny other art forms receive.

When questioned about the series’ place amid rising political violence and renewed attention to white nationalism, Kingsley acknowledged that public conversations about Nazis have shifted since the franchise launched. Still, he and Shaw maintain the studio’s commitment to situating Sniper Elite firmly in its historical period rather than reframing it as commentary on today’s politics.

“World War II is its own context,” Kingsley said. “We see the antagonists as clearly villainous and the story as belonging to that era. If you overlay modern political readings, things get complicated quickly — and while other media can explore those nuances, we choose not to do that in our games.”

“The team sees the series as anchored in the WWII period, and that’s likely where it will remain for the foreseeable future,” Shaw added.

Sniper Elite 5 screenshot showing historical antagonist
Image: Rebellion Developments

Kingsley did concede that contemporary conflicts — he cited the war in Ukraine — are changing how warfare is perceived and might influence the next generation of game designers. New technologies and tactics reshape the tactical landscape, and future shooters could well reflect those changes.

He also emphasized that Rebellion is not beholden to market research and is comfortable targeting a focused audience even if that alienates others. While the studio resists prescribing how audiences should interpret its work, Kingsley expressed skepticism about whether games receive the same kind of sustained academic examination other media do.

I pushed back, arguing that games do attract critical study — that scholarship and analysis of interactive media exist and are growing. Kingsley reflected on this, recalling his literature studies and a student’s question about why a novelist chose a particular detail; sometimes choices are pragmatic, not symbolic.

Sniper Elite Resistance press image
Image: Rebellion Developments

Looking ahead, Kingsley and Shaw reiterated their desire to remain faithful to what the series does best rather than transform it into something unrecognizable. They even laughed about a hypothetical crossover sending protagonist Karl Fairburne into Rebellion’s Atomfall dystopia — an idea that amused them but remains speculative.

Kingsley ended on a wry, hopeful note about the franchise’s legacy: perhaps future scholars will scrutinize Sniper Elite in university courses, unpacking the killcam and other design choices in dissertations and PhD theses. Whether those analyses align with the studio’s original intentions is another question, but the prospect of serious study nonetheless intrigued him.

“It’ll be fascinating if, in 20 years, academics are writing dissertations about the meaning of the killcam,” he said. “Maybe their readings will match our intentions, maybe they won’t — either way, that conversation will be interesting.”

 

Source: Polygon

Read also