Sahara Invasion
Open sand, so move in short hops
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What playing this feels like
The desert setting sets this apart from the usual street-level push. Open ground means both sides can see each other from a long way off, and what passes for cover is temporary: a low dune, half a wrecked truck, a lip of rock.
That pushes you forward almost by force. Stay put too long and something distant has time to line up on you. What works is moving in short hops between two pieces of cover and spending the smallest possible pause at each one. Judging how far the next scrap of shelter is before breaking into the open matters more than accuracy in a surprising number of situations.
Harsh light on pale sand also lets some enemies melt into the scenery, a difficulty nobody mentions but everyone feels while playing. The practical fix is hunting for movement rather than for shapes: on a screen where nearly everything is still, whatever shifts is the thing that deserves attention first.