Here is my subjective analysis of Splinter cell breaking it down by... oh hell this game rocks. A little background, I've been waiting for this game for four years. The original "Splinter Cell : Conviction" was slated to be released back in 2007 with the first "Assassin's Creed". Since then games have come and gone, and even a second "Assassin's Creed" has been release (by the same company none-the-less). The first concept of "Splinter Cell: Conviction" was met with mockery at Sam Fisher's hobo-like appearance and the glitchy demo didn't help either. The game then became shrouded in secrecy and the release date had been repeatedly pushed back until its eventual release in April of 2010. End result, Ubisoft did well. This game is everything I was hoping it would be, which means I am not writing this blog from the shadows of Ubisoft Montreal's headquarters watching the developers through my tri-focal NVGs with my silenced FiveseveN trained on the lead.
This game is unlike any other Splinter Cell game, ever. It is still stealth based, but features a noir, blood lusting Sam Fisher. The game is fast paced and does not penalize for non-stealthy kills nor does the game expect you to hide in the shadows all day watching patrols. The game will reward you regardless of your approach as long as its creative, which isn't a problem when you can set up scenarios who'se executions are somewhere in the realms of awesomeness if you combined the hand-to-hand prowess of Jason Bourne, gun play of John Preston, the arsenal of the Punisher, and the classic shade-based stealth of Sam Fisher. With all the options available you want to see what you can do next.
I classify this as an Action-Stealth game. It is third person and the gun play can be done manually or via "tagging." The only stipulation with tagging is that one enemy has to be taken down via hand-to-hand to charge the tagging system. Sam Fisher is not invincible, therefore clearing a room can be arduous, perhaps impossible, by charging through the door. The way around this? Here is a scenario: First real mission is to break into a mansion that contains some plot-driven information that I will not divulge. Sam steps out of his SUV, breaks the side-view mirror out so he can use it to look under doors. You approach the side door to the mansion and peek under the door and see three guards, one standing with his back to the door and two standing by the front door. Planning ahead, the first guy is going to be easy, take him down silently from behind. The two guards standing together may be more of a challenge. You can shoot them yourself, or tag both of them. To see what happens, you tag the two guards. Sneak up on the first one, kill him by snapping his neck silently, and promptly execute the tagging system. What happens next is a bullet-time, VATS-like (fallout), execution popping both guards in the head with kung-fu/Equilibrium-like movement.
As you progress through the game you accrue gadgets, have a wider selection of guns, and gain the ability to upgrade your favorites using points you acquire via unique and challenging take downs. Such guns include famous guns such as the G36 and the FiveseveN. One such gadget that pleased me was the return of the tri-focal goggles, they've even been upgraded. Instead of night or heat-vision, its sonar like a...like a submarine Mr. Wayne, like a submarine.
I have to admit, this is the first time a fast paced action game has lasted more than a day for me. Upon writing this I haven't finished the game, and it wasn't from lack of trying. I played from 1830 on Tuesday to 0230 Wednesday morning and gave up trying to finish the game in one sitting.
What really sets this game apart from the run-of-the-line action game is the art. The game projects your objective like a complex shadow puppet in the direction you need to go in case you needed the help. You shouldn't need the assistance too much because the game is linear though allows for multiple approaches the the same situation. One incredible use of the art is during a scene later in the game when a plot twist is revealed the screen takes a yellow tint while Sam tears an office apart with dramatic writing projected onto the walls surrounding him, images of betrayal and video of his daughter are projected like old-time cinema. The dramatic scene followed by unlimited tagging of enemies in Sam's way for a dramatic escape.
Enough of my gushing. It wouldn't be a game review without nit-picking a bit. What is with an EMP obsession in games recently? Modern Warfare 2, Bad Company 2, and now Splinter Cell? Granted our infrastructure is based solely on electronic transfers and our military is highly computerized and even optics on our guns wouldn't work properly. I find it conspicuous that all these games coming out in conjunction have similar plot drivers. But I digress.
Bottom line, buy this game (that means you Goosie) so that I have someone to play co-op with online. Its my lunch break at work, I want the next 5 hours go by so I can hermetically seal myself back in my room with snacks and drinks so I don't have to stop until the game is finished, then I'll play it again.
Wednesday, April 14, 2010
Subscribe to:
Post Comments (Atom)
I never had much interest in the stealth genre, but Arkham Asylum seemed to change things up for me. What changed my mind about it is exactly what you said about Splinter Cell Robyn, Action-Stealth, not Stealth Action. For a run and gun guy like myself, there's a big difference. I will plan on purchasing this title, which is saying something because I rarely pay full price for a game these days. Great review!
ReplyDelete