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Tom Clancy's Splinter Cell
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Official Website
Platform: Xbox, PlayStation 2, GameCube, PC
Genre: Action
Number of Players: 1
In the beginning, there was
Tomb Raider, and it was good. New, exciting, and fun to play, busting
open (clever turn of phrase not intended, but wholly appropriate) a
new style of game play for all mankind.
Time passes, and things change.
While Lara floundered, stuck in the lameness of sameness, the hungering
masses were introduced to a mullet headed super soldier known as Solid
Snake. Snake could sneak. Snake could slink. Snake could move in ways
we had never seen, do things we had never done, kick ass like no one
before, and manage to look cool all the while. We came, we played, and it
was very good.
Now, the fine folks at Ubi Soft
have taken the best of both worlds, and given us Sam Fisher, Splinter
Cell. Splinter Cell takes stealth action to a whole new level, and
manages to look better than anything you’ve ever seen while doing it.
In the year 2003, the National
Security Agency has begun a super secret initiative known as Third Echelon
to operate in the new world of ultra high tech espionage. When
traditional methods of intelligence gathering have failed, Third Echelon
is called in to conduct physical operations on location. Stealth is the
name of the game- Third Echelon operatives are masters of getting in,
getting the info, and getting out, without anyone ever knowing they were
there. These operatives, known as Splinter Cells, must leave no trace of
their dealings. If discovered, they are denied by their government.
Although they are charged with doing their job without being detected,
sometimes discovery is unavoidable. In these instances, they are
authorized to exercise the Fifth Freedom- lethal force leaves no witness
to tell the tale.
March 10, 2004. A CIA operative
working in the former Soviet republic of Georgia has gone missing. A
second agent is sent in to locate her, and he drops contact seven days
later. Fearing their agents have fallen into the hands of the terrorists
they are monitoring, the CIA turns to the NSA and their Third Echelon for
help.
Playing
as Sam Fisher, your task is locate the missing agents, unraveling
a doomsday terrorist plot at the same time. During the game,
you will infiltrate a Georgian police building, a Chinese Embassy,
an oil rig, and even the CIA headquarters, just to name a few.
The number one priority is stealth- the best way through a mission
is the quiet one. Being seen by the enemy leads to firefights
and alarms going off, and depending on the situation, this means either
instant mission failure, or you have to find a way to get away from
whoever is chasing you. “Getting away” can involve
getting out of sight, finding a dark place where the guards wont look
to hide, or killing them and hiding their bodies in dark places where
other guards wont look for them. Considering that the guards
in this game are smarter than your average video game bad guy, these
things are not as easy as they might sound. While you sneak
around bad guys relatively easily when they are lax, if they are alerted,
they will search diligently, looking in darkened corners, closets,
even above their heads and below their feet. Dealing with these
situations is tense and invigorating in a way that has been missing
from games for quite some time. Unlike the Metal Gear Solid
games, Splinter Cell gives you no enemy vision cones or floating Z’s
to indicate what a bad guy can see or what state of alertness he is
in. Instead, you use your senses and instincts to negotiate
the levels. A guard may be looking away just now, but he could
turn around any time. Or someone else could walk in the room.
Or you could make just a little too much noise as you try to walk
past him. Patrolling guards do walk a pattern like in most games,
giving you an opportunity to find the best way to get past them or
take them out, but the patters they walk seem to be more complex and
varied than you generally see in games, making the task more challenging.
These elements make for some truly intense gaming moments, and there
will be times when your heart rate goes up as you wait to sneak up
behind a guard to grab him, or when you jump as someone unexpectedly
walks into a room you though was clear and sets off an alarm.
To be successful, you must be aware of everything around you.
Look around constantly, listen intently, and take your time.
You have a wonderful array of
moves and tools to aid you in completing your mission. Your standard
walking, running, jumping, and rolling are here. Analog control is very
good, easily keeping Sam under control and doing exactly what you want,
and you will rarely, if ever, die or otherwise fail a mission because you
couldn’t get Sam to do what was needed. In addition to the standard
moves, Sam can crouch for extra stealth, side jump off of nearby walls or
objects to get higher up, and in narrow corridors he can split jump,
taking him up the wall, where he can wait to drop down on unsuspecting
enemies, knocking them out. Sam shimmies across pipes, rappels down
walls, and can aim and shoot while doing these things. You will need
every move available to get around the maps in the game, and figuring out
what works best to get from point A to point B is a lot of fun. Much of
game is laid out in a non linear fashion, giving you options on how you
want to accomplish your goals. For instance, you might need to gain
entrance to a building through a particular door or window, but there may
be several methods you can employ to get to that door or window from
wherever you start out, and most of the time, no one method is right or
wrong. As long you stay within the mission parameters, you can do
whatever works.
There
are some interesting gadgets to employ on your quest, and believe
me, you will not only need these toys through the course of the game,
you will want them. At first, you might tend to forget
about all these wonderful toys, falling back on the old school game
mechanics of if you cant sneak around him, kill him. Now, a
bullet to the head can be an effective means of removing a pesky guard
who is blocking your path, but shooting a diversion camera at his
feet and gassing him when he comes to investigate means you don’t
have to hide his body, and a missing or dead guard is a lot more likely
to get an alarm set off when someone notices he is missing than a
knocked out guard is. Also, the gas wears off quickly enough
so that he may very well come around before another guard even notices
that he was out. The optic cable lets you see beyond closed
doors, so that you don’t barge into a room full of bad guys.
Picks get you through locked doors. The camera jammer lets you
hide from electronic eyes. The sticky camera can be shot down
a hallway to let you see who might be at the other end, and the sticky
shocker and ring airfoil round can let you knock them down without
killing them. Your goggles give you night vision and thermal
vision, all the better to see you with, my dear. Lethal force
should be used only as a last resort, and only when you can find a
good place to hide the bodies, but if you do just have to snuff
someone, you have a few options there as well. First off is
your standard SOCOM pistol, good for close quarters battle, but not
terribly accurate at range. Frag grenades do nicely for knocking
down gaggles of baddies, just make sure you have room to throw, as
a bad rebound can do more harm to you than your enemy. You will
have the most fun, however, with the SC-20K MAWS, or Modular Assault
Weapon System. This here is the Swiss army knife of sniper rifles,
baby, and it will make you giggle like a schoolgirl. It has
a flash/sound suppresser to keep your killing quiet. It is highly
accurate, has a good zoom, and can penetrate body armor like butter.
And in addition to all the head shot-ty goodness this weapon provides,
it can also fire gas grenades, sticky cameras, diversion cameras,
sticky shockers, and ring airfoil rounds for effective knock down
power, without all the mess. Remember, the SC-20K is your friend,
but use it sparingly- ammo is rather sparse in Splinter Cell, and
if you’re running out, you shooting too much. Oh, did
I mention the wall mine? Stick it on a wall, set it, and go
on your merry way. The next guy that comes along passes by it,
and gets turned into a gooey mess. Very nice for weeding out
persistent pursuers.
Now,
no discussion of Splinter Cell would be complete without a chat about
graphics. This game looks incredible, and really shows off the
power of Billy’s Big Black Box. Lighting effects run from
the subtle soft light of a low power bulb, to flickering neon's, to
intense spotlights, all casting shadows in the most realistic fashion
yet seen in a video game. Light is bad for Sam’s stealthy
ways, and darkness is bliss- if there is too much illumination and
you cant find a switch, just shoot it out. The shadows will
accurately change to reflect whatever light sources are still shining,
and the effect is just superb. Walking behind a semi translucent
object, like curtains or plastic, will produce the proper silhouetting
effect, leaving you vulnerable to being spotted. And speaking
of curtains and plastic sheeting, these things sway and ripple with
absolute realism, and you might end up getting killed because you
decided to stop and play with them a bit, fascinated by the way they
move when touched or blown by the wind. The camera is tight,
and can be moved at will to wherever you need it, which helps tremendously
throughout the game. Other makers of third person perspective
games, please take note- after playing Splinter Cell, we now
know the camera issue can be solved beautifully, and we will no longer
accept your lame excuses for your shoddy camera controls. Suck
it up and do it right, because “good camera control in a third
person perspective game is nearly impossible and what we give is as
good as it gets” is a load of crap, and you might find your
incompetently coded game disks being hurled back at your skulls side
arm style.
The games sound is also great,
and works well to clue you into what is going on around you, provided you
have a good surround sound setup. Dialog and sound will come from
wherever the enemy is, clueing you in to which way you need to scoot to
avoid being detected. Sound effects are realistic and convincing,
blending well with the games action, as does the music. Soft and subtle
when things are going smoothly, the music will ratchet up in intensity
with the on screen action. The voice acting is very well done, although
they seem to have only used a few actors for the bulk of the bad guys.
All the major characters are distinct and convincing, but after a while
you will be thinking they cloned all the guards in the game, as they all
have the same voices and say the same things. Its just a small nag, and
doesn’t really detract form the game, but you will notice it.
Control in the game, as touched
on briefly already, is great. Apart from moving Sam around, accessing
menus and using items is a painless experience, easy and intuitive once
you learn everything. The one problem can be with manual reloading and
quick inventory, on the black and white buttons. In a tight situation,
these buttons can be clumsy to get to, but this is the fault of the
button layout on the controller. Even on the Controller S, these buttons
can be a pain to get at in a pinch, requiring you to shift your grip on
the controller, which can cost you a life from time to time. The coders
did their best with what they had, and overall, they did a very good job.
By
now, you have probably guessed, I really like this game. My
only real complaint is that climbing pipes and jumping up to grab
pipes or ladders can be a bit harder to pull off than they should
be, as if the collision detection was coded way to tight for those
instances. But, in a game with so much to do, so many ways to
do them, and so many wonderful things to look at and listen to, those
issues end up being minor annoyances, at worst. With a great
story, wonderful gadgets, an impressive array of moves, great control,
and incredible visuals, Splinter Cell has truly redefined the stealth
action genre. The bar has been raised significantly by this
one, and I cant wait to see what will come next.
-Ed-
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