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Review
By: Jared
Black |
| Developer: |
Ubi
Soft |
| Publisher: |
Ubi
Soft |
| #
of Players: |
1 |
| Genre: |
Stealth |
| ESRB: |
Teen |
| Online: |
Yes |
| Accessories: |
Xbox
Live (content) |
| Date
Posted: |
1-7-03 |
In
our
preview of Tom Clancy's Splinter Cell (written before E3
last year), Nick made a number of references to and ultimately
compared it to Konami's Metal
Gear Solid 2. While it's easy to see why he did so (after
all, we didn't know a whole lot about the game back then), in the
end Splinter Cell is really a totally different experience.
Ubi Soft has seemingly done the impossible: they've not only
expanded a seemingly limited genre, but have also managed to create
a game that is on many levels superior to Kojima's masterpiece.

I
don't want to talk too much about the storyline, but here's a brief
overview of what's happening. The player assumes the role of Sam
Fisher, a NSA agent armed with a number of different gadgets,
weapons, and a lifetime of experience. Though an initiative know as
Third Echelon, the NSA sends out agents dubbed Splinter Cells to
gather intelligence, carry out sabotage, and in general protect the
interests of the United Sates of America through any means
necessary. As a result Sam's greatest weapon is the "Fifth
Freedom", which basically gives him the ability to operate
above and beyond the law when necessary to protect US interests. Set
in early 2004, the CIA has lost contact with a couple of agents
operating covertly in the former Soviet Republic of Georgia. Thus
Sam's mission is to locate the missing agents, and determine whether
they've been compromised and/or killed. The storyline obviously
takes on a much larger scope as the game progresses, and is moved
along via between mission cutscenes featuring Sam and his team or
news briefs giving a general overview of what's happening in the
world at that time. Included in these briefs are some funny ticker
news stories and they feel realistic enough, but at times they don't
give a clear enough picture of exactly what's taking place in the
world before the next mission.
While
the core gameplay is much the same as MGS2 (sneak around and
accomplish a variety of tasks using whatever means necessary), Splinter
Cell is really an entirely different experience thanks to the
emphasis on light and shadow. Every light in the game illuminates
the area realistically, and every object in the game is
self-shadowed. As a result, the player must learn to effectively
utilize the shadows created to hide and sneak past the enemy. While
MGS2 places an emphasis on hiding behind objects or under boxes, Splinter
Cell often has the player hiding in the dark right in front of
the enemies' eyes. This creates many more tense situations, and
ultimately makes passing objectives feel like more of an
accomplishment. This also creates many interesting gameplay
situations, as often there'll be one of several ways of getting past
a given situation. Do you shoot out the lights and create a path for
yourself at the risk of alerting patrolling guards, or do you use
the existing shadows and try to time movement just right? Or do you
just kill them and move on?
Ubi
Soft really paid attention to the interaction with light and shadow
throughout the game, and created many different situations in which
unique use of them can create often-easier ways of getting through a
tough spot. For example, in one level you start out overlooking a
large courtyard. If you shoot out the lights then while no guards
are around, later on when you come back through the courtyard it'll
be a much easier task to do. The lights can still be shot out later,
but at the risk of alerting a patrolling guard.
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