 |
|
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 |
This
probably sounds like it would make the game incredibly difficult,
and to a degree it does, as it requires the player to actually think
(even more than MGS2) before acting. It isn't as bad as it sounds
though, thanks to the Stealth Meter. This simple meter indicates how
hidden Sam is, and how easily guards or surveillance cameras can
spot him. In a way it performs the same function as MGS2's radar
screen, but in a much more effective manner as it doesn't require
constant monitoring. As a result the player can focus more on the
game at hand, and what it'll take to get through a situation.

While
player interaction with shadow is the primary difference in
gameplay, another key component in Splinter Cell is the
camera angle used. Since it's a roving third-person view, it
requires the player to get positioned more effectively in order to
see enemies and other hazards. MGS2 used a fixed camera system,
which often would not allow the player to see balconies and other
areas above and around the area without going into first-person
mode. It also does a better job of putting the player "in"
the game, making the action more intense.
Finally,
the gadgets are more diverse and play a more integral part in
gameplay. Gadgets are rarely necessary in order to continue in the
game (except perhaps lock picks), but they can often make a huge
difference in how easy an area is. These include a variety of
projectiles that can be attached to a weapon, with the Sticky
Shocker (which attaches to and shocks enemy soldiers) easily being
my favorite. Other gadgets include laser mics, camera jammers, optic
cable (used to look under doors before opening them), and lock
picks. Additionally, Sam can utilize night vision, thermal vision,
grenades, wall mines, and other items.
While
Sam often relies on gadgets, he can also do some old-fashioned butt
kicking as well. Often enemies will need to be interrogated, which
will require the player to sneak up and grab them without being
spotted. Other circumstances will require forcing the enemy to
cooperate with Sam, including retinal scanners and hacking into
certain computer systems. The player should try to avoid fighting
whenever possible though, as alerting the guards will often lead to
the mission being aborted completely and will usually mean certain
death for Sam regardless. And in several missions located in areas
less hostile, no one can be killed including civilians and the
enemy.
Enabling
all of this are easily the best looking graphics found in any Xbox
game to date. An incredible lighting system needed to be created in
order to support this level of environment interaction, and Ubi Soft
amazingly accomplished just that. As I mentioned before every single
light gives off it's own illumination, and can be shot out (assuming
it isn't reinforced) to put that area in instant darkness. Multiple
lights in the same area blend in an incredibly realistic fashion,
with none of the sharp cut-offs found in most other games with
lighting effects. Light will softly pour in through blinds, and
moths even give off huge shadows when they get close to a light.
Beyond
the incredible light system, everything else in Splinter Cell
is done with incredible realism. Sam has an incredible amount of
animation, and every single move he performs looks fluid and
realistic. Enemy soldiers are animated in much the same manner, and
will look around, perform idle animation, and adapt to their
environment realistically.
Page
3 of 3-->
|
|
 |