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Review
By:
Jared Black |
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Developer: |
Ubisoft Shanghai |
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Publisher: |
Ubisoft |
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# of Players: |
1 (4 online) |
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Genre: |
Stealth Action |
| ESRB: |
Mature |
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Online: |
Yes |
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Accessories: |
Memory
Unit, In-game Dolby Digital, System Link, Xbox Live
(multiplayer, content DL, scoreboards) |
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Date Posted: |
5-12-04 |
How do you follow up on a game as well executed as the original
Tom Clancy’s Splinter Cell? For Ubisoft the answer was easy:
tweak the single-player game to make the things that worked before
even better and add an innovative multiplayer mode to the mix. The
result is another Game of the Year contender, and some serious
pressure on the shoulders of Hideo Kojima and the next installment
in the Metal Gear Solid franchise.

As I mentioned, if you played the original you’ll have no problem
jumping into Pandora Tomorrow’s single player game. This time out,
everyone’s favorite Splinter Cell Sam Fisher faces off against
Indonesian militia leader Suhadi Sadono. Suhadi’s men have taken
over the U.S. Embassy in Jakarta, and it’s up to Fisher to sneak in
and destroy top-secret documents before it’s too late. Of course
things get progressively worse from there, leading Fisher to travel
to a number of different locations performing a variety of
objectives.
The changes to the single-player game are few, but enough to freshen
up the experience quite a bit. New to the Xbox is the ability to
select context-sensitive items (such as a lock pick while standing
in front of a door) directly from the in-game menu without having to
go into inventory. This was first introduced in the GCN/PS2 ports
of the original game, and it’s good to see that Ubisoft retained
it. I still want to know how Sam knows a door is locked before he
tries to open it though. Sam also has a set of binoculars that are
accessible with a click of the right thumbstick. Flashbang (as seen
in Rainbow Six 3) and Chaff Grenades (disable electronic
devices ala MGS2) have been added as usable items, and the
pistol is now equipped with a laser aiming sight. Chemical flares
have been removed from the game completely (they were useless
anyway), while Medical Kits are now limited-use stations instead of
items that can be picked up. Finally, Booby Traps (grenade attached
to a string) and Motion Detectors (emit a blinding light) have been
added as environmental hazards Sam must avoid.
Several new moves have also been introduced, including the Half
Split Jump (for more narrow corridors), Half Split Jump and Jump
(jump to a higher ledge from a Half Split Jump), Upside-Down
Shooting (shooting while hanging from a pipe by his legs),
Back-to-Wall Throwing (throw objects from around a corner), and
finally the SWAT Turn (almost invisible movement across an open
door). None of these fundamentally change the way the game is
played, but they’re all useful (and logical) additions that show Sam
has improved since his last time out. Sam can also whistle by
pressing the Black button to draw the attention of an enemy, which I
put to very good use several times throughout the game.
Despite the changes, this is still the same Splinter Cell you
know and love. Most of the game is spent lurking in the shadows,
moving from location to location as covertly as possible.
Permission to use lethal force still depends on the circumstances,
as diplomacy is required for more sensitive situations. Although
there are still situations where one alarm will mean mission
failure, for the most part they’re more forgiving now. When in a
multiple alarm situation the first alarm will cause the enemies to
put on helmets, while the second alarm will cause the enemy to put
on flak jackets as well. This is reflected in the game, and makes
it harder to take out an enemy without causing a ruckus. Although
it does tend to make things easier, alerted enemies are now much
more aggressive in seeking Sam out and the added armor often means
resorting to non-lethal methods of neutralization instead.
Level design has also been refined. While the locations are about
as interesting as in the first game, the layout of each level has
been refined to allow for more use of moves, branching travel routes
presenting different challenges, etc. Everyone knows about the
infamous train level by now, and it is indeed awesome. Personally I
think a couple other levels are even better (like Jakarta and the
Kundang Camp), even if a really lame ending taints the final level
of the game. After completing the final objective I didn’t think
there was any way they’d end the game there and expected more
gameplay, but instead I received a final movie that left a lot to be
desired. I won’t give away the ending here, but suffice it to say
what happened in the cutscene should’ve been up to the player
himself to accomplish (in a different manner too I might add).
The objectives Sam must carry out have also been beefed up and given
added variety. In addition all of the normal stuff (rescuing
hostages, killing enemies, etc.), Sam’s gadgets are now used in some
new and interesting ways. For example, in one instance Sam must
look for someone with a prosthetic leg by using the thermal vision
mode to look for a leg that gives off less heat than a normal one.
In another instance when a NPC spots Sam he’ll go alert the local
authorities, who’ll come running a short time later with flashlights
and calling out orders to surrender. In another instance Sam can
either leave a NPC to die or indirectly rescue him, and in either
case (I know because I went back and tried it the other way on a
hunch) Lambert gives different reactionary dialogue. These little
touches were generally missing from the first game, and show that
the team spent a lot more time on really refining the experience
this time out.
Online, it’s a battle between spies and mercenaries. SHADOWNET is a
new class of operative in Third Echelon, which uses team-based
stealth tactics. On the other side is the ARGUS Corporation, a
private military corporation that will guard and secure any
location, no questions asked. The two groups square off in three
different modes: Neutralization, Extraction, and Sabotage. In
Neutralization it’s the job of SHADOWNET to find viral containers
(ND133s) and neutralize them, while ARGUS must protect the
containers and eliminate any intruders they spot. In Extraction
SHADOWNET must find and take the tubes of ND133s and bring them to
the extraction point, while ARGUS must prevent that from happening.
If a tube is taken, an ARGUS member can retrieve it by eliminating
the spy that took it. Finally, in Sabotage the SHADOWNET team must
neutralize the ND133s by placing a modem nearby while the ARGUS
Corporation must protect the containers.
I know the last paragraph makes it sound mundane, but it’s the
presentation of it all that makes the online mode truly shine.
Basically it’s Splinter Cell vs. Rainbow Six, with the
spies using non-lethal attacks and going about in third-person while
the mercs are heavily armed and travel around in first-person.
Obviously using first-person view for the mercs limits their field
of view, helping to counteract the huge weaponry and “home field”
advantages they possess. This isn’t the only limitation the mercs
have though, as their high-powered weaponry and armor also prevents
them from sneaking around like the spies do (climbing crates and
such). To counter these limitations mercs have flashlights, laser
lights (identifies characters in shadow), EMF (Electromagnetic
Field) Vision, and Motion Vision. The EMF Vision allows a merc to
locate interference given off by electronic devices, including spy
goggles (used by spies of course), computers, etc. Motion Vision
displays air turbulence created by objects in motion, making it
easier to track spies lurking in the shadows. On the other hand,
spies have both night and thermal vision, the latter of which is
useful for picking up laser beams (that trip alarms) and other
environmental hazards. Of course, they risk being detected by EMF
any time they use them.
Each side has its own gadgets as well. Mercs have several at their
disposal including mines, Spy Traps, Tazers, and other more standard
gadgets. Spies have Spy Bullets (mark an enemy hit by it on the
radar or light up an entire zone) and Sticky Cameras in addition to
others that help them get past obstacles in the environment.
Overall, the online mode hasn’t passed Rainbow Six 3 as my
favorite Xbox Live game (yet anyway) but it is an excellent addition
to the franchise. While the different sides alone aren’t really
that innovative, how they interact is. The unique capabilities each
side possesses result in a balanced online experience that’s
completely different depending on which side the player chooses to
play on. That level of strategy is not often found in most Xbox
Live games.

As good as the first Splinter Cell looked, this one blows it
out of the water. On a technical level everything has been
improved, from the detail on Sam himself to the environments.
Outdoor areas are very realistic, with swaying grass and thick
jungles that are simply stunning. Urban areas look better than
ever, especially Jerusalem’s unique blend of old buildings and
modern amenities. Weather and particle effects are better than
ever, especially the driving rain in Jakarta, which really adds to
the overall mood of that level. It’s really the artistic direction
that makes the difference though, whether it is the neon-lit streets
of Jakarta (as seen through the pounding rain mentioned before), the
suffocating jungles of Indonesia, or the tunnel in Paris that lights
up only in certain areas every time a train passes. Sure the
technology is there, but it’s used in such a way that almost every
area in the game looks as unique as the one before it and I
consistently found myself simply stopping and admiring the
surroundings. The new EMF and Motion Vision modes found in
multiplayer look good enough, although after seeing what Retro
Studios did with the various visor modes in Metroid Prime
they fail to impress like the night and thermal modes did in the
original game. It’s also a shame that they didn’t fix the clipping
problem, as fallen bodies still have a nasty tendency to fall right
through walls.
As with every other element of the game, the sound blows away
virtually anything else done on the Xbox. Dialogue is even better
than before, as Lambert & Fisher talk more than ever and other
characters often have humorous one-liners to add. Even among the
secondary characters, the voice acting is great and adds a lot to
the overall experience. Sound effects are once again used well, and
often-good indicators of how stealthy Sam’s actions are. If Sam’s
running on a hard surface or doesn’t land softly, the player will
know right away that he’s making too much noise. It’s also thus far
the only Xbox game to support 7.1 audio channels. I don’t have that
kind of a setup, but it all sounds great on even my very basic
surround sound.
Highs:
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Veterans will feel at home almost immediately, and yet there are
still a lot of new moves and other gizmos to master. Familiar yet
fresh is exactly how a good sequel should feel.
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The storyline is better this time around, and the characters have
more personality through their dialogue and actions than before.
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The graphics have been given little technical improvements, but the
settings and art direction really set this game apart.
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The online mode is extremely innovative.
Lows:
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The ending (including the final encounter) is weak and
unsatisfying. Watching the finale isn’t nearly as satisfying as
being able to play it, especially if it ends up being a lame one. If
there’s one advantage the MGS franchise still holds over this one,
it’s that Kojima knows how to create a boss battle that leaves the
player with a sense of accomplishment.
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My nitpicky complaints from the first game weren’t fixed: dumped
bodies still clip through walls, Sam’s goggles still glow too much
and yet go unnoticed by the enemy, and Sam shouldn’t know a door is
locked without first trying it. Granted, two of the three are
necessary evils for the sake of good gameplay…
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The original was such an advancement for the genre and gaming in
general that any kind of sequel isn’t going to have the same effect,
even with the addition of an awesome multiplayer mode.
Final
Verdict:
With improved play mechanics and an innovative multiplayer mode that
extends replayability considerably, Tom Clancy’s Splinter Cell:
Pandora Tomorrow is a shining example of how a sequel should be
done. The complaints I have are minor in the overall picture, and
the weak ending is easily overlooked when the journey to get to it
is so great. While it doesn’t land with quite the same impact as
the original, it’s still something all gamers should experience at
least once.
Overall
Score:
9.7
Additional
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