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Espionage like never before...
By William
Barker
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When
you can't beat 'em, snipe 'em
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When most gamers think
of Tom Clancy titles, it's a safe bet to assume they'll conjure
up images of the now ageing, but thoroughly entertaining Rainbow
Six-based games.
In essence, these games offered a tactical, squad-based approach
to anti-terrorism: Take a battle-savvy crew of unshaven, gritty,
"I ain't got time to bleed" tough-as-nails, bad-assed
operatives, insert into volatile situation, then enjoy the resulting
fireworks.
The games have been a huge hit right across the globe thanks to
their unique take on the FPS genre, though you may be surprised
to hear that the latest Clancy game offers a new twist on the old
theme.
You're going in alone
Ubisoft Montreal - a team of coders who, after this showing, are
well and truly on the electronic entertainment map - developed Splinter
Cell.
They've crafted a game that could've gone down the same old path
perpetuated by many stealth 'em ups already on the market, but somehow
Ubi Montreal has managed to cleverly massage their title into something
special, and herein we'll examine how.
But first, the plot: It's 2004 and you play a retired CIA operative,
who also served as a Navy Seal; one Sam Fisher. At the start of
the game, the National Security Agency (NSA) calls you in to join
a new super-secret, money-is-no-object splinter organisation called
"Third Echelon" - also the game's title during development.
It's your job to investigate what appears to be a minor blip on
the geo-political radar - two agents are missing in the Georgian
Republic, one after infiltrating the Georgian government, the other
while trying to rescue the first agent. Hmmm...
Good old Sam is enlisted because the Third Echelon partners know
that he's a tough cookie, an operative who can kill a man from twenty
paces with nothing but the scowl on his face, a paper clip and half
a jelly bean.
Now, while Sam has carte blanche privilege to do as he pleases
- kill, steal, hack, trespass - if he's ever caught, the lovely
suits at Third Echelon will deny all knowledge of his existence.
In layman's terms, if you get caught then you're up shit creek with
no paddle.
The game starts off presenting the current situation via nicely
produced news flashes, which help immerse the player into the Clancy
universe, and you'll have your own briefings with more relevant
info as the level loads.
It is pretty cool to watch the news reports every few levels to
see your handy work - for instance the assassination of a high-ranking
commie slug - being described to the masses, which are always attributed
to US forces or credible intel.
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Sam finds
himself some collateral
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Indeed, the feel of the game is just right, with plenty of atmospheric
cut-aways to your current situation, whether via the news, or from
pilfered documentation, and Clancy has truly outdone himself with
his finely scripted, err, script.
The game starts out innocently enough, but by half-way through
you'll be "of course!"-ing and "dirty bastard"-ing,
only to find even more twists and turns as the game nears its conclusion.
Along the way, you'll infiltrate high-security strongholds, including
CIA headquarters, neutralise anyone who spots you, seize critical
intelligence, destroy threatening data and equipment, and at the
end of it all disappear without a trace.
While the story plays a huge part in making the game what it is
- a truly engrossing and believable piece of military/espionage
gaming fiction - the title's success comes from combining this with
an accomplished audio-visual aspect.
To start with, Ubi Montreal took the Unreal game engine, tweaked
the hell out of it, and voila - Splinter Cell is born.
The camera position is also new for a Clancy-endorsed game; this
one uses the third-person perspective. Some third-person games -
nay, a lot of third person games - have issues when it comes to
camera positioning and 'snagging', not so in this one.
Environments are very lush, with more detail than you'd expect,
and many of the levels are highly complex, involving realistically
modelled structures with detailed architecture.
The eye-candy on offer is also well above par for the genre, with
the most obvious and impressive effects to be found in the lighting
systems.
Since day one, the Ubisoft spin merchants have been ranting and
raving about the dynamic lighting effects, and until we saw the
late beta versions, we were more than a little sceptical.
But, when it came down to it, the lighting effects were truly astonishing.
If a hanging light is gently swaying, the beams of light will move
in rhythm too, sporadically illuminating different areas in a room.
See a couple of moths dancing near a light? Look on the wall and
you'll see their massive shadows dancing in concert. You must also
be aware of your visibility too, which is imparted to the player
by way of a 'stealth' meter.
Using vertex shading and Zshadow mapping, the emanation of light
and creation of shadow is truly life-like, and even simple things
like the multiple beams of light escaping between the gaps of a
Venetian blind are quite remarkable, not to mention very cool.
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Espionage
agents can eat and walk at the same time!
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While the lighting system creates a unique and ultimately believable
world to explore, it also plays a large part in gameplay.
Example: There I was, only one bullet left in the clip. Sure, it
was the start of the mission, but I had to scare off the flying
monkeys
I enter a room; there's one worker. He doesn't have weapons, but
he's toiling away on his terminal, which happens to be dangerously
close to the alarm switch. There's also a surveillance camera whirring
away in the corner. Drat!
Can't shoot him, or the camera will see, and if I shoot the camera,
he'll hear me and head for the alarm
Hmmm
Quite a conundrum.
But this is a great example of how the game can be conquered by
using your own grey matter, rather than being constrained by traditional
gaming barriers.
First, I shoot out the only light in the room and voila! The camera
can't see me, I then flick on my night vision goggles and deftly
snap the neck of the patsy before he even gets out of his seat to
see who the wise-guy is.
Anyway, back to the graphics, and there's not many things to gripe
about. I suppose there's a lot of creeping around in the dark, which
can be hard on your oculars after 27 hours of non-stop play, but
other than that, the attention to detail and overall production
values are high.
While both PS2 and Xbox versions are very close in graphical detail,
the Xbox won out with slightly sharper textures and fewer jaggies,
or lack of full-scene anti-aliasing.
But then the Xbox has an Nvidia GeForce 4 equivalent video-card,
so it's still a damn fine showing for the PS2 to even compete. There
are minor differences in things such as HUD and menus, but both
games are similar in execution.
There are differences between the PS2 and Xbox versions, and seeing
as Splinter Cell on the PS2 is the more current iteration, it's
fair to say that it's better off because of this.
Play the Xbox version and if one alarm goes off, it's game over,
load yer game, curse the developers time. This becomes all the more
annoying - nay, ludicrously irritating - when you've passed a checkpoint
or area in a level that cannot be returned to, meaning sometimes
you'll always be busted by an enemy at some point, who just happened
to find a crumpled body that you, the player, physically cannot
get back to in order to hide it.
The PS2 version, however, gives you a three-alarm system before
it's game over, which basically negates this annoying oversight.
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Sam tries
out the new 'ghost' suit
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The PS2 version is also somewhat easier, and while it could have
been that we'd played through the Xbox version first, perhaps making
the PS2 version feel easier, there are specific areas where you'll
encounter reduced resistance.
Moral of the story? Veteran gamers will want to get the Xbox version.
Rounding out the differences between both Xbox and PS2 versions,
the latter gets a few more cinematics, showing that Sam's not just
a rough neck, but also a family man, and Sony gamers also get a
whole new level - the Nuclear Power Plant - which is actually quite
a solid inclusion, as opposed to a last minute rush job.
To round things out, the Xbox title gets downloadable content,
and it's pretty much even-stevens at the end of the day.
Motion capture on both versions is tip top, with both Sam Fisher
and all other NPCs moving with very real, very human movements.
There's a lot of picking up bodies and moving them to darkened or
hidden areas, and even this looks authentic, with Sam straining
under the pressure of hauling around over-fed militiamen.
It's also pretty cool to interrogate and manipulate NPCs to use
retinal scanners or unlock doors for you - Sam's sleeper hold/headlock
is disturbingly authentic.
Texture detail is good, and there are few games today that look
quite as polished. The environments are varied, from office blocks
to oil rigs, and custom effects, such as pixel shading and texture
rendering, make the game very pleasing to the eye.
Gameplay is right up there with the best of 'em, though at first
the game will seem a little, how do you say, non-violent?
To start with, you have a silenced 5.72mm SC tactical pistol with
a 20-round magazine and muzzle flare suppressor/silencer. While
this is great for a while, even on the easier difficulty settings
ammo is scarce and should be used with prudence.
While there are other weapons in the game, such as the 5.56mm SC-20K
- an automatic high-tech M16 of sorts - a result of this low ammo
situation means you'll have to either avoid being spotted or take
out your foes in some other way.
Sam has plenty of gadgets to use, such as the optical-fibre camera
that allows you to peek underneath doors and whatnot, night vision
goggles and disposable lock picks to name but a few. He has lots
of moves too, and one of my favourites is the drop attack. Simply
hang from a high location - could be a balcony - and drop onto unsuspecting
baddies from above to incapacitate them.
There's also lots of ledge hanging, pipe climbing, corner peeking,
and what modern game would be complete without a human-shield/hostage
move?
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"You
deaf? I said one sugar, NOT
two!!"
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Like light, sound also plays a part in the proceedings. After logging
a few hours with the game, you'll know when there's a camera around
the corner before you even see it, thanks to their unsettling whirring-scraping
noise.
You'll also be able to eavesdrop on errant guards having a chinwag,
which is a nice touch, and there are very amusing moments where
you'll hear (and sometimes see) the enemy getting up to a bit of
mischief. It also lends the game a more true-to-life feel too, giving
the evil henchmen a bit of personality and character.
While you will spend the majority of your time sneaking around,
crawling into high-security areas and generally making sure that
nobody knows you're there, the time will come when you'll have to
give the enemy a taste of hot lead.
Aiming your weapon changes the third-person view point to a closer,
over-the-shoulder view, and all your movements are slowed significantly.
In essence, this means that you can't gun-and-run, another testament
to the fact that this game is all about operating in a covert manner,
not accruing a massive body count.
At the same time, the bulk of your ammo will be used taking out
lights and cameras, rather than dispatching angry villains. Controlling
all of the action is pretty straightforward and most gamers will
have no trouble with the control setup, though the Xbox controller
did lend itself better to the game than that of the PS2.
Look up covert on dictionary.com (we're too cheap to buy a real
one) and it is described as "not openly practiced". This
simply, yet accurately explains the crux of Splinter Cell, and how
you must play in order to progress. So long as you stick to this
credo, you'll be usurping the commie war machine before bedtime.
While Splinter Cell won't appeal to everyone - the game can be
irritatingly difficult - it will please fans of the espionage genre,
and those who dig the Metal Gear Solid franchise.
It's a tremendous game with plenty of original ideas, and tied
in with stellar visuals and one of the most engrossing plots you'll
ever experience playing a video game, it gets two thumbs up from
me.
It's also one of those rare games that, while highly linear in
approach, just begs to be played again and again thanks its clever
puzzles and the various ways in which you can tackle a given situation.
While the PS2 version is a little more polished in many areas, you
can't go wrong with either version.
Game: Splinter Cell
System: PS2
Players: 1
Memory Card: Yes
Developer: Ubi
Montreal
Distributor: Ubisoft
Rating: 90%

(Ratings
Key/Explantion)
Splinter Cell is on the shelves now.



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