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Splinter
Cell Review |
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Developer:
Ubi Soft |
Publisher:
Ubi Soft |
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Genre: Action |
ESRB Rating: T |
Number of
players: 1 |
| Platform:
GCN |
GBA
Connectivity: Yes |
Other
platforms: Xbox, PS2 |
| General
Notes: Splinter Cell was Xbox's biggest holiday game for 2002. Now
available for the GameCube, it features a secret agent working for the
NSA who goes on incredibly dangerous solo missions. |
Stealth Action
Redefined...Sorta Well, after months of waiting,
all of us GCN owners can finally get our hands on the Console Game of the
Year for 2002, Splinter Cell. The game centers on the
adventures of one Sam Fisher, your typical bad-ass stealth ninja spy.
Graphically, Splinter Cell is above
average. The game is using a version of the Unreal engine, which
honestly doesn't mean much to me but it says so in the game's credits so I
thought I would mention it. Polygon counts are respectable, as are most of
the textures, but these aspects of the game's visuals are so-so. The
best-looking part of Splinter Cell's graphics are the lighting
effects. There are numerous light sources, all casting different shadows
that can be interacted with by both the player and the AI.
Mentioning these shadows brings me to Splinter
Cell's gameplay, which centers on stealth that is accomplished by
staying hidden in them. There is a light meter that indicates the level of
ambient light around you, and hence your amount of concealment. Other than
light, sound also plays a part. If patrolling guards here you, your best bet
is to retreat into the shadows and wait them out. Eventually, they will get
tired of looking and abandon their search. Since Splinter Cell
is a stealth-based game, you don't usually have enough ammo or health to go
in with guns blazing. There are times that this is required, of course, but
most of the time you are required to sneak around to accomplish your
mission. There are a number of levels where getting spotted even once or
killing a single person will result in failure. Fortunately, Fisher is
equipped with all manner of nifty gadgets to help get the job done. Many of
these can be launched out of the 40 mm grenade launcher that is attached to
your rifle. They include non-lethal rounds such as the Sticky Shocker, a
sort of long-distance tazer, and the Spy Camera which, as the name suggests,
is a camera used to spy on things. While
Splinter Cell's briefings and cut scenes do a good job of
putting the player in the mission, there are a few problems I had with the
gameplay. For one, this game is extremely linear. The player is almost never
given exploration options. Normally, the only door that is open is the path
forward. I honestly wish that a few more routes and options were built in.
Also, the saving options are annoying at times. Some spots in the game are
really tricky, especially the first few times around. However, the
checkpoints and save points are spread pretty wide, which may force you to
watch the same cut-scene many times as you try to get past the sequence that
immediately follows it. It is especially frustrating when the game saved
immediately before the cut-scene. Things like this drive me crazy! Why
couldn't they have put the save point AFTER the cut-scene? Oh well. These
are pretty minor quibbles, really. The part where Splinter Cell
really shines is the fair amount of strategic thought involved in each
mission. The game forces the player to plan the use of his or her gadgets accordingly. For example, do I want to
drop this guard with a Sticky Shocker, or can I sneak past him instead and
thus save my non-lethal round for later?
Supporting this gameplay is a control scheme that, while a little
problematic at first, eventually came to feel pretty natural to me. The left
analog serves to move Fisher, while the right analog stick controls the
camera. The A button is the universal action button and the X and Y buttons
control jumping and crouching. The Z button is used to activate one of
several different night vision scopes at Fisher's disposal, and the D-pad
cycles through menu options.. Splinter Cell is mostly played
from the third person perspective, but when a gun is pulled, the camera
moves over Fisher's right shoulder into a pseudo-first person mode. Believe
me when I say that it takes time to master all of Fisher's moves and
maintain a good view of what is going on with the camera, but I honestly
feel that Ubi Soft did a good job in this department.
The sound of Splinter Cell is above
average. While the music is fairly scarce, the sound effects and voiceovers
are very nice. As far as GBA goodies are concerned, a GBA hooked up to the
GCN can serve as a map and a triggering device for booby traps. Also, from
what I understand, this linkup can unlock levels in the GBA Splinter
Cell game. Unfortunately, due to the linear nature of the game, the
map feature isn't of much use.
In the end, I found Splinter Cell to be a fun game,
but I didn't feel that it lived up to all its hype. Perhaps I feel this way
because this is the GCN version (which is supposedly inferior in the
graphics department) and not the original Xbox version, or
perhaps this is some of my Nintendo fanboyism showing, but I simply wasn't
wowed by this game. Splinter Cell promises to be a
revolutionary stealth action game, but I don't feel it delivers on that
promise. Regardless, this game is the first and currently only game of its
genre on the GameCube, and it is pretty fun to play. I recommend this game
to those of you who are fans of the Metal Gear games. Other gamers, you may
want to rent or borrow this one first and see if the gameplay appeals to
you. By: Andy Rucker |