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If you've owned any home console or have been playing PC
games in the past four years or so, the chances are very high that
you'll have at least heard of Splinter Cell, even if you've not
been fortunate enough to have experienced it firsthand. Endorsed
by the king of behind-the-scenes anti-terrorism fiction, Tom Clancy,
the Splinter Cell franchise is most renowned for its cerebral stealth
gameplay and cutting edge visuals, and more recently its unique
multiplayer modes. Tom Clancy's Splinter Cell: Double Agent marks
the fourth entry in the series on home consoles and while it's certainly
not a major leap forward in most respects, it's still one of the
finest stealth action games you're likely to stumble across - at
least until the next iteration in the series.
With
each new instalment in the Splinter
Cell series, Ubi Soft attempt to push the envelope in certain
areas. Pandora
Tomorrow introduced the hordes of Splinter Cell fans to the
sublime two-on-two spies vs mercenaries multiplayer matches, while
Chaos
Theory added a wealth of new close-quarters combat manoeuvres,
along with an impressive co-op mode to boot. Despite my previous
statement on how Double Agent doesn't especially reinvent the franchise
- in terms of gameplay at least - let it be known that Ubi Soft
certainly put a lot of effort in as far as making the story a lot
more interesting is concerned; I was never particularly enticed
by the hackneyed, clichéd and wholly uninteresting stories found
in the first three games, but Ubi Soft has attempted something inventive
with Double Agent and completely nailed it. As usual you take control
of Sam Fisher, a covert agent working for Third Echelon, a black-ops
division of the National Security Agency. Flown into Iceland to
investigate some suspicious activities at a geothermal plant, Sam
successfully puts a spanner in the works. However, upon extraction
his superior, Irving Lambert, is aboard the chopper to personally
break the news that Sam's daughter was killed by a drunk driver.
Sam slips into a deep bout of depression and is unable to concentrate
on his NSA duties.
Months
later, Lambert offers Sam the rank of an unofficial deep cover agent
and he accepts. The NSA then proceed to turn him into a notorious
criminal, resulting in Sam's imprisonment in the same cell as a
core member of the John Brown's Army, a domestic terrorist organisation.
Sam's mission is to escape with the JBA member, join and secretly
infiltrate the organisation to provide the NSA with information
on them. However, this is where Sam's - or rather, the player's
- dilemma begins, as both the NSA and the JBA have vastly different
views and opinions on what is ethical and what isn't - and since
both organisations oversee each and every one of Sam's missions,
you invariably find yourself with conflicting mission objectives.
This is implemented further with the new trust meters - you have
a trust meter for each organisation and each goes up or down depending
on which objectives (usually optional secondary objectives) you
successfully accomplish and which you choose to ignore. For example,
while Sam and the imprisoned JBA member, Jamie Washington, are escaping
from prison, the NSA is very insistent that you only incapacitate
guards and refrain from killing them - however, the JBA take great
delight and trust you a great deal more if you snap some prison
guard's necks while breaking free. Furthermore, the choices you
make throughout the entire game all eventually come together to
determine the final outcome of the story; there are three completely
different endings to be seen. What bearing this will have on the
story of the next inevitable Splinter Cell game remains to be seen,
but for now it should certainly prove satisfying for players to
know that they're actively influencing the flow and direction of
the story, rather than simply following it from an outsider's perspective.
Double
Agent has three difficulty settings - the severity your choices
bear on the respective trust meters being the biggest change in
how much of a challenge the game presents. Overall, Double Agent's
difficulty remains similar to past outings. As always this is still
a stealth action game, not a run-and-gun, balls-out shoot 'em up
and Splinter Cell is striving for realism, so you're not going to
be able to run around shooting up tons of guys while taking a barrage
of bullets to the chest. Sam's repertoire of moves hasn't really
changed; you can still duck, slink along walls and behind other
cover, use zip-lines, shimmy up and down poles and perform all the
other acrobatic feats he's been wowing us with for the last four
years. And it's a good thing too, because Double Agent's AI is quite
a step up from what was seen in Chaos Theory, plus there are a lot
more enemies patrolling areas in many parts of the game.
The
use of pure stealth is even more abundant now, especially in the
missions that take place inside the JBA's base of operations. Each
of these missions give you roughly thirty minutes to successfully
complete a wide range of both NSA and JBA objectives and, seeing
as you're deep inside JBA territory, you're not allowed to use any
attacks or gadgets to complete these missions. So while you might
usually knock a few guards out before hacking a computer terminal
and making a getaway, or use the pistol or a smoke grenade to get
yourself out of a jam when confronted by an enemy, the JBA base
missions require you to do your hacking, snooping and sleuthing
right under your enemies' noses. As is the case in every mission,
either of your trust meters hitting zero results in mission failure,
so being devoid of any kind of tactics other than not being seen
doing anything suspicious make these missions a lot tougher than
the field assignments. However, this does bring me to one of the
few flaws; the gameplay - none more so than when sneaking around
the JBA's HQ - is vastly trial and error oriented. All too often
you'll make a mistake that compromises your success and you then
have to reload a past save and start over. Luckily Double Agent
auto-saves at fairly regular intervals and allows for a manual save
at any point, so the trial and error turmoil is nowhere near as
severe as it could have been, but after so many years of stealth
based games isn't it time that a developer came up with a way to
remedy the tedious action of constantly reloading a game simply
because the player made one mistake?
And
make mistakes you will, as - in a move that I cannot even begin
to fathom - Double Agent manages to take a huge step back in terms
of letting the player know exactly how well they're keeping themselves
undetected. Anyone who's played Chaos Theory will remember that
that game utilised an impressive combination of on-screen meters
that informed the player of not only how well hidden they were -
obviously lurking in the shadows while progressing kept you more
hidden than frolicking around where any enemies with a half decent
pair of eyes could spot you - but also of how much sound they were
making, so even if you kept to the shadows you still needed to keep
your wits about you. Double Agent does away with the sound mechanic
almost completely, instead opting to keep the player informed of
their level of ninja-like invisibility with a light both on the
game's HUD and mounted on Sam's back. If the light is green then
you're well hidden enough to be going about your shifty spy shenanigans
freely; if the light is yellow then it means that patrolling guards
aren't completely aware of your presence or activities but are suspicious
enough to start searching for a possible intruder and if the light
is red then you'd better find a place to hide, because you've been
detected and will likely end up dead if you don't vacate the vicinity.
The three-level light warning system works, but why Ubi Soft would
choose to use that when they had an almost perfect system in the
previous game is beyond me.
While
carefully negotiating each environment is a big factor in your success,
your various means of initiating hostility also play a significant
part in most missions. The mechanics haven't changed at all; the
controls, implementation and feel are all exactly the same. When
using a gun Sam moves a hell of a lot slower, so there'll be no
running around while firing off bursts of gunfire - not that actually
shooting someone is really a lot of fun here. As was the case in
Sam's last three outings, there's no visceral thrill in having a
bullet connect with an enemy's head (or anywhere else for that matter).
The big fun comes from using Sam's hand-to-hand abilities, combined
with his infamous array of gadgets. Whistling, hiding behind a wall
and waiting for a suspicious guard to arrive before jumping out
and punching him in the face is still highly entertaining and satisfying.
Plus the assortment of gadgetry on offer is phenomenal; night and
thermal goggles make a return, as does the EMP pistol (handy for
temporarily cutting off light sources) and the amount of attachments
for your rifle, such as a few grenade variants and a camera that
can stick to walls, allowing you to suss out the best way to enter
a room for example, are compelling and offer a wealth of ways in
which to approach almost any given situation. Completing special
marked secondary objectives throughout the game also unlock additional
gadgets for you to play around with.
In
addition to its lengthy enough single player campaign, Double Agent
also once again marks the return of the series' popular multiplayer
matches. The concept remains identical - you have two small teams
(although the number of players per team has been increased from
two to three this time around) of spies and mercenaries - the spies
are trying to hack and download information from terminals littered
around each map and it's the mercs' job to stop them. The spies
play similarly to Sam, although they're a lot faster and more nimble,
so they're can make full and extensive use of each and every nook
and cranny in the ten or so multiplayer maps. Furthermore they're
equipped with a wrist mounted device that can be used to disable
the weapons systems of the mercs, break glass, knock out light sources
and also to download those crucial computer files. The mercs play
a lot differently; their view is first person and they're nowhere
near as agile as the spies; however, the game balances this out
by having the mercs pack a bloody great big gun with an unlimited
amount of ammo clips, along with a few other gadgets and vision
modes.
In
an interesting twist, Double Agent prevents players from playing
on every multiplayer map straight away - you need to have gained
experience before the additional maps are unlocked. This is highly
beneficial though, as knowing the ins and outs of a map is absolutely
crucial to winning a match. It's no good just rushing out
and trying to hack a terminal or hunt down spies - if the other
team has an intricate knowledge of their surroundings then they'll
quickly get the drop on you and wipe you out before you have time
to blink. On top of the competitive matches, Double Agent also includes
a series of co-op missions, which will have up to three players
controlling spies and pitting you against AI controlled mercs. Unfortunately
they're disappointing when compared to Chaos Theory's story-driven
online missions, which had two players lifting each other over walls
and generally sneaking around and attempting to complete objectives
in co-operative missions.
Splinter
Cell has always excelled in its presentation and Double Agent is
no exception to that rule. While the textures along with the lighting,
shadow and other environmental effects are all vastly improved over
the last game and worthy of being referred to as next-gen, this
iteration's character models really stick out as an immense leap
forward. The lip sync is practically spot on throughout the entire
game, animations often look frighteningly natural and each and every
intricate detail really stands out and looks absolutely fantastic.
The sound is of varying quality; as usual the music is pretty "meh"
(as the Internet kids say) and any guns you'll find yourself using
lack any meatiness or satisfying kick to them, but the ambient sound
and voice acting is top notch. One gripe I have is that the framerate
can get quite sporadic; it's usually around the thirty frames per
second mark, but can dip noticeably in spots.
Tom
Clancy's Splinter Cell: Double Agent is certainly not going to win
over anyone who's opposed to the series or stealth games in general,
as the gameplay remains wholly unchanged and any problems specific
to the genre return in spades. However, almost everything it does,
it does extremely well. The single player campaign is lengthy and
- for the first time - includes a genuinely interesting and involving
storyline, the competitive multiplayer modes add a lot of lasting
value to the package and the quality of the presentation is certainly
on par with what we've all come to expect from a Splinter Cell game.
It may be a sidestep or even a disappointing step back in some areas
as far as the series is concerned, but it's still an awesome game
that any fan of Sam Fisher or stealth games is going to enjoy immensely
the entire time they're playing it.
Reviewed by Mark Reece for AceGamez (All Rights Reserved).
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