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With the recent release of Ghost Recon: Advanced Warfighter and
now Splinter Cell: Double Agent, it seems obvious that Ubi Soft
is making sure their Tom Clancy line of games deliver true next-gen
experiences for the 360 - and while this is mostly true, Double
Agent will manage to leave most gamers doing double takes.
Sam
Fisher's life has been shattered. After a routine mission ends with
the death of a rookie Splinter Cell agent, he learns that his only
daughter is now dead as well, the victim of an unfortunate traffic
accident. With little to live for, he takes on a dangerous double
agent mission that sees him infiltrating a terrorist organization
and attempting to destroy it from the inside. It's great that the
Splinter Cell series is getting a more in-depth and intriguing storyline,
but the game unfortunately fails to really involve the player in
what Sam is going through. Despite being the hardest time in his
life, after losing his only daughter, a rookie agent and being deep
inside a terrorist group undercover, we never really feel this from
Sam. There is no character development and his daughter's death
is never further explored or even mentioned. Sam seems to forget
about it and becomes blatantly obvious that it was used simply as
an excuse to explain Sam's willingness to accept the mission. Double
Agent is loaded with missed opportunities presented by a great setup
early on in the game. It's a big letdown, particularly for the long
time Splinter Cell fans who were hoping to get a movie-like storyline
this time around.
Enough
of that though, let's move to what really made Splinter Cell popular
over the last four years - the stealth gameplay. I was a huge fan
of the Chaos
Theory single player and Double Agent mostly remains unchanged
from the last game, which is a very good thing - but not good enough
to excuse the fact that it has very few new elements added in and
could easily pass for Chaos Theory with additional levels. All the
new gadgets, such as the explosive sticky cam or varied wall-mines,
are simply modifications to existing gadgets from Chaos Theory.
Though that might be acceptable on the original Xbox or PlayStation
2 versions, the Xbox 360 version of Double Agent was developed exclusively
for that system by the Pandora
Tomorrow team, Ubi Soft Shanghai (whereas the current-gen was
done by the Chaos Theory team, Ubi Soft Montreal). It doesn't at
all feel like a next-gen game, nor does it even feel like a Splinter
Cell game, despite the gameplay being near on identical. Where is
the major fault? The level design!
A
good majority of the traditional levels take place in broad daylight
and one even in a huge war-zone, with people running around everywhere.
It makes a nice change to the usual darkness that accompanies Splinter
Cell games, but not a good enough one to base the whole game around.
The spectacular lighting SC is known for is barely present here,
with only a few levels really showing off graphical power - such
as a mission in Shanghai, where Sam rappels down a building high
above the city - and four of the ten or so missions take place in
the same exact location! Brief swimming sequences have been added
to the game, with the fun ability for Sam to pull victims through
thin ice, but in the end it takes away from what made Chaos Theory
so great. In trying to be too next-gen with the graphics and locations,
we've lost the great non-linear-yet-linear gameplay of the series.
Taking out enemies seems to have far fewer options than before and
the level design wasn't created based on Sam's abilities, but instead
with the story in mind. I can't even recall one moment where I used
the famous split-legged jump!
With
the new story approach comes the game's main new feature - a trust
system. Since Sam is working as a double agent you need to keep
both organizations happy. The NSA, who employ Sam and sent him on
this mission, and the JBA, the terrorist group bent on taking back
the country by any means necessary. When an Alert triggers for instance
you'll most likely lose trust with the JBA, who send you on a good
majority of the missions. Throughout each level branching objectives
begin to pop up, each with a negative or positive effect on one
of the groups, or on both. At times you're forced to make drastic
choices that will, no matter what, upset at least one group (an
early example is the choice to execute a witness). This trust system
is easily the best new feature of the game, as it challenges players
to choose objectives wisely and adds a whole lot of extra stress
and suspense to the game as a whole - however, the four levels all
taking place inside the JBA headquarters, where Sam must do the
terrorists' dirty work as well as find out more information via
spying for the NSA, are a real strain on the game and dampen the
whole experience. After completing Chaos Theory I was desperate
to go back and play through the wonderfully designed levels, whereas
in Double Agent I really dreaded the thought of going through those
four levels again; this isn't helped at all by the lack of options
when it comes to taking down foes - the level design just doesn't
offer enough freedom compared to the previous games.
Double
Agent's single player on the Xbox 360 is worth playing and has some
really great moments, but it doesn't do anything at all to push
the stealth gameplay further (the upcoming Xbox 360 and PC exclusive
Splinter Cell: Conviction by the Montreal studio on the other hand
promises to redefine next-generation stealth gaming!) It's a shame
and further proves that Ubi Soft really should stop juggling their
developers around. Just take a look at the history of the SC developers.
The original Splinter
Cell, developed by the Montreal studio, was widely acclaimed
by gamers and critics. The sequel, Pandora Tomorrow, was switched
to the Shanghai studio and, while well received, didn't fare quite
as well as the original. Meanwhile, Ubi Soft Annecy developed the
multiplayer mode, which went on to win various awards. Chaos Theory
was swapped back to the Montreal studio and really hit a homerun
everywhere, becoming the highest scored review in numerous magazines.
Shanghai then nailed the multiplayer gameplay for this installment.
Now we're onto the 360 version, again switched to the Shanghai studios
for the single player - and guess what? It's just not as good. Montreal
seems born to create the single player modes for this series, yet
they can't consistently be put on that job. Meanwhile, Annecy has
been given multiplayer duties once again and have completely thrown
out just about anything resembling the original versus mode. If
you're confused then good! It just goes to show how awkwardly, and
dare I say rushed, the development has been handled.
Now
that I've teased you, I'll elaborate on the multiplayer. If you
loved and adored the versus and co-op modes from Chaos Theory, like
me, then you're in for a huge shock. Built from the ground up, the
versus mode now features 3 on 3 gameplay across absolutely huge,
yet less crowded maps. Almost all of the locations have large outdoor
areas, with numerous indoor sections across multiple buildings,
making it nearly impossible for merc players, who play in first
person and must stop the spies with massive firepower, to setup
defenses. So it's fitting that the merc has no gadgets now! No mines,
no spy-traps, no camera network... all they get is a floating drone
that can get into otherwise unreachable areas and explode. The joy
of setting up traps, placing spy devices to listen in on the other
team, using the camera network to locate intruders, all of this
has been thrown to the wayside. Now they get drones and can rappel
off things - nothing more, nothing less.
As
for spies, they're as agile as ever! Despite losing the ability
to backflip off a wall or even press their body up against one,
they are now much more fluid in their movement and can leap from
pole to railing instantly without any animation hiccups or problems.
They're incredibly fast and can even perform new 'on the run' moves
that allow them to dive through windows or under objects. This is
great, and needed, because they no longer have a gun, or the ability
to punch mercs. All they can do is sneak up behind them and snap
their neck, and this is incredibly difficult considering that the
mercs retain the ability to charge and spin in a 360, instantly
knocking a spy out. Spy gadgets include only one of the following
- syringe to give extra health, smoke grenades, flash grenades or
a jamming sensor that throws off the mercs' otherwise constant and
built in spy detection equipment.
For
fans of the original mode, this bears very little resemblance. Since
mercs can constantly detect spies through motion tracking that's
always on and a sensor that tells them exactly how far from the
spy they are, the fun of setting up your own defense and monitoring
the subtle sound meter from before is completely gone. The movement
for mercenaries also feels more arcade like, losing the feeling
of being a real soldier carefully hunting down spies and feeling
more like an arcade game where you simply follow your equipment
to the spy, who is easily identified by the bright white outline
when standing up. Playing as spies is also less tense, as it has
been switched to being more based on running fast and getting away
than actually hiding and sneaking.
Now
that I'm done ranting, I'll go into what is actually good about
this new mode (I say mode, because it only has one gameplay mode
whereas Chaos Theory had three). The spies must infiltrate numerous
bases and hack one of four terminals using their newly created wristband
device. The hacking is always done from a distance, even if the
player is right up against the terminal, and the distance they are
from the device determines the speed of the hack. Once they obtain
a full file they must get out alive and return it to their base
- something that is much harder than it sounds when playing against
experienced enemies. Handy maps and HUD markers make finding the
terminals a breeze, even in the massive levels, but teamwork doesn't
play quite as big a role for spies in terms of actually helping
each other to specific areas. Players still need to communicate
and relay information to really get by the merc defences though,
so there is still a strong element of teamwork involved. As for
mercs, they have to keep the spies from getting full files (which
they can get from just one terminal, or a combination of any of
them) and keep each other informed of the spy locations, but honestly,
playing as one is a little boring when you can't do anything but
stand around and point your flashlight, hoping to find a spy.
The
best addition to the versus mode, among a huge list of subtractions,
is the fact that you can turn off nearly any light you see. The
added agility is really great, but turning off lights is the only
thing that Chaos Theory was really missing. Spies simply use their
arm-device to hack and they can break any light from a distance,
as well as any window. The mode does offer a lot of fun if you can
get over how big a departure it is, and it's also way more accessible
to players who couldn't deal with the learning curve of Chaos Theory,
which is doubtless a good thing that will bring in a whole new generation
of Splinter Cell multiplayer fans.
Unfortunately
there's little customization like in Chaos Theory, although players
can add bots for the merc team now, which is also where the co-op
mode factors in. While the PS2 and Xbox versions of Double Agent
get a co-op mode resembling Chaos Theory's excellent entry, with
around 15 levels of action, the only co-op you'll find on the 360
is exactly like the versus mode but with extra objectives and mercs
controlled by bots. Essentially it's a training mode for the real
online attraction, but with medals and rewards attached - a far,
far cry from the superb mode offered last year and on other consoles
in Double Agent.
As
I mentioned earlier, the graphics in Double Agent are quite spectacular
but fail to really blow away the players like SC has done so well
in the past. Great weather effects have been thrown in and really
make some levels very atmospheric, but the overall look of the game
mostly feels like a slightly updated Chaos Theory and not the next-generation
experience gamers expect from the likes of Ghost Recon and Gears
of War. The sound, like every SC before it, is also a crucial part
of the game and though very good, doesn't factor in as often as
you'd expect. Various surfaces aren't used often, so the gamer rarely
has to pay attention to what he's walking on and there is no longer
a sound meter to display how much noise you're making. Sneaking
up behind enemies feels very automatic and pre-determined by your
pace, instead of the actual noise you're creating, which is a real
shame. The music once again features electronic-techno infused dramatic
tunes that pick up in pace based upon your actions. Whilst sneaking
up behind enemies the music gets louder and louder with every step
until you secure your target, at which point it goes away completely,
making for a very dramatic and innovative effect that is best described
as an adult version of Sly
Cooper.
Tom
Clancy's Splinter Cell: Double Agent is a great game that's certainly
worth playing if you enjoyed any previous Splinter Cell titles,
but don't expect to see a huge leap in terms of gameplay, or the
ingenious level design of years gone by. In a lot of ways Double
Agent is a letdown in comparison to its predecessors, but if they
didn't exist and this was a brand new game then it would doubtless
be hailed as a classic. Fans who focused on the online gameplay
of Chaos Theory should approach Double Agent with caution however,
and perhaps instead of grabbing it from behind and interrogating
it further you'll want to let it walk on by, oblivious to what's
just happened…
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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