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Splinter Cell Blacklist: Chaos Theory Modernized

Splinter Cell Blacklist’s Perfectionist difficulty will punish even the most talented of franchise purists. While the traditional challenge of hard mode presents adept AI that demand Sam Fisher think carefully about his next stealthy step, Perfectionist puts him at an even more familiar disadvantage:

Enemies deny melee attacks from the front.
Sam’s goggles don’t see through walls.
Mark and Execute doesn’t work.


Much of what we’ve been trained to expect by Conviction vanishes when playing Perfectionist – delightfully so for series veterans. Suddenly, Blacklist slows down, becomes more methodical, and makes players consider how they approach each locomotive infiltration. Or, at least it does when Fisher learns important lessons the hard way.

Perfectionist isn’t for everyone, but it’s one of many options in Splinter Cell Blacklist that help it define its distinct identity within the franchise. Yes, it draws on Conviction. Yes, it draws on Chaos Theory. Blacklist meets somewhere in the middle, dragging classic Splinter Cell into a modern era more so than falling back on its old ways.

What separates Blacklist most is the Paladin, Sam Fisher’s aerial base of operations and the home of his newly founded Fourth Echelon agency. Paladin is the excuse for spreading Splinter Cell missions across the world, but it serves another purpose. This is where you’ll talk to crew members, learn more about the threats of a terrorist cell called The Engineers, and take on Blacklist’s substantial number of side missions. Each key player in Fisher’s life offers additional objectives, all of which support the mainline story or the upgrades each character offers. Charlie Cole, for instance, is a hacker who helps with Sam’s gadgets. Do a favor or two and you’ll be well on your way to better gear. On the other hand, Sam’s most trusted advisor, Anna Grimsdottir, manages The Paladin’s well-being; buying improvements from Grim gives Sam an advantage in the field, such as adding radar. Exactly what these characters’ side missions entail remains a bit of a mystery, like a lot of Splinter Cell Blacklist’s extracurricular content.

The other important feature of The Paladin is that it unifies the campaign, co-op, and competitive multiplayer into one space. From the same central control panel, you can jump between core story missions and co-op objectives. Ubisoft Toronto wouldn’t speak to how cooperative tasks factor into the narrative, if Sam can bring a second player in the main missions, or who the stars would be. Similarly, the team is secretive about the return of Spies vs. Mercs multiplayer mode, which is in development at Ubisoft Montreal.

The real purpose of IGN’s first hands-on with Splinter Cell Blacklist was to gain an understanding of how Blacklist feels. Truthfully, the Paladin stuff reminds me of Mass Effect – walking around, talking to Sam’s crew, buying upgrades for his suit, and navigating a world map feels very Normandy. In the field, though, Blacklist is fast and familiar. Forward-momentum drives each mission, but whether you use that to slip by swiftly or unleash some aggression is up to you.

Blacklist categorizes your actions into three sections, and rewards you with various experience points based on your success. Ghost seemed to earn me the most points, but the score is a huge risk – by opting against killing at all, you go extended periods of time without earning XP, with the huge potential to blow it all. The Panther play style is the faster way to earn comparable experience, but the quiet-killing comes at the expense of your personal morality. Assault, meanwhile, nets comparable points at the expense of your humanity. You monster.

I played a mission in Benghazi primarily as a Ghost. The thrill of ignoring a group of guys is as intoxicating as wiping them out altogether. Non-lethal weapons and gadgets feel great here, too. The new sleeping gas works wonders on chatty chumps, while the sticky shocker crossbow is an effective stun tool. However, Benghazi ends in such a way that it forces your hand. Rescuing an interrogation subject (remember the sketchy Andriy Kobin from Splinter Cell Conviction?) all but requires lethal force, particularly during an end-of-level raid. I couldn’t find a way to sneak around a siege, so I had to shoot my way through waves of attacking enemies. Bummer. But that’s just me.

A later mission set in London was more my pace, and far closer to classic Splinter Cell. The rainy nighttime map, set in an old mill, was the perfect place for my Panther skills. I threw snipers off of rooftops. I whistled and pulled gullible grunts into elevator shafts. I cut through cloths and throats to slip through the shadows without getting anyone’s attention, busted enemy drones, killed unsuspecting enemies while hanging from pipes above, and used sticky cameras to blow suspicious guards away. The level design here accommodates all styles, of course. The incredible open-ended level design on display presented dozens of opportunities to escape, attack, infiltrate, subvert, and navigate. Windows, pipes, ropes, and ladders all led to alternate routes of varying verticality. Discovering a new path satisfies in the same way as succeeding through another.

And that’s the point of Blacklist – above all else, and more so than any past Splinter Cell, it’s always about the reward. Challenges issued on the to-be-detailed Shadownet system pay Sam for completing specific goals, such as killing five enemies with certain weapons or with an assigned method. Experience earned in co-op and Spies vs. Mercs carries across to the campaign, and vice versa. However you decide to play Blacklist, its satisfying loop should keep you on your toes, experimenting and exploring its options

There's also a video...

http://www.ign.com/articles/2013/01/30/splinter-cell-blacklist-modernizes-chaos-theory
 
Watching the video is hilarious.

Guy is full of empty hype, it's almost ridiculous. Couldn't help but smile at the irony of the whole "roots" bullshit and the video showing Sam grenading and M16ing enemies.

This doesn't look like Chaos Theory modernized at all.
 
I'm still gonna miss Ironside.

Like mentioned above, if the overall design still favours action... perfectionist mode could be trouble. Still playing wait and see with this one.
 

Derrick01

Banned
They are not doing themselves any favors by comparing this to Chaos Theory at all. Just pretend it doesn't exist and you won't catch as much shit.
 

Derrick01

Banned
It will hardly matter if is not designed properly to work that way. Remember that "Stealth" Gameplay Video?

Exactly. You could not use mark and execute in conviction as well, but that didn't change the guard placement. That didn't make the guy conveniently standing by a window or the guys standing under a chandelier move away. The game was set up to get easy mark and executes.
 

iMax

Member
Did he say Briggs?!

7lYOfOhs.png
 

KageMaru

Member
IGN hasn't uploaded the video to youtube yet. =/

Watching the video is hilarious.

Guy is full of empty hype, it's almost ridiculous. Couldn't help but smile at the irony of the whole "roots" bullshit and the video showing Sam grenading and M16ing enemies.

This doesn't look like Chaos Theory modernized at all.

To be fair, you could play CT guns blazing, that's how my friend beat the game. =p
 

iMax

Member
Starting to get a 'Unreal' everything looks the same feel from recent Ubi games... is this Anvil Next?

LEAD engine, based on UE 2.5 IIRC.

Hence the Unreal feel, if memory serves the UE logo appeared when booting Conviction.

Yep, LEAD is a heavily modified version of Unreal Engine 2.5.

Anvil powers the main Assassin's Creed games, whilst AnvilNext powers Assassin's Creed 3 — and probably the new Rainbow Six when it comes around.
 
Eurogamer also has a preview up.

This reeks of "well, we should appease the old fans somehow, right? How about a 'hardcore' mode?" Ridiculous. Chaos Theory will never be topped, you've gone miles in the wrong direction already Ubisoft.
 
...particularly during an end-of-level raid. I couldn’t find a way to sneak around a siege, so I had to shoot my way through waves of attacking enemies. Bummer.

Yeah, bummer. I wonder how many of these forced action segments will be in the game.

Remember that great action-only flashback segment in Conviction? Hopefully we'll get one of those at LEAST ever other level in this game. :|
 

Saty

Member
Sam’s goggles don’t see through walls.

This shouldn't be in any self-respecting 'stealth' game at all, no matter the difficulty level you idiots!

It shouldn't be in ANY game actually. You can keep that 'modern' design to yourself. This isn't sound game\gameplay\mechanic design in any shape or form.
 

iMax

Member
Eurogamer also has a preview up.

This reeks of "well, we should appease the old fans somehow, right? How about a 'hardcore' mode?" Ridiculous. Chaos Theory will never be topped, you've gone miles in the wrong direction already Ubisoft.

I've played all the Splinter Cell games. Conviction is my favourite. Blacklist will likely top it. People have different tastes and approaches with Splinter Cell. Chaos Theory is slow and bulky — and I understand that as a pure stealth game, this is a good thing.

Whilst I love the newer titles, a part of me thinks that maybe they'd be best served under a new IP.
 

tzare

Member
will buy. I wonder if ps3 version will be decent this time. Because conviction was very disappointing on 360 technically being an exclusive game.
 

-BLITZ-

Member
Splinter Cell Blacklist’s Perfectionist difficulty will punish even the most talented of franchise purists. While the traditional challenge of hard mode presents adept AI

I was doing this, like when I was 13 playing the first actual game. What are you trying to say here ? that I can't adapt to this difficulty or you guys consider this difficult ? Why do I think the game will still easy to move around as the new video still shows that, like any other modern game missions that are out there now. Small chances to see something big changed or get back to the original roots.
 

Acidote

Member
It's like if the whole game was designed around the action scripted moments and they just added a few ladders and walls here and there in the last moment to be able to say it's a stealth game.
 

subversus

I've done nothing with my life except eat and fap
This shouldn't be in any self-respecting 'stealth' game at all, no matter the difficulty level you idiots!

It shouldn't be in ANY game actually. You can keep that 'modern' design to yourself. This isn't sound game\gameplay\mechanic design in any shape or form.

every stealth game with more or less recognition has this mechanic this gen, including Dishonored.
 
If this is implemented properly and you can play on this difficulty from the very start I might check it out despite the whole Micheal Ironside is no longer the voice of Sam Fisher thing
 
I've played all the Splinter Cell games. Conviction is my favourite. Blacklist will likely top it. People have different tastes and approaches with Splinter Cell. Chaos Theory is slow and bulky — and I understand that as a pure stealth game, this is a good thing.

Whilst I love the newer titles, a part of me thinks that maybe they'd be best served under a new IP.

For me, Chaos Theory had the best of everything the series has ever done. Gameplay, the single player, the multiplayer, the co-op - even the soundtrack was astounding. I'll be completely honest, I consider Chaos Theory to be one of the greatest games ever made.

I can see why Conviction is appealing to some, but the gameplay is just horrible (again, to me), the story has that goddamn fucking retcon and spys vs mercs is abandoned.

It's worth noting that the Eurogamer preview says Ubisoft plans for the PC version of Blacklist to be day and date.
 

Xater

Member
For me, Chaos Theory had the best of everything the series has ever done. Gameplay, the single player, the multiplayer, the co-op - even the soundtrack was astounding. I'll be completely honest, I consider Chaos Theory to be one of the greatest games ever made.

I can see why Conviction is appealing to some, but the gameplay is just horrible (again, to me), the story has that goddamn fucking retcon and spys vs mercs is abandoned.

It's worth noting that the Eurogamer preview says Ubisoft plans for the PC version of Blacklist to be day and date.

We'll see about that...
 
Something from the Eurogamer preview..

Blacklist, on PC at least, is an incredibly handsome game. Ubi says the PC version will be day-and-date with console - and it looks like Blacklist would be comfortable on next-gen machines, too.

This thing is like UE 2.5, and it doesn't look THAT great tbh, wonder what they would do if they released it on next gen consoles, would it really just be higher res, AA, etc?
 
Sounds like the mode I'll be playing it on then, but this would only work if the fundamental design is on par with Chaos Theory.

it's clearly not from the videos. this is nothing more than a poor attempt to try and recapture fans who aren't happy with the direction the series has gone, it's not unlike what IO did with absolution.

having a perfectionist difficulty is pointless if the game is designed around using the various features it disables, etc.
 
I'm more offended by his assertion that players are going to be excited about the tension between Grimsdottir and Sam in the cutscenes ("wow there's history there!"), and that there's some returning character. Seriously, whether you enjoy Conviction or the older games, is there a single soul that gives two shits about the story?
 

-BLITZ-

Member
It's like if the whole game was designed around the action scripted moments and they just added a few ladders and walls here and there in the last moment to be able to say it's a stealth game.

Plus, the new execution feature comes in where it seems to clean just only a portion of the map in few seconds. Also, the enemies seems to be set and scripted to walk directly towards Sam, just to release the execution ??!?!?!

Example in the video: Fisher set the lights off, grabing and executing the guy. He was also set/scripted to walk too near to the corner of the building.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
I have reservations as a Splinter Cell fan... but goddamn if this game doesn't move incredibly well. So fluid. Props for that at least.
 
whoa now: Amon isn't on board (why ubisoft? his apt is literally on the same block as the Montreal studio)

alas...will wait to see if good-but NOTHING compares to chaos theory.
 

Derrick01

Banned
I'm more offended by his assertion that players are going to be excited about the tension between Grimsdottir and Sam in the cutscenes ("wow there's history there!"), and that there's some returning character. Seriously, whether you enjoy Conviction or the older games, is there a single soul that gives two shits about the story?

I still can't really recall anything about the stories in the first 3 Splinter Cells, just gameplay moments. It's a total non factor to the series.
 

Jb

Member
I kinda feel bad for them. They lost most of their fanbase with Conviction and that wasn't offset by big waves of newcomers to the franchise.
Now nobody really cares about this game, and it's been sent to die in the August desert.
 

Raiden

Banned
Animation sure looks pretty smooth. But Sam is waaay to agile, the way he jumps and hangs on walls looks like AC.

As a huge fan of the first Splinter Cell and Chaos Theory single player this does not look all that appealing. I absolutely hated conviction.
 

AJ_Wings

Member
Okay, so you can disable M&E. Good. How will that impact level design exactly? I mean they had to design encounters and enemy placements around the mechanic. Just disabling it won't solve the problem. They have to re-design certain levels just so it's completely viable for players who don't want to use the mechanic. I remember in certain areas in Conviction where it was next to impossible to ghost through if you didn't utilize M&E properly.
 
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