Well say what you will, they've definitely changed the Splinter Cell franchise for (want of a better word) a more casual experiance, whilst no doubt mystifying fans of the series by omitting the very staples of what makes a Splinter Cell game.
- The removal of hiding bodies from guard patrols.
- Mundane lockpick/ safecracking/ bomb difusal mini-games.
- Conviction seems a lot more streamlined in mission structure, and thus lacking secondary objectives and such. Though makes sense, as you don't work for Third Echelon.
To name a few things.
However, what i do like is that in previous iterations, sometimes the waypoints weren't very clear at all. now we have stylised floodlit objective markers which speeds things up considerably.
Now, the 'mark and execute' feature.
At first when i heard about this, I thought it was the win button and could be abused no end (which it can still be) and practically make encounters worthless, though there is still some sort of satisfaction when you've achieved a quadruple hit. but still it seems easy enough to refil the function on a regular basis, and really, i only use it when I'm in a pinch. More specifically the latter stages where it gets a little bit messy.
One thing that remains from Splinter Cell of old, is nearing the end of the game it places emphasis on non avoidable zerg-rush tactics of the enemy where you've just got to survive wave upon wave of elite soldiers.
The AI is moronic and good at the same time.
Moronic:
I kill one guard.
Another arrives to investigate, and mentions that an intruder is in the vicinity.
I kill him too. Then another arrives.
I kill him three.
By the end, i have a pile of bodies in more or less the same area, where each and every guard that gets alerted will die like the previous one.
Good:
Flanking (on the odd occasion)
On the whole, yeah, good-ish game. Probably average on the whole compared to the series as a whole.
On a side note:
The credits reel... Jesus H. Christ-on-a-bike... Ubisoft Montreal must've credited every single person in the world. Because there's not enough credit roll music as it eventually runs out, which leaves 5 minutes of static.
- The removal of hiding bodies from guard patrols.
- Mundane lockpick/ safecracking/ bomb difusal mini-games.
- Conviction seems a lot more streamlined in mission structure, and thus lacking secondary objectives and such. Though makes sense, as you don't work for Third Echelon.
To name a few things.
However, what i do like is that in previous iterations, sometimes the waypoints weren't very clear at all. now we have stylised floodlit objective markers which speeds things up considerably.
Now, the 'mark and execute' feature.
At first when i heard about this, I thought it was the win button and could be abused no end (which it can still be) and practically make encounters worthless, though there is still some sort of satisfaction when you've achieved a quadruple hit. but still it seems easy enough to refil the function on a regular basis, and really, i only use it when I'm in a pinch. More specifically the latter stages where it gets a little bit messy.
One thing that remains from Splinter Cell of old, is nearing the end of the game it places emphasis on non avoidable zerg-rush tactics of the enemy where you've just got to survive wave upon wave of elite soldiers.
The AI is moronic and good at the same time.
Moronic:
I kill one guard.
Another arrives to investigate, and mentions that an intruder is in the vicinity.
I kill him too. Then another arrives.
I kill him three.
By the end, i have a pile of bodies in more or less the same area, where each and every guard that gets alerted will die like the previous one.
Good:
Flanking (on the odd occasion)
On the whole, yeah, good-ish game. Probably average on the whole compared to the series as a whole.
On a side note:
The credits reel... Jesus H. Christ-on-a-bike... Ubisoft Montreal must've credited every single person in the world. Because there's not enough credit roll music as it eventually runs out, which leaves 5 minutes of static.
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