Thursday, April 9, 2015

Old vs New: Splinter Cell

Lucas Versantvoort / April 3, 2015

Anyone remotely interested in the stealth genre will be familiar with the Splinter Cell series. You play as Sam Fisher, a Splinter Cell, working for a secret subdivision of the NSA, Third Echelon. With the most recent outing, Blacklist, the series now consists of seven games with more to come, if developer Ubisoft’s penchant for sequels is any indication. Note the slight sarcasm in that sentence. Indeed, I would be lying if I said I didn’t particularly love the most recent Splinter Cell games, particularly Conviction and Blacklist. While gameplay footage completely turned me off from Conviction, I did play and enjoy Blacklist for what it was. But if there’s one thing that game isn’t, it’s Splinter Cell. I’d like to compare the ‘old’ Splinter Cells with the two newest and try to indicate precisely where, in my opinion, the series flew off the rails.
            Sure, the end of the Tehran mission where you’re bombing Iranian Special Forces with a drone springs to mind, but that’s just a symptom. In actuality, it’s the combination of faster gameplay and (the impact this has on) level design. For some reason, a reason that probably has something to do with wanting to attract the Call of Duty fanboys, Ubisoft deemed it wise to quicken the pace of Conviction and eventually Blacklist. It does make Blacklist fun to play in a way. You feel like a tiger waiting to pounce on one—or several-targets and quickly leap into the shadows again. You might quickly take out one target and escape and lay a trap for any pursuers. When these kind of events follow up on each other in rapid succession, the game feels exciting and alive. However, this fast-paced action comes at a cost: the game doesn’t feel like Splinter Cell anymore: you’re less Sam Fisher, more Jason Bourne. Because you’re faster and more agile and lethal, the risk of getting caught loses its potency. If someone saw you in the older Splinter Cell games, chances were you’d quickly die unless you ran away. Staying hidden was the way to go. In Conviction and Blacklist, you’re constantly marking targets and if you’re spotted, Fisher automatically kills any marked and visible opponents at the push of a button. The importance of the player character’s weakness when pitted against NPC opponents in a stealth game cannot be overstated. The key characteristic of stealth games is staying hidden. If you’re caught, the punishment dished out by npc’s should be appropriately severe. Conviction and Blacklist, in their quest to turn the series into a strange stealth/action hybrid, lack this stress factor due to Sam’s increased combat skills. Ubisoft would of course refer to the fact that Blacklist allows you to play in three different styles: Assault (aggressive), Ghost (complete stealth) and Panther (a hybrid of the two). To the game’s credit, the level design does indeed allow for these differing playstyles, but the problem lies in the fact that the Assault playstyle is always open to you. If you fail at ‘ghosting’ you can quickly shift to a different playstyle by shooting those who’ve spotted you, although chances are you’ll have chosen to replay the mission by now. The point is that the ready access of an aggressive playstyle robs ghosting of its necessity. When the going gets tough, you always know—at least subconsciously—you could revert to a more aggressive playstyle. Needless to say, this reduces the stress of sneaking by a pretty substantial margin.
            I also feel that the fast-paced style of Conviction and Blacklist have a profoundly damaging effect on the level design. It’s an effect that’s hard to pinpoint, but think, for instance, of the importance of running/sliding from cover to cover in Blacklist. The gameplay relies so much on it that it forces the level design to consider the possible cover spots more than creating a ‘real place.’ This becomes particularly evident whenever you realize cover’s a little too conveniently placed to easily allow you to slide from one point to the other. The game forces this style of gameplay on you by making a lot of the missions take place during daytime. In the older Splinter Cells, however, the emphasis wasn’t on timed sprints from cover to cover, but on patience and lighting. Also, by slowing down the pace, you were allowed the opportunity to bask in the ambience, to really take in the love and care that went into creating the places (not just ‘levels’) you were wandering into. Whereas in Blacklist I had the feeling I was being forced to rush through a level, the feeling that I should actually be progressing faster, the older Splinter Cells allowed you to take your time. Also, the better lighting and emphasis on nighttime missions meant the focus wasn’t on crouching behind cover, but on taking stock of the your surroundings and utilizing everything at your disposal to progress from point A to point B unseen. Crucially, I never had the feeling of being dropped into a ‘real place’ in Blacklist, whereas I vividly remember the carefully built-up atmosphere in the older Splinter Cells: the sounds of choppers in Chaos Theory’s NY mission, the red skies of Hokkaido, the sounds of war in the Seoul mission, the emphasis on NPC chatter, Pandora Tomorrow’s immersive airport design, infiltrating the CIA headquarters; the list goes on.
            My point isn’t that the newer Splinter Cells are unplayable, though Conviction tries really hard to convince me, it’s just that I find they lack that certain something, what defined Splinter Cell for me: an immersive, slow-paced, stealthy trek through what felt like an actual, lived-in location. I understand that all series need to evolve to prevent stagnation, but I definitely feel the newer games are miles removed from what makes Splinter Cell ‘Splinter Cell.’

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