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WiiU

Splinter Cell: Blacklist on Wii U, the True OPSAT

by Justin Baker - August 27, 2013, 10:46 am EDT
Total comments: 2

How one little device can make all the difference.

Very early on in Splinter Cell Blacklist, you’re introduced to a stereotypical nerdy computer guru who acts as both comic relief and tech support throughout the game. His initial purpose is to acquaint Sam Fisher and his team with the powerful computer onboard their flying fortress that is used to gather information from virtually every government agency and computer worldwide to provide intel on their missions; a sort of modern HAL 9000, if you will.

On the ground, Sam is given a fancy little device called an OPSAT, which looks suspiciously familiar to Leela’s wrist device from Futurama. It’s basically the story excuse for the user interface (UI) and a convenient way to justify displaying data and other objectives during a mission. The Wii U, however, treats the GamePad itself as an OPSAT, adding a certain element of believability and charm to the game even though the functions are basically what you have come to expect from a UI.

The GamePad displays the usual slew of functions such as basic inventory management and switching modes on Sam’s goggles. You’re still given the same radial menu present in other versions of the game, but using the GamePad is generally a quicker, more convenient way to navigate your inventory. However, it does a few other things that make it feel more like your very own OPSAT prop than just a controller.

The GamePad also acts as a screen for Sam’s various devices. When you send out a drone, Sam hunches over his OPSAT. You essentially do the same thing, hunching over your GamePad to control the drone. It’s a small touch, but because you end up mimicking Sam’s actions in the real world, it draws you into the game.

The OPSAT/GamePad offers access to some other small features in the game as well, but something about how it has me mimicking Sam keeps making me smile. It’s tiny moments like this that show me how powerful the GamePad can be, and that, if used properly, it can serve as an excellent design opportunity for any developer.

No, the GamePad doesn’t offer a lot that we haven’t seen before in devices like the DS, but the physical act of having your second screen liberated from your main screen opens up a world of possibilities.

Talkback

TurdFurgyAugust 27, 2013

I've been playing Blacklist and I think they did a poor job of integrating the GamePad.
Whenever you look through a device that is a camera you have to get out of you chair and turn around to make the camera in the game see behind you. Seriously, that sucks. I should be able to see behind me by moving it to the side a bit.
You can't switch your goggles on the GamePad screen, you have to use the weapon wheel that the GamePad is supposed to replace.
And one thing I would have liked is the ability to aim with gyro. You can sort of do that, but you have to have night vision on and you have to look at the GamePad screen to do so.
They obviously only put the minimal effort in on this.
Maybe next time...

WahAugust 27, 2013

It looks GOOD! :D

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