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Tom Clancy's Splinter Cell

by Tim Rogers - May 11, 2003, 1:01 am EDT

7.5

Tom Clancy's Splinter Cell: Stealth Action Redefined? Find out how redefined the stealth action is in our full review.

GameCube owners wanting to sneak around in a skintight suit with night-vision goggles and a silenced pistol need wait no longer -- and I'm not talking about the upcoming Metal Gear Solid: The Twin Snakes. Tom Clancy's Splinter Cell is available already, and it contains more than enough tactical espionage action to tide you over until Metal Gear. Unfortunately, at the end of the day, your anticipation for Metal Gear might eclipse your enjoyment of Splinter Cell -- and that might not have been such a problem, had Splinter Cell been polished just a little more.

The comparisons to Metal Gear are warranted from the second you pick up the box, on which a top-secret operative, shrouded in darkness, stands ready with a pistol and glowing goggles. The comparisons grow heavier when you open the instruction manual and read that you're about to play as agent Sam Fisher, aged and tough as leather, brought out of semi-retirement to don a high-tech suit and sneak into the former soviet republic of Georgia, where two CIA agents disappeared a week before. Any gamer, moviegoer, or viewer of recent news can very well hypothesize what evidence trails, embassy-crashings, scuffles in the Middle East, back-stabbings, and oil-related international incidents might follow. And for the most part, story-wise, Splinter Cell will live up to your moviegoer expectations.

It's once you put the little disc in your GameCube and turn on the power that, presentation-wise, Splinter Cell starts to lose something. The opening computer-generated movies are marred by muddy textures. The first movie, which features a fake news broadcast, knocked the wind out of me in shock: the news anchor's lips were flapping so horribly out of tune with his words, his head bobbing so wildly, that I swore the graphics couldn't have been rendered by anyone who'd ever observed live humans in times of casual conversation.

Okay, so the front of the game's box doesn't say "Awesome CG Movies" -- it says "Stealth Action Redefined." If the box said "Awesome CG Movies," I could accuse it of lying to the player -- the movies look like they're from a later-generation PlayStation title. Ninety-five percent of playing a videogame about a super-spy is doing super-spy stuff, and in that regard, the stealth action is truly redefined. "Redefined" implies that "Stealth Action" had been "defined" before, and I'm guessing it was "defined" in Metal Gear Solid. Therefore, the game's self-proclamation as being "redefined" is, for the most part, correct: the game does differ from Metal Gear Solid.

On the widest level, Splinter Cell differs from Metal Gear Solid in its linear structure. Metal Gear Solid is an adventure game where you're welcome to suddenly stop progressing and backtrack all the way to the beginning, if you want. Splinter Cell is played out in a series of episodes, starting with a training session in the USA before sending you off to travel the world. On the narrowest level, Splinter Cell differs from Metal Gear Solid in its 3D over-the-shoulder perspective -- which necessitates much jumping and climbing and perception of space.

The training session will help you get your bearings straight and introduce you to your moves: walking, running, crouch-walking, wall-jumping, climbing, grabbing, choking and threatening guards, forcing enemy faces into retinal scanners, and even doing a split-jump that props you up between two walls. Using these techniques, you're to accomplish every mission the game throws at you in its nine campaigns: retrieve some data, question an informant, kill someone important, or simply proceed unseen and unheard through a series of platforms.

Being unseen and unheard is very important in this game of "Stealth Action." You'll learn to walk quietly on loud metal surfaces, and how to hide dead bodies in shadowed areas so they're not spotted. By remaining quiet and hiding all evidence of your existence, your cover is safe. If you slip up with regard to sight or sound, enemies will trip "alarms" that call more enemies to investigate. Some levels allow you three alarms before the mission is aborted. Some missions allow two. Some (difficult) missions allow none.

Silence and shadow are noble concepts, yet, in the context of the "alarm" system, they're sometimes pulled off questionably. For example, in one mission, you begin in a storeroom with one open door and one jammed door. The remainder of the mission consists of one long police-patrolled alleyway. The only way to accomplish the mission is to knock out one police officer at a time, and drag him into the shadows. You'll know by the "light meter" in the corner of the screen if the shadows are dark enough. What strikes me as odd is that I can lay a guard in the middle of a bright alleyway next to a dumpster, and no patrolling guard will see him: the light meter near the dumpster shows a rating of zero. Yet, I can drag the same guard all the way back into the storeroom, lay him in the second-most-shadowed spot, close the door, and leave, only to be alerted by my commanding officer minutes later that a dead body has been spotted, and the enemy alarms are increased by one.

Not all missions are as simple as reaching the end of an alleyway, however. When the game moves on to the oil rig segment, prepare to find yourself sometimes hopelessly confused. One of the earliest missions requires you to "trail" a technician. He's on the other side of the bottom of the rig. You have to get over there, and you have a time limit. The only way -- the only way -- to get to the other side is to find a protruding beam in the deep shadows of the lowest part of the rig, and use your slow shimmy climb. Stumbling around in the dark looking for that beam occupies more than half of the time you'll spend in this mission, and that's time that a more fun game could use to let you shoot things.

Now, people have said Splinter Cell "isn't about shooting things," hence the box's description of "Stealth Action." Still, the game gives the player more than enough firepower to take out an entire army. The SC-20K Modular Assault Weapon System -- "acquired after a few missions," according to the instruction manual -- is your reward for wading through hours of hiding and walking quietly, and it's a fine reward. It's a sniper rifle. It's a grenade launcher. It's silenced. It can fire "airfoil projectiles" that incapacitate rather than kill. It can fire various "sticky" projectiles, like cameras or electric shockers or bombs. It's the ultimate all-purpose spy weapon.

Yet the game doesn't give you any opportunities to use it freely. Take, for instance, the "Sticky Shocker," which electrocutes any enemy hit by it. It can also, as the game takes time to explain, be fired into a pool of water to incapacitate multiple enemies. Now, you may hear this, and think, "Cool!" You may be like the kid I saw at my local game store a few weeks ago, telling his friend about a magazine article he'd read about Splinter Cell: "You can do a split-jump and hide up above the enemies, and jump down and break their necks, like, bwa!" And yes, these things are true -- you can hide above enemies using a split-jump. You can fire an electric projectile into a trickle of water, zapping a room-full of bad guys. However, you can only do so when the game wants you to. When two walls are located dangerously close together and a guard is wandering dangerously back-and-forth through that hallway, it's your only choice to do a split-jump and wait for him to pass beneath you. When a trickle of water runs into a room full of guards you couldn't beat on a one-to-one basis, and the mission has supplied you with the SC-20K and several Sticky Shockers, you know there's only one solution.

The question is, are those solutions fun? Here's where I have to say, rather excitedly, "Yes." Though I don't share the kid at the videogame store's enthusiasm when simply talking about the game, I feel quite cool when playing a mission that requires me to sneak to a roof, rappel down from a chimney, hang over a window, aim in at a man in a chair, take him out with my silenced pistol, kick in through the glass, upload data from his computer, shoot out the lights, hide next to the file cabinet, and shoot three guards as they come in. While the mission and its solution are exactly the same every time, and while you'll fail several times when trying to perform as the game asks you to, each time you retry, you might be amazed (as I was) with your increasing skill and precision in shooting, climbing, and hurrying to your objective. As you become tired of each mission, as you become frustrated starting over, you begin to speed toward the goals, playing with a refined level of skill. And that is what it means to be a super-spy. That level of precision skill is what makes a super-spy; not fun and games. So, in the respect that it trains its player to be a ruthless, detached killer, Splinter Cell deserves my highest commendation.

Because, when I finally beat a level, I declare, "I never want to do that again," Splinter Cell is docked a few points in its score. Gamers play games when they want to. Challenges should feel like things we want to do, and want to do over and over again. Splinter Cell, with its trouble-in-the-Middle-East, ripped-from-the-headlines story, flows with immediacy. Each storyline segment comes up because it has to. Metal Gear Solid is like reading a novel by Tom Clancy if Tom Clancy happened to be a Japanese comic artist. Playing Splinter Cell is like watching a news documentary directed by Tom Clancy -- even if the news is presented with picture-perfect light-sourcing and texture-mapping, it's still the news. Episodic, dark, strict, political, and maybe even educational, Splinter Cell is enjoyable as such -- just don't expect an enthralling comic-book spy-thriller adventure, or you might be disappointed.

Score

Graphics Sound Control Gameplay Lastability Final
9 8.5 7.5 8 7 7.5
Graphics
9

The game definitely looks good in motion. Smoke floats like smoke. Water ripples like water. Shadows are dark like shadows. Sam Fisher moves like a trained spy. Sometimes, though, fluid animations flow into jerky ones. Sam's chokehold looks like a chokehold, but the blow to the head that knocks guards out doesn't look like it's really connecting. Dialogue scenes between characters are host to some strange and unnatural gestures. The full-motion-video sequences are at their best when they're starring vehicles. The people in these movies look bizarre and unreal, and it's a little jarring. The over-the-shoulder perspective when aiming with the pistol could have been replaced with a good first-person one.

Sound
8.5

Sound is more than just pretty in this game -- it serves a purpose. You have to be mindful of every footstep. You have to pay attention to noisy surfaces, and there's even a button to press while falling so you make a quiet landing. The game is at its best when all is quiet, and a tiny noise comes creeping in: a guard's humming, a security camera's whirring, your own character's heartbeat. Actor Michael Ironside plays Sam Fisher well, with a dark sense of humor. The music is at times ambient; as tension mounts, it increases in tempo. Yet, despite all its usefulness and quality, the sound and music are not exactly memorable.

Control
7.5

The animation is smooth, just don't let that fool you -- the control is sometimes not. One incident that still haunts my dreams is the time I was trying to duck into a storage room to avoid a security camera, and ended up clicking on "open door carefully" when I wanted to throw the door open and rush in. Getting behind an enemy to break his neck sometimes requires you to be at too precise an angle. Aiming is sometimes too slow. Wall-jumps in the dark require such precision sometimes that I'd think doing it in real life would be easier. And perhaps the worst problem: when you run out of ammo, either avoid a confrontation or die. Once an enemy draws his gun, you can't get him in a chokehold -- and you have no option to simply punch him in the face or attempt to disarm him. That is inexcusable.

Gameplay
8

I mentioned how I loved rappelling down a wall, sniping a guard, kicking in through a window, and spilling into an office. So yes, the gameplay is good enough to warrant a score of an eight. However, that the game forces as to play as the developers want us to is a sometimes-serious annoyance. Game Boy Advance connectivity -- which does not require a cartridge -- is cool, if not necessary, letting the player see a radar of Sam's surroundings and sometimes control cameras or gun turrets. The Game Boy Advance features are much more fun with a second player.

Lastability
7

I beat the main game in eight hours. Each time I finished a mission -- after several tries -- enjoy it as I did, I vowed to never play it again. I personally was not motivated to play the game again on the hardest difficulty setting. The best part of the game is playing through the missions the first time -- some of them are genius, really -- though you might not be so psyched to play them again.

Final
7.5

Worth your time if you like sneaking in the shadows and playing with high-tech toys. It just might be a little too serious for gamers who are too busy playing games to watch the news. It has some control issues, and it's neither as full of genius ideas nor as fun as another "stealth action" game, yet highly playable in its own right. A sequel might really be something.

Summary

Pros
  • Environments are detailed and well-implemented
  • Great graphics, sound
  • Inventive gadgets, interesting mission objectives
  • Storyline is interesting and political, if... different from a certain other "stealth action" game
Cons
  • Gameplay is sometimes too restrictive, forcing you to play as the designers see fit
  • Mission goals -- and shimmy-climb platforms (ahem) -- are sometimes not clear
  • The full-motion-video sequences are muddy and PlayStation-looking
Review Page 2: Conclusion

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Genre Action
Developer Ubisoft
Players1

Worldwide Releases

na: Tom Clancy's Splinter Cell
Release Apr 10, 2003
PublisherUbisoft
RatingTeen
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