Review: Tom Clancy’s Splinter Cell: Conviction (360)

Game: Tom Clancy’s Splinter Cell: Conviction
Developer: Ubisoft
Genre: Action/Adventure
Price: $44.99
Pros: Creative, artfully done storytelling
Cons: Besides the ugly red-head (which is completely unrealistic), some strange voice to animation syncing

In November of 2002, Ubisoft released the first of Tom Clancy’s Splinter Cell games, and a legend was placed into every gamers’ lexicon. Even those of us who hadn’t played the games knew about the sneaky and calculating protagonist Sam Fisher, and his uber secret Third Echelon. Having not played any of the first 4 (and a half) Splinter Cell games, I did a little digging to discover what  poor Sam has been through these last 8 years.

As it turns out, Sam Fisher was the NSA’s first Splinter Cell (an operative who does all of Third Echelon’s dirty work). In the first few games, Sam spent most of his time like any good operative: crawling around in the darkness, getting one over on the bad guy, and getting out of it alive enough to do it again in the sequel. In the 4th game, aptly named “Double Agent”, Sam gets to play for both sides at once, all the while trying not to get pwned by either the NSA or the bad guys. At the beginning of Double Agent, Sam’s daughter is killed in a hit-and-run. In Conviction, Sam starts out as a lone wolf, having given up his deceptive ways… or so he thinks. Third Echelon has new information about his daughter’s death, throwing Sam head first into their ultimate designs, whether he likes it or not. But Sam is determined to find out the truth, regardless of who thinks they’re controlling him or who he has to kill to unravel it all.

Now that we’re all on the same page (roughly), let’s talk mechanics. In true Tom Clancy style, Splinter Cell would be less than it is without the pieces used to play it out… and I mean “pieces” literally. The weapons and gadgets in this game are incredible to say the least. Some of the gadgets include mirrors, snake cams, flash grenades, frag grenades, sticky cameras, remote mines, sonar goggles, and EMP grenades. Weapon upgrades include everything from reflex sights to hollow point ammo and extended magazines. The ways these devices and weapons are used are fairly ingenious, making the player feel as though they are actually a part of the spy community. My favorite example of this is the mirror under the door trick for those up-to-the-minute reports on enemy position. Simple, but oh so effective.

One of my favorite aspects of this game is the way even a new player can easily pick up the controls and immediately start kicking ass and taking names. Control hints are given for when Grim isn’t coming in quite as clearly as one might hope, as well as objectives that flash on whatever surface you are looking at (this is a control option that I LOVE). Marking and executing is easily done, allowing the player to take out baddies even with what would otherwise be terrible aim. Another favorite of mine is the “Last Known Position” feature. Sometimes, just leading people to believe you’re one place, allows you the ability to kick their asses from your new position. Deception is definitely a very effective weapon in this game, as one might assume. Speaking of deception, one of Sam’s (and the player’s) favorite tools is darkness. A gorgeous cut scene plays out in which Sam explains to his daughter, Sarah, the benefits of using the dark to track the enemy (or a monster in Sarah’s case). It’s pretty incredible what you can get away with by just shooting out a few lights.

This brings me to my next point: cut scenes. This game is full of them, but not in the Final Fantasy style that most people might have come to expect from games in general. No, we are slowly exposed to the painful randomness of Sam’s mind on the walls behind where we’re interrogating, or in a room full of screens playing various memories all leading up to the moment that you’re in. The visual style is breathtaking, but not because the people are the most believable people you’ve ever seen. Instead, they’re done so artfully and so unexpectedly that it lends an alternative reason to love the game. I appreciate this more because of my inability to complete even one page in a detail filled Tom Clancy novel. In my opinion, this artfully constructed storytelling allows play by a variety of other gamers.

If you happen to be one who likes playing with their buddies, Splinter Cell Conviction allows that as well, the story changes a bit though. Rather than playing as Sam Fisher, co-op gamers will find themselves taking the roles of Archer and Kestrel, a Third Echelon and a Voron agent, working together in search of missing warheads. There are 5 game modes including: Co-op Story, Hunter, Last Stand, Face-Off, and Infiltration (which can be unlocked through Ubisoft’s Uplay). Cooperative game play includes Co-Op Mark and Execute, Revive, and Chokehold.

Though you only play one of three characters in this game, several characters are introduced as either friend or enemy, all of whom Sam needs to make a decision about. Friend or foe? A lot can, in this case, be discovered by simply listening to the voice talent which is, in my opinion, well done. In fact, the sounds, voices, and overall ambiance of the game are exceptional. My only complaint is the way the characters are animated. At times the voices don’t sync with the characters as well as could be expected. While it doesn’t detract from the game overall, it does become distracting at times.

My only real pet peeve in this game was Grim. She’s supposed to be a sexy red-head (or at least I assume she is supposed to be, since ALL red-heads are sexy… disagree, I dare you), but she isn’t even remotely close to appealing. In my opinion, she was downright irritating. Good thing Grim’s character was designed to irritating, or else we would have a bigger issue. The best resolution I can think of is just to call her auburn and be done with it.

As one would expect from Ubisoft and Tom Clancy, Splinter Cell Conviction is a very entertaining game that is high on replayability. You can play it with your friends (even in that all important local multi-player style), you can plant explosives on random things, interrogate using a piano or a toilet, and watch flashbacks on uneven, random surfaces. What’s not to love? The story mode is a little shorter than is often the case, but it doesn’t take away from the game in any way. I found that I appreciated the length more than anything. It allowed for a more complete consumption of the game’s offerings than I usually take. Hmm.. Is that on purpose? I wonder if Third Echelon had something to do with that… I’m gonna find Sam so we can investigate.

Popularity: unranked [?]

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