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Tom Clancy’s Splinter Cell: Chaos Theory

Tom Clancy’s Splinter Cell: Chaos Theory

Information
Reviewer: Andrew Carmichael
Developer: Ubisoft Montreal
Publisher: Ubisoft
Reviewed: Xbox
Genre: Stealth based
UK Release: 01st Apr 2005
Article Date: 28th Apr 2005
Difficulty: Medium
Retail Price: £39.99
Price Comparison:
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Score Breakdown
Experience:
Game Play:
Graphics:
Sound:


Overall Score: 94%
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Pros
  • Classy
  • Best in genre
    Cons
  • Not a huge leap
    Screenshots

    10 of 16

  • So Sam Fisher’s back in the fray. In a time of crisis Sam sure is the man. Showing little of the battle fatigue that often affects other gaming veterans his edges remain as sharp and as deadly as they were in the Pandora Tomorrow saga. Once again it’s a crisis that can’t be entrusted to any other operative.

    I’ve mentioned previously that I’m not sure that the ‘Tom Clancy’ association is necessary to shift units of a game of this pedigree, no doubt a marketing executive could show me figures shooting that down in flames, but the guys at Ubisoft certainly do justice to the creator of the Splinter Cell world. I think we can all accept that TC isn’t DH Lawrence. His books are big set pieces, the world under threat, terrorist scenarios to be resolved by elite defenders of liberty in a particularly square-jawed, heroic, high octane way. These are people we’d have posters of on our walls as kids, if we knew they existed, which we don’t, because they’re, well, elite. This time the plot is an algorithmic code falling into the wrong hands, or rather the wrong hands getting hold of the man who knows the code. This could produce mayhem as it could be the cause behind the international finance market crashing, New York being enveloped by blackness, and all kinds of other disasters that we’ve come to rely on our ubiquitous technology safeguarding against. So who are you going to call?

    Mission parameter established, it’s time for getting to know your limitations – or in this case the extra-special abilities that you have in your locker. Guiding you through your moves and best approaches to certain situations are a series of training videos, worthy but a little dull, I prefer to learn ‘on the job’ so to speak (don’t we all.) What features can we expect from the 2007 version of impending crisis. In truth the game didn’t show a massive change in form from SCPT. That’s not an implied criticism about unresponsive development, more a case that the previous game was such a benchmark for such titles that this one reinforces that quality, whilst very few competitors have even threatened to close the gap. The same level of detail surrounds the third person based scenario – comms links to your team’s experts, footage of events, biographies of the key personnel, in fact detail that any good techno-thriller writer would spend pages outlining. This makes a difference, it acts as a hook, you want to pick up this more than the game that gives you a one page blurb in the manual.

    In terms of Sam’s abilities they all check out as previous; can you split jump across two parallel walls – yes, open a door stealthily after optic fibre scanning the room – check, and the all time favourite batlike inverted hang from the rafters whilst despatching an opponent – absolutely, indeed they’ve actually enhanced it with a neckbreaker option as well. There are not a great many more moves to be had though, there are a couple of touches with seizing and holding the enemy but nothing fundamental that will be exploited to the full. Then again what already existed required you to employ all the sticks and buttons, a point which is one of my tiny criticisms against the title. Being in an environment where you’re shooting, using hand to hand combat, climbing, crawling, in a night environment requiring silence and task accomplishment, you need to change the set-up so often you can get a bit bogged down. Without knowing what’s around the corner, and being aware that the slightest mistake will lead to detection, you must alternate from night vision to thermal imaging, back to eyesight, equipping and unequipping constantly. This is no flash-bang fest, it’s escape and evasion and that means a big demand on movement. I am however, quite happy to be countered by people on this point though as let’s face it driving whilst trying to change the cd and stick a Mars bar in your face can also be a test of dexterity so what should we expect from saving the world?


    "the opening beach shot with the moon stealing across a clouded sky is poetry."

    One thing that all the vision shifting can do is distract you from how fabulously rich the graphics are. Sure the night sight is sharp, accurate and useful but the opening beach shot with the moon stealing across a clouded sky is poetry. When you’re not under attack, or waiting in the shadows to pounce – and there are some moments to stop and catch your breath - have a look around you and take in the quality of the textures. Light in particular is done superbly, and you need to be aware of this in relation to where you’re standing in case the visibility sensor shoots through the roof. This is matched by the excellent correspondence between sounds and character actions, voiceovers (especially Sam’s) are absolutely spot on, and once again there’s an indicator to show if you’re of catlike tread, or the proverbial bull in a china shop. You really do need to interact with your environment and care for it’s ambience to stay out of site of the guards (who once again display a solid, realistic AI.)

    Game modes boasted by the developers include the standard single player, the return of the versus mode where you can opt for the stealthy Sam character, or a more mercenary assault team player, and a ‘co-op’ 2 player mode with specific missions. The single player remains the core of the game and the numerous installments, with their constantly updating primary and secondary objectives should last you a reasonable lifespan, especially if you seek to maximise your end of level stats and ratchet up the difficulty. The other options should be treated as a bonus rather than the be all and end of all of a purchasing decision, but conversely, and rather disappointingly, there is no online playability in Splinter Cell. This could have been one game to encourage more subscribers to Xbox Live as it offers genuine class and innovation.


    "It’s still the most fluid, most stylish, most playable experience in third person"

    These are times when franchises can become repetitively tiresome, and plots and gameplay rehashes of the same old formula. Maybe by the time of the next chapter in the Sam fisher story we might need to see a little more enhancement but for the moment this is another slice of class. Chaos Theory doesn’t claim to be a revolution from what you know already, but that’s because it knows that what it does is the very best. It’s still the most fluid, most stylish, most playable experience in third person action and adds another worthy page turner to the Tom Clancy library.

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