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Gaming is one of my many pastimes that began back in the 1980s. As such I have witnessed a multitude of ambitious video game titles to know whether a developer fully understands their vision. Splinter Cell is Ubisoft at its very best — a third person stealth title with absolute mastery of designing tension-filled, strategic and patient gameplay. The game’s systems all function together in a seamless manner to allow for the most enjoyable and exciting stealth-based gameplay possible. In Splinter Cell, you are Sam Fisher, a spy working for a U.S. government organization called Third Echelon. Your job is to sneak into enemy facilities (factories, embassies, etc.) to either steal classified intel or kill specific targets. However, how you choose to do so is ultimately your decision.

You may choose to avoid fighting altogether if you’re stealthy enough; or you may fight as needed to achieve your goals. The game provides you with total freedom of choice and action. Lighting is a key feature to the game as well. Depending on the amount of light in the area you are in, the degree to which you are visible is directly related. For example, if you are standing in front of a light source, you will be easily seen; whereas if you are in a shadow, you will be nearly invisible. The game uses visual feedback to indicate your visibility. Your character model clearly indicates how visible you are; and the sight lines of your enemies are also easily visible through their behavior and body language. The game requires constant analysis of the environment and planning of your movements to be successful.

Each of the gadgets in the game also provide specific benefits and are not just used for aesthetic reasons. Night vision allows you to see in the dark; thermal vision allows you to see behind walls and detect the heat signatures of living objects; the lock pick allows you to unlock doors and boxes; the mine detector alerts you to the presence of landmines or booby traps; and the sticky cam allows you to scan out areas before entering them. Each of the gadgets serve a purpose in allowing you to think differently about the environment and plan your approach accordingly. The use of gadgets in the game require you to think strategically about the environment and the enemies in it.

The controls for the game are fast and responsive. The movement speed is low enough that you are able to make precise movements. The aiming speed is quick when you need it to be. The third person perspective is ideal for viewing both the cover and light sources in your surroundings. The camera position is well thought out as it provides you with the information you need to plan your next movement without obstructing your view.

Prior to Splinter Cell, there were stealth games available, however third person stealth had yet to become effective. The camera positioning did not allow for a clear view of what was ahead of you. The movement controls lacked precision. You often lost sight of your enemies. The perspective of the game did not support the type of careful observation that stealth gameplay demanded. However, Splinter Cell corrected all of these issues through its superior technical design.

The camera positioning is deliberate and is positioned over Sam’s shoulder. It provides a clear view of the area in front of him while keeping him in view. Light sources and shadows are clearly visible and allow you to determine distances accurately. You can also tell exactly where the guards are looking. This information is provided visually without distracting you from the game or requiring you to solve puzzles where you have infinite knowledge.

The game also scales nicely in terms of difficulty. On easy mode, the game is much easier. The guards are less vigilant and have shorter sight ranges. You are given more leniency. Normal mode is the correct challenge. The guards are attentive and stealth is rewarding, however, failing in stealth results in punishment. On hard mode and above, you will need to master the game. Every difficulty mode is designed to be the intended experience and does not simply adjust the amount of damage taken.

The Graphics and Sound Design

The graphics in the game are suitable for 2002. The detail in Sam’s character model is excellent. The environments in the game are also detailed enough to support stealth gameplay. Light sources are clearly visible. Shadows are properly rendered. Surfaces also convey their characteristics visually. The animation in the game is also smooth and clearly conveys movement. The overall art direction in the game creates a unique visual identity for each location.

Audio is also critical in stealth gameplay. Your footprints sound different depending on the surface you are walking on. The guards communicate via radio. There are distinct alarm sounds. The audio feedback in the game continually informs you of the current game state. Since stealth is about avoiding detection, audio is an integral component of the information system.

The AI in the game is also highly advanced for 2002. The guards in the game have a line-of-sight vision that is realistic. They communicate with each other. They investigate disturbances. They escalate alert levels based upon threat assessment. They do not possess omniscient knowledge. They react to what they see and hear. This creates a dynamic environment that rewards careful play.

Does Splinter Cell Still Hold Up Today?

While the graphics in the game are dated, the lighting system is still relevant today. The visual design of the game continues to provide necessary information to the player. The controls still respond quickly. The stealth gameplay still functions well. The difficulty curve is still fair. The AI still reacts logically.

The campaign is long and engaging. At 12+ hours, the game has plenty of content to keep you engaged. Each level is meticulously crafted to provide a seamless transition between areas. Progression is clear and logical. Difficulty increases logically.

All of the gadgets continue to serve specific purposes. Objectives are clear without being too restrictive. Optional objectives provide additional challenges and rewards without being mandatory. Level design supports various approaches. The penalties for being detected are still significant.

Why Did Splinter Cell Matter?

Splinter Cell demonstrated that third person stealth could succeed on consoles. It demonstrated that stealth could be a primary gameplay mechanic. It demonstrated that technical excellence in camera placement, AI, and level design could create stealth gameplay that is perfect for the player. Since Splinter Cell, every stealth game has borrowed ideas from its design.

Splinter Cell defined the Xbox’s spy gaming identity. The game sold millions of copies. Ubisoft established itself as a serious competitor in stealth game design. And it all started with the designers understanding what stealth players want and delivering it technically exceptionally well.

Conclusion:

Splinter Cell demonstrates that third person stealth and stealth are not mutually exclusive. The controls in the game are responsive. The camera placement in the game is perfect. The lighting system in the game is essential to gameplay. The AI in the game is clever. The level design in the game allows for multiple approaches. The difficulty curve in the game is well-balanced.

Every technical aspect of Splinter Cell is designed to facilitate engaging stealth gameplay. The designers knew the limitations of the game and worked within those limitations to produce a game that is extremely good.

If you have never played Splinter Cell, you should play it to learn why stealth fans still consider it to be the ultimate stealth game. If you played it when it first came out, replay it to realize how well the technical aspects of the game have held up. If you are a designer of stealth games, study Splinter Cell because it is the epitome of technical excellence in camera, AI, and level design that creates truly exceptional experiences.

Rating: 10/10 — The definitive third person stealth game that showed the potential for the genre to thrive on consoles.


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