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View Full Version : Splinter Cell CT, so far more of the same?!


ThaMaskedGamer
03-30-2005, 03:26 AM
Well from my perspective, this is not a bad thing, cause I absolutely love the Splinter Cell franchise, and I didn't think it was flawed. But after reading the reviews about how this game is sooooo wide open, I have to say after the first two levels I don't think so. I'm sure this will change, but I think a lot of people are going to see the first levels and say, hey i'm still getting my azz whupped.

Now, I must say, I immediately played the game on Expert mode. I don't how much of a change that makes, I would assume it does not make the game easier. To be fair, on the first level the alarming system is not present, you can now save the game at will, before you only got so many saves. The first level was quite long, but it still followed a fairly linear path. The next level is onboard a huge vessel at sea. There is quite a bit of divergent pathways, but nothing to write home about. But, the second level does introduce the alarm levels of past games. The difference here is the game will not stop because you trigger a million alarms or get into shoot-outs. However, your chances of now surviving a shoot-out, at least on Expert level are slim. First off, the more you fight the more guys come after you, then if you survive, they gear up with kevlar. Also, their weapons are way more powerful than your silenced compressed weapons.

Stealth is still the best way to go. I decided to try and be super stealthy on the 2nd mission, I tried not to directly engage on person. It is entirely possible. I began to notice poles, and ducts, and all kinds of ways to evade the enemy. I made it pretty far, going slowly, until I tried to sneak into a file cabinet behind a guy on a computer. He saw my shadow and war broke out. I decided to go with the flow, and I was quite shocked when they went to kevlar, that was impressive. Also, Lambert is annoying as hell when you set off alarms.

Anyway, the game itself is simply stellar in its presentation. Sometimes i just turn-off the nightvision and look at the levels, it is really astonishing. They continue to just raise the bar. I can not wait to finish the single player so I can jump headfirst into the meaty coop and versus combat on LIVE.

Rogue Bounty Hunter
03-30-2005, 06:39 AM
I don't have it yet (hopefully GameRush gets it in today), but I think the lack of alarms makes Chaos Theory more playable. The other two Splinter Cells were too frustrating to play after a while, and when a game gets to the controller-throwing level of frustration, it gets traded. From the sound of it, Chaos Theory shouldn't become trade bait.

I'll give an impression after I pick up my copy.

ThaMaskedGamer
03-30-2005, 07:15 AM
I don't have it yet (hopefully GameRush gets it in today), but I think the lack of alarms makes Chaos Theory more playable. The other two Splinter Cells were too frustrating to play after a while, and when a game gets to the controller-throwing level of frustration, it gets traded. From the sound of it, Chaos Theory shouldn't become trade bait.

I'll give an impression after I pick up my copy.

Well, the alarms are there, just not on the first mission. But, they are definitely there on the second. I went a long time before triggering the alarm, but it was very hectic when I did. The audio in this game is sharp and kicking. The gunfire is crisp and snapping, that is the terrorist return fire at you. The game also rates your performance, I got a 67% after the first map, and a little higher after the second map. So, you will get dinged for things like being noticed by a guard. This time around there are secondary and sometime tertiary objectives, and if you don't complete all of those objectives, you will get dinged. The secondary objectives have you scrambling around the facility for certain boxes, usually five of them. This is like an extra challenge for the stealth type of players, cause a lot of the time the boxes are right under the nose of a guard, and they are scattered throughout the entire map. So, if want those objects the only real way of getting them all is stealth.

The view on this game is a lot closer and tighter to Sam. So you really don't see as far off as before. It is intimidating entering a different open area because of this, you can't see whats around the way till you get there. So if you shoot a light, you may not see someone in the room, and they will hear it. I find, it is better to avoid shooting lights in this game believe it or not. Also, even with the lights out, they will use flares and cap you, or a flashlight. It is pretty sick, I was in the lighthouse on a ladder, shot out a light, and a guard came over held up a flare for a minute, then dropped it down the ladder past me. He still did n't see me, but I was highly impressed. The AI is scary real. I think anyone taking their time, will enjoy the game. It is taking me about 1.5 hours per level so far, and i'm not doing much reloading. It is basically creeping, waiting, learning the pattern or path the guard will take. Anyway, I've probably said too much, I don't want to spoil it.

Darwin
03-30-2005, 09:35 AM
The game is more accessible to a wider range of gamers. It manages to remain a challenge, but is much less frustrating. Although the overall path is mostly linerar, there are more options that before. Many pathways have multiple entry points. There are numerous objects in the environment that you can throw. There seems to be a lot more ways to deal with a given group of guards than before. So far, this is the best single player Splinter Cell.

I've also been messing around with the multiplayer maps and tutorials. The multiplayer has gotten even more complex,. The levels have more pathways, more possibilities, more ballance. Even the levels that were "ported" over from Pandora Tomorrow have undergone siginficant retooling with new pathways. There are also more gadgets to really even-up each side. For example:
-Mercenaries can now do a 360 spin attack to fend off spies who are coming up from behind
- Mercs can now equip a gas mask so that you can survive the smoke grenades.
- Mercs can now tap into the camera system

- Spies have camo that can render them invisible as long as they go slow.

theWacoKid
03-30-2005, 11:14 AM
And this post has what to do with system wars?!

DrunkenThumbmaster
03-31-2005, 06:18 AM
I didn't even know the game was out yet. I'm going to have to wait on this one. I've gotten 8 games this year and why I didn't pay full price for all of them ;) that is a whole lot of games.

I plan on cutting back I'm not going to get more than 4 games the rest of the year for all systems so I'll take my time getting them JE, SC:CT, DOOM 3, and a Football game. Then I may get Xbox 2 at launch if Perfect Dark looks good and comes out with it.

I say that now!

From the Demo this was the best looking game I've seen on the xbox does that hold up through out the game?

Rogue Bounty Hunter
03-31-2005, 06:18 AM
And this post has what to do with system wars?!

Nothing, really, but since there was a RE4 discussion thread in SW, I didn't have a problem with this thread being in SW.

Now back to the game.......

The first level took me about 1:25 to finish. The thing that impressed me the most about the game was the camera. I really like it when Sam is positioned beside an opening, the camera will center the opening instead of Sam himself, giving the gamer the best view of what's going on. I'm playing the game as an agressive-stealth person. I sneak towards them and try to interrogate as many people as I can to gather info.

Also, I was able to throw the guy off the top of the lighthouse, which was nice.

white0lion
05-30-2005, 11:45 PM
Metal Gear is better! =)