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Review
By:
Jared Black
|
| Developer: |
Ubi Soft |
| Publisher: |
Ubi Soft |
| #
of Players: |
1 |
| Genre: |
Stealth |
| ESRB: |
Teen |
| Online: |
No |
| Accessories: |
Memory Card,
GBA/GCN Link Cable, Progressive Scan |
| Date
Posted: |
6-5-03 |
In the eyes of many, the release of
Tom Clancy’s Splinter Cell virtually “saved” the
Xbox’s holiday season. Not only was it one of the few big name
exclusive Xbox titles released during the Christmas, but it also
proved to be one of the greatest console titles of all-time. It’s
release made such an impact that the game won a slew of awards,
including our own pick as the
Best Xbox Title of 2002. Naturally Ubi Soft wanted to
capitalize on the success of this hot new property, and quickly
readied ports to every other current viable gaming platform. The
result is an early contender for best GameCube title of 2003.

I don't want to talk too much about the storyline, but here's a brief
overview of what's happening. The player assumes the role of Sam
Fisher, a NSA agent armed with a number of different gadgets, weapons,
and a lifetime of experience. Though an initiative know as Third
Echelon, the NSA sends out agents dubbed Splinter Cells to gather
intelligence, carry out sabotage, and in general protect the interests
of the United Sates of America through any means necessary. As a
result Sam's greatest weapon is the "Fifth Freedom", which basically
gives him the ability to operate above and beyond the law when
necessary to protect US interests. Set in early 2004, the CIA has lost
contact with a couple of agents operating covertly in the former
Soviet Republic of Georgia. Thus Sam's mission is to locate the
missing agents, and determine whether they've been compromised and/or
killed. The storyline obviously takes on a much larger scope as the
game progresses, and is moved along via between mission cutscenes
featuring Sam and his team or news briefs giving a general overview of
what's happening in the world at that time. In the Xbox version these
cutscenes were somewhat ambiguous, but that problem has been rectified
with approximately 30 minutes of new cutscenes that present a clearer
picture of what exactly is happening.
While the core gameplay is much the same as Metal Gear Solid 2
(sneak around and accomplish a variety of tasks using whatever means
necessary), Splinter Cell is really an entirely different
experience thanks to the emphasis on light and shadow. Every light in
the game illuminates the area realistically, and every object in the
game is self-shadowed. As a result, the player must learn to
effectively utilize the shadows created to hide and sneak past the
enemy. While MGS2 places an emphasis on hiding behind objects or under
boxes, Splinter Cell often has the player hiding in the dark
right in front of the enemies' eyes. This creates many more tense
situations, and ultimately makes passing objectives feel like more of
an accomplishment. This also creates many interesting gameplay
situations, as often there'll be one of several ways of getting past a
given situation. Do you shoot out the lights and create a path for
yourself at the risk of alerting patrolling guards, or do you use the
existing shadows and try to time movement just right? Or do you just
kill them and move on?
Ubi Soft really paid attention to the interaction with light and
shadow throughout the game, and created many different situations in
which unique use of them can create often-easier ways of getting
through a tough spot. For example, in one level you start out
overlooking a large courtyard. If you shoot out the lights then while
no guards are around, later on when you come back through the
courtyard it'll be a much easier task to do. The lights can still be
shot out later, but at the risk of alerting a patrolling guard.
This probably sounds like it would make the game incredibly difficult,
and to a degree it does, as it requires the player to actually think
(even more than MGS2) before acting. It isn't as bad as it sounds
though, thanks to the Stealth Meter. This simple meter indicates how
hidden Sam is, and how easily guards or surveillance cameras can spot
him. In a way it performs the same function as MGS2's radar screen,
but in a much more effective manner as it doesn't require constant
monitoring. As a result the player can focus more on the game at hand,
and what it'll take to get through a situation.
While player interaction with shadow is the primary difference in
gameplay, another key component in Splinter Cell is the camera
angle used. Since it's a roving third-person view, it requires the
player to get positioned more effectively in order to see enemies and
other hazards. MGS2 used a fixed camera system, which often would not
allow the player to see balconies and other areas above and around the
area without going into first-person mode. It also does a better job
of putting the player "in" the game, making the action more intense.
Finally, the gadgets are more diverse and play a more integral part in
gameplay. Gadgets are rarely necessary in order to continue in the
game (except lock picks), but they can often make a huge difference in
how easy an area is. These include a variety of projectiles that can
be attached to a weapon, with the Sticky Shocker (which attaches to
and shocks enemy soldiers) easily being my favorite. Other gadgets
include laser mics, camera jammers, optic cable (used to look under
doors before opening them), and lock picks. Additionally, Sam can
utilize night vision, thermal vision, grenades, wall mines, and other
items. New to the GameCube version is the Sticky Bomb, which makes
good use of the GBA/GCN link up (more on that later).
While Sam often relies on gadgets, he can also do some old-fashioned
butt kicking as well. Often enemies will need to be interrogated,
which will require the player to sneak up and grab them without being
spotted. Other circumstances will require forcing the enemy to
cooperate with Sam, including retinal scanners and hacking into
certain computer systems. The player should try to avoid fighting
whenever possible though, as alerting the guards will often lead to
the mission being aborted completely and will usually mean certain
death for Sam regardless. And in several missions located in areas
less hostile, no one can be killed at all including civilians and the
enemy.
Enabling all of this are easily the best looking graphics found in any
GameCube game to date. An incredible lighting system needed to be
created in order to support this level of environment interaction, and
Ubi Soft amazingly accomplished just that. As I mentioned before every
single light gives off it's own illumination, and can be shot out
(assuming it isn't reinforced) to put that area in instant darkness.
While this effect was true in the Xbox version, there are several
different areas in the GameCube version where the dynamic lighting is
obviously faked in order to save processing power. Multiple lights in
the same area still blend in well though, with none of the sharp
cut-offs found in most other games with lighting effects. Light will
softly pour in through blinds, and moths even give off huge shadows
when they get close to a light.
Beyond the incredible light system, everything else in Splinter
Cell is done with incredible realism. Sam has an incredible amount
of animation, and every single move he performs looks fluid and
realistic. Enemy soldiers are animated in much the same manner, and
will look around, perform idle animation, and adapt to their
environment realistically.
The environments are very realistic. Offices have papers and PCs
strewn about, alleys are filled with trash, and a server room is
incredibly clean and white like something out of Alias.
Additionally, the night vision and thermal goggles are very realistic,
each giving a vastly different view of the world and proving to often
be integral in gameplay. All of this is wrapped in very detailed and
crisp textures, and rarely do they ever repeat. Even when they do,
it's usually masked well by shadow or other lighting tricks.
Unfortunately, some environments have been butchered considerably in
comparison to the Xbox version. The training mission is now a simple
series of padded corridors, whereas before it featured more realistic
environments with boxes, shelving units, and various other debris
scattered throughout. If Sam’s training for real-world situations,
shouldn’t he have to maneuver around common office objects? Virtually
every level has been cut down considerably as well, both for the sake
of making the game easier (AKA pandering to the mainstream PS2 market
and the younger GCN market) and compensate for weaker hardware. For
example, the first part of the CIA level featured the player breaking
into CIA HQ in the Xbox version, but now Sam merely waltzes right in
with a fake ID. This was one of the best parts of the original game,
and it was cut out only for the sake of making the game simpler.
There is other less pronounced, but equally bad level adjustments
throughout the rest of the game as well.

The only real problem with the graphics from a technical standpoint is
some clipping, with the bodies of downed soldiers often falling into
surrounding walls and doors. It doesn't affect gameplay in any way,
but it's a jarring break from the incredible realism the rest of the
game portrays. My only other complaint is that Sam's night vision
goggles glow a constant bright green, but yet they seem to play no
part in determining whether an enemy can spot Sam or not. On occasion
I was standing in the dark mere inches from an enemy's face, yet he
couldn't spot me despite the three huge green dots on my head. I
understand why Ubi Soft did this (as they explained in one of the
behind the scene videos, the goggles are Sam's defining
characteristic), but it's another case of anti-realism in an otherwise
ultra-realistic game.
As a result of the graphic glory sound usually takes a backseat in
this game, but it's also of high quality itself and plays an important
role in the game. Performed by the Crystal Method, the music is
typical of military/stealth/Clancy games, and thus should be pleasing
to anyone familiar with those kinds of games. Sound effects are
numerous and realistic. Sam's weapons and gadgets all have a unique
sound to them, and Sam's steps will sound different and/or louder as
he walks over a variety of terrain. The voice acting is also done
well, and in particular Sam's voice sounds gruff and enhances the
character perfectly. Sam's support team is also voiced competently, as
is the enemy as it patrols, talks on cell phones, makes announcements
over the intercom, etc. My only complaint with the voice acting is
that I wish it were in the native language of that particular soldier
instead of in English with an accent stereotypical of that
nationality, but no other game (including MGS' Russian soldiers)
really does that anyway.
There aren't a lot of extras beyond the single-player game, but what's
there is done pretty well. A few extra videos are included, including
an interview with Sam Fisher himself. There are now ten quick save
slots, up from the original three and fixing a problem some players
faced before with getting caught without a good save to go back to.
The interface has also been reworked slightly, with some objects now
showing up as selectable without having to go into the menu to equip
them depending on the situation. For example, now when Sam reaches a
locked door he can choose to use a lock pick in addition to opening or
looking under it, whereas before on Xbox the player would have to pull
up the lock pick from the menu first. How Sam knows a door is locked
before he tries to open it though is beyond me…
The biggest difference between the GameCube and Xbox versions is the
inclusion of GBA OPSAT support. Utilizing a connected GBA, the player
can pull up a wire-frame map (similar to the radar in MGS2) of the
surrounding area. This allows the player to remotely interact with
keypads, computers, turrets, and elevators, as well as deactivate wall
mines from a safe distance. The player can also scan the surrounding
area for threats not seen regularly, and even use the Sticky Bomb to
safely kill from a distance. All in all a wonderful addition to the
Splinter Cell experience, particularly at nighttime with a GBA SP
equipped.
Highs:
-
One of the Xbox's
best now on GameCube.
-
Retains the same
great gameplay and use of light and shadow.
-
The GBA OPSAT is
brilliant, and a perfect example of how ports should be done.
-
30 new minutes of
FMV footage that really help to clear up and expand on the
storyline.
-
Supports
progressive scan.
Lows:
-
Graphics pale in
comparison to the Xbox version.
-
Most levels have been shortened considerably, due to a combination
of technical factors and a desire to make the game easier.
-
The PS2 and Xbox (through Xbox Live) feature an extra level, which
is arguably better than GBA support for most GameCube owners.
Final Verdict:
While Tom Clancy’s Splinter Cell is definitely at it’s best
on Xbox, the GameCube port is a respectable effort that should be in
most GCN owners’ game libraries. It still presents a decent
challenge, and the GBA OPSAT is one of the most unique uses of
GCN/GBA connectivity yet.
Overall
Score: 8.5
Additional
Images (PS2 Screens):
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