The more venerable and successful a video-game series, the trickier it must be to make sequels. Fans who have been around since the beginning likely start feeling a bit put-out about changes made over the years, changes that welcomed the very newcomers who might balk at an old-school return to form. That conundrum certainly seems true of Splinter Cell, which will get its sixth major release this summer with Splinter Cell: Blacklist
Last week I headed down Ubisoftâs press HQ in San Francisco to play through a couple hoursâ worth of the game and speak with the people making it. What I saw was a game aiming to be all things to all Splinter Cell fans, but that may have lost some undefinable something along the way.
For those who havenât played a Splinter Cell game, itâs a series that revolves around high tech covert operations all around the world. The protagonist, Sam Fisher, is essentially a more-grizzled version of 24âs Jack Bauer. Heâs a badass whoâs seen it all, and his constant off-the-records fights to keep America safe have cost him no small amount. He is, in the parlance of our times, a man whoâs not afraid to Do Whatever It Takes. Usually Whatever It Takes involves sneaking through the shadows and silently taking out a whole bunch of dudes.
In addition to an hour or two playing the game, I had a fun, lengthy chat with creative director Maxime BĂ©land about design, the Splinter Cell series, stealth games, and all sorts of other things. Iâll be publishing that interview later today or tomorrow on Kotaku. For now, I thought Iâd share my take on what I saw. If you just want to see the game in action, check out the video up top, which I edited together from some footage Ubisoft sent over.
I kept notes of the preview session similarly to how I approached SimCity, but with less of a journaled approach. Before we go into that, here are the things that stuck out to me as the most important.
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The Important Points
The game feels like Conviction. Itâs faster and more fluid, with a reliance on the same sorts of contextual moves as that game. That said, there are many more pure-stealth additions to the gameâyou can hide dead or unconscious enemies, you have a much more flexible and customizable arsenal, and itâs possible to play through many of the levels without killing anyone or being detected at all.
The game revolves around a hub nowâin between missions, you can walk around Samâs mobile command hub and accept sidequests from the various characters like Grim and the supremely annoying Charlie. (More on Charlie in a bit.) I didnât actually get to see these in action, but it sounds like theyâll be varied and interesting, and could be a good way for the game to embrace more hardcore stealth levels and challenges. Pure speculation, though.
Thereâs a new higher difficulty, called âperfectionist.â It plays more or less like ârealistic,â but removes the ability to mark and execute enemies. You can still mark, but can no longer pull off the quick insta-kill executions. Itâs pretty greatâif I had one complaint about Conviction, it was that it was too easy, even on so-called ârealisticâ difficulty.
Like many games this generation, Blacklist has evolved to include RPG elements and experience points. Youâll earn different grades and experience depending on how you play. The game recognizes three playstylesâGhost, Panther, and Assault. Ghost is stealthy and nonlethal, panther is stealthy and lethal, and assault is non-stealth, lethal. When you play in one of those styles, you earn XP for that style, which lets you unlock better gear. I couldnât get a sense of just how much the different XP mattered, but in this game, like in many others, I sense that playing as a perfect âghostâ will be a reward unto itself.
It could well be that the missing element Iâm detecting is tied to the new voice actor for Sam Fisher. I didnât think Iâd miss Michael Ironsideâs deadly purr, but I really do. The guy they got to replace him is serviceable, but he has an unremarkable voice and, from what I played, delivered mostly unremarkable dialogue. Without Ironside as Fisher, the game loses a substantial amount of personality. Thatâs an extra-drag, seeing as how Samâs personality is really the only personality the series had going for it. Itâs not a deal-breaker, but Ironsideâs absence affected the overall experience a lot more than I expected it to.
Okay, letâs go into my time at Ubisoft.
Notes From The Preview
Before I played, creative director Maxime Béland took the stage to walk us through the basics for the game. Mostly meat and potatoes stuff, but worth sharing some of it.
The bad guys in the story are called âThe Engineers.â Theyâve made a blacklist of various attacks theyâre going to make on America. For the usual transgressions.
BĂ©land is making a big deal about how Sam will be back in his suit. Cool? Also, heâll have a knife. Yay!
BĂ©land says that a pet peeve of his from Conviction (a game he also worked on) is that Sam was very static. Theyâve made it a goal to make him more fluid in Blacklist. I felt like he was waaaay more fluid in Conviction compared to past games, but I get what heâs saying.
Theyâre big on the three new playstyles: Ghost, the nonlethal, nondetected player; Panther, who wants to be lethal but wants to âstrike from the shadows,â and Assault, the combat player. Basically Stealth + Nonlethal, Stealth + Lethal, and Non-Stealth + Lethal. Blacklistâs economy system will allow you to buy gear and customize Sam to be better for whichever style you like. At the end of every mission youâll get an âAfter Action Reportâ where youâll get a certain number of points based on how much of each playstyle you used.
You can change the color of Samâs goggles. What? This is big news! I want to have mauve goggles. I donât see any other colors yet.
BĂ©land is showing us the âSMI Interface,â which is the in-game planning mechanism that allows you to plan out everything in the game, including your friends online, multiplayer, etc. BĂ©land says he wants to have no main menu for the game, only the SMI, though heâs not sure yet if they can make it work.
The hands-off demo begins as Sam finds himself sneaking through a shootout in the streets of a Middle Eastern city. Iâd say it could be any Middle Eastern city, except that the text introduced it as Benghazi, which is interesting. Other than the specific city, the setup seems pretty much interchangeable with any other Splinter Cell game. Theyâre looking for someone or other, and stuff happens. It looks like Splinter Cell. It looks good, mind you, but very much like a Tom Clancy game.
Sam has a conversation with his handlers, and Iâm immediately struck by how totally different the game feels without Michael Ironside. His radio contacts are splashed all over the wall in a cool visual effect as they talk, like an even more involved version of what they started with Conviction. Among them is a hilariously dumb-looking twenty something âgamer typeâ in a hoodie, who is presumably Third Echelonâs tech whiz. What is this, 1998? Am I watching Enemy of the State?
One of the first things Sam does as he sneaks from rooftop to rooftop is take down a guy and move his body into a dumpster. Body-hiding confirmed!
So far this level weâve been watching has been very linear. I sense Iâm going to get to play it in a bit. Sam is given a bonus target to take down nonlethally; presumably these will pop up from time to time; in-level âchallenges.â
Of note: so far in this demo, none of the bad guys has said âFisher.â
Fisher has captured an arms dealer, who is giving them information on the guy theyâre actually chasing. Wow, painful cutscene interviewing the arms dealer. Bad humor from hoodie tech guy, bad acting all around. Yikes. It does not appear as though story is going to be a strong point of this game.
Youâre able to walk around your HQ and talk to people, sort of like in Assassinâs Creed. You can purchase upgrades from people, get side missions from Grim, and more. Paying to upgrade your plane will, for example, give you better radar in missions.
Ugh, this hoodie hacker guy is the WORST. Just the most flagrant early 2000âs young hacker type, all attitude and jargon, lame, lame, lame. He looks sort of like Jonah Hill. It feels like heâs a cameo from a gamer who won a competition and got to be put in the game. His name is âCharlie.â He keeps asserting himself. I do not like Charlie. Go away, Charlie.
The next mission is on a rooftop at night, in a rainstorm. Sam is doing a lot of stealth taking-down and body-hiding. Looks good, very much like Splinter Cell. Iâve noticed the addition of a minimap to the lower left of the screen, which seems a little bit unfair. That mustâve been because they upgraded the plane.
Like in Arkham City, there are some enemy types thatâll negate some of Samâs abilities. We see a guy who can use tech to shut down Samâs goggles, requiring him to work around and score a more creative takedown. Sam uses a remote aerial drone to fly in and take him down. A lot of this feels quite similar to Ghost Recon: Future Soldier, actually.
Sam chokes a lot of dudes out using his knee-pit. Gross! Unless youâre into knee-pits.
After that, we get a chance to play. So, coming up, hands-on impressions and notes.
Hands-On
The PC settings include Ambient Occlusion and DX11 settings, tessellation, adjustable AA, and anisotropic filtering as per the norm for Ubisoft PC games. Iâm playing in DX9, however.
I start out walking around the command center, talking to people. Charlie tells Sam that if he gets enough money, he can âtest out some sick mods for your gear.â Cool, I know how those military types love sick mods.
You can really deck Sam out. Through Charlie I looked into a bunch of different gear typesâsecondary weapons from a crossbow to a stun-gun, two-handed rifles from a submachine gun to a silenced sniper rifle.
You can buy all manner of different clothes for Sam, too. Each part of his outfit can be customized. Iâm not sure how much effect each type of, say, glove has, but some are rated stealthier than others.
Gadgets are the usual array of Splinter Cell toys: various grenades, breaching charges, sticky cameras, and the addition of the Tri-Rotor, which is basically the drone from Ghost Recon: Future Soldier
Charlie tells Sam heâs got his âPeeps skimming what they canâ to get him sidequests. Heâll give Sam sidequests to go pick up more gear. I decide to undertake one of those.
Orrr⊠not. I guess the Charlie mission doesnât work in this demo. Maybe Charlieâs peeps are still skimming. But it looks like in the full game, I can launch a whole sidequest to go pick up gear for Charlie, if I want. That might be really cool.
I go to the map in the middle of the command station and find four missions waiting for me. Apparently I can tackle them in any order. Three are co-op, which weâre not going to get to use today. One is single-player. So, I guess I have one mission available to me.
The co-op missions look pretty standard from the outsideâa collection of various objectives, along with a leaderboard.
My game keeps crashing, so I have moved to a new computer. I think I attract technical troubles at these sorts of things. (Well, not just me: the guy next to meâs game kept crashing, too. Perils of an early buildâno reason to think that the final game will be unstable.)
Iâm now sneaking through the same city streets we saw in the hands-off demo above. Well, Iâll tell you this muchâgetting spotted in this game sure gets you killed. It plays very differently than Future Soldier, and Iâve had a bracing reminder of how much better it is to remain unseen in Splinter Cell
Itâs unclear whether youâll be able to play the game with the UI turned off. I have four options under the UI menu, but none of them turn it off entirely. I asked BĂ©land about this later, and he said they were still tweaking those settings.
Okay, Iâve gotten my groove back. Iâm now in the hallway bit that you can see in the video above. This is entirely linear, but has that old Splinter Cell groove. And by âoldâ I mean it feels mostly like Conviction, at least how Iâm playing it.
Lots of Inception horns playing on the soundtrack. My sloppiness has really pushed the artificial intelligence, and it hasnât always responded. Iâm pulling off all kinds of cheap exploits of the guards that really should get me killed.
There is a dog in this game. Were there dogs in past Splinter Cell games? While hanging, I performed âDeath From Aboveâ on the dog and killed it. Sorry, dog.
Sam Fisherâs butt is looking pretty good in this stealth-suit, to those who might be interested. Itâs an A-grade, early forties dude-butt.
I just straight-up kicked a dog in the face! I was not detected by the guy standing right nearby. So, still a stealth video game, in that the AI isnât always consistent or believable.
I picked up my first body. The AI guy nearby heard something, but somehow didnât see me. Going to have to ask about the AI in this game, and whether it gets smarter as the game gets more difficult.
Samâs whistle seems somewhat overpowered. While youâre hiding at a corner, you can hit back to âwhistleâ and call dudes over. Every time I whistle at enemies, they come right over for me to wail on them. So far, the stealth stuff in this game isnât very difficultâwhistle + corner-takedown has worked 100% of the time.
The big control-change is that now Sam sticks to cover with a face-button, and the left trigger causes him to bring up his weapon and aim. It was probably inevitable, but I actually really liked the way BĂ©landâs last few games, Conviction and Rainbow Six: Vegas used the left trigger to grab and release cover.
Samâs whistle is mainly overpowered because it plays into the standard (somewhat arbitrary) rhythm of Convictionâs Mark & Execute system. First you lure a dude into a melee attack to âcharge upâ your instakill âexecuteâ ability, then you tag and waste a bunch of guys. I always find myself abusing it even after enemies are alerted, tagging a bunch of them really fast and just wiping them out.
I find our target, and heâs being tortured. Splinter Cell torture! Though this time the bad guys are doing it. Later, BĂ©land and I had an interesting conversation about the gameâs inclusion of torture, which Iâll include when I write up our full interview. Short version: Unlike Conviction, there wonât be interactive torture in Splinter Cell: Blacklist
Now Iâm doing an exfiltration bit with my injured friend/frenemy under one arm, shooting guys in the face. No stealth. Which makes me think this game wonât be possible to play 100% nonlethal.
I got into a make-or-break âdefend until exfiltrationâ bit against a bunch of dudes coming in from multiple angles. Very actiony, somewhat frustrating with Splinter Cell controls. Itâs easier to play this stuff now that I can aim with the left trigger, but I havenât completely adjusted to the new control scheme.
There is a new difficulty level on top of the three that existed for Conviction: Thereâs Rookie, Normal, Realistic, and âPerfectionist,â which takes away your ability to execute altogether, among other things. Iâm gonna try the second level theyâre giving us to play on perfectionist and see how that goes.
Playing on perfectionist, I still have some super high-powered goggles I bought, but I now canât do tagged execution. I have a feeling that any old-school Splinter Cell fans are going to want to play the game this way. It already feels better.
AI behavior even seems different on perfectionistâI tried to whistle a guard over, and he immediately ran back, took cover, then closed on me from a distance. Iâm not sure whether that behavior is because this is later in the game, or because itâs a higher difficulty. (Note: When I asked him later, BĂ©land made it seem as though this is more tied to the stage than the difficulty setting, but said theyâre still working that stuff out.)
I made my way through the rooftop on perfectionist, but then my game crashedâI decided that in the interest of seeing more of the preview, Iâd kick it down to ârealisticâ difficulty. Perfectionist is good stuff, though.
After the rooftops, Sam makes his way into a building thatâs under construction. Heâs on the radio with Grim and Charlie; Charlie is as annoying as ever, and again I notice that without Ironside, Fisher has undergone a significant personality removal. It seems like a real loss for the series.
Clearing out a two-level warehouse full of dudes, similar stealth tactics as usual. I pull a guy out a window just after he talks to his friend, no one notices. Empty a clip into a guy upstairs (silenced), no one notices. Shoot a guy right near everyone else, and an enemy says âSomethingâs not right. Iâll check it out.â
I shouldnât really be calling it Samâs âwhistle.â Thatâs just what itâs called on the controls screen. In fact, just as often Sam says âHey thereâ or âCâmereâ under his breath. And yet the enemies come right on over. Despite the fact that theyâre on high alert and their friends are dropping like flies. Huh.
The last bit I play before I wrap up pits me against an enemy tech specialist, who not only jams my goggles, but sends robots out into the world to hunt for me if any guards see me. This seems like the sort of enemy that could work as a great counter for Samâs tricks, similar to the ways that Arkham City changed up the stealth segments as the game went on. Cool, I want to see more of this stuff!
After that, I went off to chat with BĂ©land, and wound up talking to him for the better part of an hour, which ate into the rest of my hands-on time. Fortunately, we had a really fun, interesting talk, which Iâll have up on Kotaku soon. In the meantime, my general impressions are below.
General Impressions
Bearing in mind that the game I saw was still in development and that I only saw a couple of levels, the sense I get is that Blacklist is going to be a Splinter Cell game designed to appeal to the widest swath of possible fans. Itâll have predatory action for fans of Conviction, but if you want to play hardcore stealth, you can still do that. Iâm not entirely convinced that âPerfectionistâ difficulty takes away enough of the assists to make the game truly feel like old-school Splinter Cell, particularly given that the missions I saw were still largely based around the sorts of fast-moving kill-kill-kill level design that we saw in Conviction
Iâm optimistic about the sidequests, in particular, since I could imagine the team at Ubisoft really getting creative with those missions and offering more hardcore, focused challenges for those who like that kind of thing. The loss of Ironsideâs voice is a surprisingly big deal, and leaves Blacklist feeling a bit like a Tom Clancy game without a clear identity. Itâs one part Rainbow Six and two parts Ghost Recon, but it feels unclear whether itâll be able to carve out one additional part to just be Splinter Cell
Is that you, Fisher?
You lost us at the airport.
You wonât lose us now!