” Hide and Seek : Elite” could,
and perhaps should, have been the honest strap line
for the follow up to UBISOFT’s popular Splinter
Cell. It wasn’t, which is hardly surprising
with this being part of the Tom Clancy franchise.
Instead,
the law of naming a Tom Clancy game continues,
select two words, add a pretty typeface
a voila: Pandora
Tomorrow is born. |
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It
wasn't always called Pandora Tomorrow though, when GhostRecon.net
exclusively
revealed in April 2003 that a Splinter Cell sequel was
in development, the title at that time was Shadow Strike.
Check your firewall logs after playing Pandora Tomorrow
online and you'll see Shadow Strike listed!
What
has remained the same, is that you still play Sam
Fisher, who remains a member of the ultra secretive
National Security Agency project Third Echelon.
The
missions and challenges are similar to the first,
stay
in the shadows, keep away from other people (and
if you can’t keep away from them kill them silently
and hide their bodies in the dark), meet the objectives,
get to the end.
Although much was made by Ubi Soft
of the less linear nature to the gameplay, it isn’t
really noticed that much. |
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Take the train level (which is also in the demo), you
either choose to go outside the train, or inside. You still
end up at the same point, and ready to overhear a specific
conversation. There is no real dynamic nature to the game.
On one level you must follow a terrorist
leader in order to hear a phone call he makes regarding
a biological weapon. Take as long as you like though, because
he stops at every other corner and waits for you. While
this means you won’t have to replay the mission many,
many times in order to learn the correct route to take
it also serves as a reminder that this is just a video
game. Much like some of the level design. Although Sam
has a veritable monkey’s collection of movements
in order to get in, and out, of tight spots, time and again
you find you can’t jump a 2 foot fence, or a narrow
hedge. There are a few new
moves to enjoy however, as Sam has learned some new tricks
since the original game. The animation is a smooth and
convincing as before, nice stuff.
What’s
changed then apart from a few new moves? Not a lot
to honest. There are a few different animations for
removing people.
Same gun turrets, same retinal scanners,
same excellent voice actors, and the same enemies
reacting to the slightest movements.
Draw them
away from their usual walkways and silently hit
them on
the head with the butt of your 9mm and move onto
the next. |
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While on the subject on weapons,
the arsenal at your disposal has had the minor addition
of flash bangs and you can now
whistle to gain the enemy’s attention.
The lighting on the levels remains
as amazing as the first. Water, fire, and spot lights
are all tackled with the same
striking detail of the first installment. But therein lies
a problem, the original Splinter Cell is over a year old
and we see little improvement (and perhaps a small step
back: the Sam’s shadow (on my computer) are so pixilated
it looks like Manic Miner This may be a bug regarding ATI
Radeon cards and may not affect all users).
There are some nice touches thrown in
around the levels. On one level a lightning storm is liable
to reveal your location as the lightening cracks overhead,
on the other hand the accompanying
thunder
masks the noise of your footsteps to assist with the all
important stealth.
The
game could easily have been an expansion pack as
opposed
to a sequel. So why wasn’t it?
The only one reason as far as I can see, and that
was the introduction of the multiplayer aspect.
A
surprising
addition, and not one many would have expected
due to the 3rd person nature of the game. |
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In multiplayer,
one team play as spies, the other as mercenaries. Each
side boast their own skills,
with the spies able to use
thermal and night vision, and the mercenaries having “movement” and
electro magnetic field vision. The movement vision highlights
any sensed movement in the field of view the EMF view highlights
electric devices and traps that the spies have placed.
Each side also have their own unique weapons, the spies
to maintain their stealth approaches and the mercenaries’ to
eliminate the spies.
Somehow the graphics look different online,
and this plays a large part in the actual gameplay. For
example the shadows are much darker, which requires the
use of night vision or infra red rather than monitor adjustments
in order to reveal hiding enemies! The infra red in particular
is
much more appealing online, and a cool gadget to use.
The development
team have managed to get a nice balance in the online
game, with the Mercenaries
and the spies evenly pitched by restricting which gadgets
and weapons each side has available to them. Team play
definitely comes to the fore, if you want to win over
your opponents, you will have to work together. So, if
you were wondering how they could turn Splinter Cell
into a multiplayer game, relax, they have pulled it off,
and it is great.
Pros:
- Still a good looking game
- Multiplayer aspect
- Lot of fun with a good replayability value
- Amazing intro video
Cons:
- Linear in the most part
- Not a huge leap forward.
- Occasionally irritating.
By MagnumKP
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