Splinter Cell: Conviction's lost features
Why a "true realistic" difficulty never made it.
Ubisoft Montreal has revealed why some hardcore stealth features failed to make it into April's Xbox 360 and PC game Splinter Cell: Conviction.
Some Splinter Cell fans complained that the game steered too far from the core stealth gameplay seen in previous titles in the series. In a post-mortem written by Ubisoft Montreal's Patrick Redding, Alex Parizeau and Maxime Beland for Gamasutra, the development team agreed with this assessment – and explained it.
Conviction, first revealed in 2007, began life as such a notable departure from previous games in the series that Ubisoft "felt one of its key franchises was in potential jeopardy".
It suffered a high profile delay to give the team a chance to implement features existing fans of the series had come to expect from Splinter Cell – effectively the development team started from scratch. But due to time constraints it proved impossible to effectively implement them all.
"Many features that are a given in a Splinter Cell game, such as dynamic lighting, two-handed weapon firing, and gadget management literally needed to be recoded from scratch," the team said.
"Any new mechanics needed to sit on top of these must-have features, putting further pressure on the timetable and creating considerable bug risk.
"For example, the black and white filter that tells the player they are hidden from nearby AI was functionally dependent on the restoration of the light and shadow system. It was impossible to make changes to ambient lighting or the nuances of shadow gradation without impacting the logic of the black and white filter, which made it harder to debug and prevented us from giving the effect the degree of visual polish we wanted.
"Unfortunately there wasn't time to rebuild everything. Analog movement speed was abandoned in favour of a simplified run-walk system. The ability to pick up and hide dead bodies was never recreated, nor was lock picking, nor the full variety of door-entry mechanics."
Conviction was designed as a more accessible, less punishing stealth game that would broaden Splinter Cell's audience. This meant the loss of some core features long-term fans had come to expect from the series, such as the ability to move dead enemies and the use of a knife for close quarter kills.
"Stealth games in general occupy a relatively narrow niche, and Ubisoft needed to expand the franchise's appeal or risk it falling between the cracks, pleasing no one," the team revealed.
"Earlier chapters in the Splinter Cell series had emphasized a fairly punishing model of stealth play that required painstaking observation and concealment, and which generally ended badly if the enemies' suspicions were ever aroused to the point of violence.
"Opening the series up to new players who were wary of its reputation meant devising completely new mechanics and streamlining much of the complexity from the original systems. Unfortunately, some much-appreciated features - like the ability to move dead enemies, or use a knife for close-quarters kills - fell by the wayside because they were never included in the original design requirements, and there wasn't sufficient time left to reintegrate them and polish them to the standard of the earlier games.
"Among other things, the compounding development pressures left the team without enough time to implement and polish a true 'realistic-hardcore' difficulty setting that would have better satisfied the desire of some players to tackle the game in a more traditional way."
Simon Parkin turned up a 7/10 in Eurogamer's Splinter Cell: Conviction review.
"Where once players were free to tackle Splinter Cell's enemies in myriad, improvised ways, now the options are more limited, traded for an upped tempo that's more Arkham Asylum than Metal Gear," he wrote. "At its best, Conviction is played as a high-stakes puzzle game, taut and thrilling when everything is going your way. But when cover is broken, the floodlights go up to reveal a mediocre shooter. Perhaps the greatest irony of all is that Splinter Cell: Conviction appears brightest in the dark."
A sixth game in the series is currently in production at Ubisoft's Jade Raymond=managed Toronto studio.
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Comments (39) Latest comment 1 year ago
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Indeed, he was just here and now all I see is this oversized box...
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Look at Civ 5 or the new WoW patch - both made their respective games more accessible without breaking them horribly.
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Also their choice of "must have features" is weird. Dynamic lighting and two handed firing are must-have, but hiding bodies and lockpicking wasn't? Seems like an excuse they came up with before he gives the real reason: Ubi didn't want stealth. It's pretty obvious from the entire game: it focuses entirely on brutally beating people through mirrors and against bathroom sinks. That's not a stealth game where there was no time to recreate enough stealth features: that's an action game, plain and simple.
Oh well, maybe the next one will be good again, but I doubt it. Apparently it sold pretty well and rare complaints here about the lack of stealth were often met with a barrage of "what u talking about its still splinter cell coz fisher is in it". So apparently it worked for a lot of people that weren't me.
And besides, as jag10 said, we all know who the stealth king is. And we'll probably see him again in Thief 4.
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Now if they could mix that with the original xbox titles i'd be happy to purchase.
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As for it being designed to encourage new people to play the game...I found it the hardest of the lot.
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Am I reading that right? Which Splinter Cell game had dual-wielding of weapons!?
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If they wanted to take the more action packed approach, they should have improved the enemy shot detection and rag doll physics. Sort of like Max Payne.
Can’t wait to see what they do with the next game. I had fun with this one and hope they don’t abandon everything. I liked the controls and feel of the new Sam Fisher.
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It also got rid of that most annoying (for me) Splinter Cell convention: "Here's an array of amazing guns. Don't fire any of them."
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Except, y'know, it also came out on PC.
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Instead they just made it stuck in no-mans land; not like the previous SCs, yet not that different from it, just a very watered-down version.
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They could've done that by simply getting rid of the guns.
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"Conviction was designed as a more accessible, less punishing stealth game that would broaden Splinter Cell's audience. This meant the loss of some core features long-term fans had come to expect from the series, such as the ability to move dead enemies and the use of a knife for close quarter kills."
Less punishing is perfectly fine and is probably more dependent on level design, but removing features that had been in the other games? That's rubbish.
If we're talking about appealing to some COD-loving moron, then they'll buy all-out action games like COD. They won't be satisfied by a game that's very mixed up between being stealth and action ('Aww yeah I'm in the dark gonna getcha Mr Guard BOOM DIE DIE DIE DIE'). Mixing those elements is fine, but Conviction seemed to be hesitant in what it was trying to be.
A bit of a simplification, but you get my point.
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All you need to know is that it's personal.
They took enough spy out of it to actually sound more like Arnie's film Commando
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I know stealth die hard fans don't like Conviction but I feel it has a more balanced style of play that allows you to be more reactive to your current situation and doesn't punish you for making a kill if necessary. Although stealth makes your life a lot easier it gives you the option to break cover and even set traps by doing so and using the last known location feature. If you get spotted then things can become a lot more difficult so I'm not sure quite what some people moan about.
There are some great stealth tricks in there too like the activating of car alarms or the use of a mirror under doors etc. The co-op campaign was also excellent but would have been great if they had local play as well. I also liked the black and white stealth indicator. The graphical effect looked nice and it was a lot more obvious when you were out of sight rather than having to look at a little meter in the corner of the screen. I had no difficult seeing the enemy when it changed black and white either.
Personally I hope they don't change the new style too much as although the original series had its place during the time the first two games were released it really lost its appeal from Chaos theory onwards for me.
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I would have liked a proper improvisation system too; instead Sam just ends up with his old high-tech gear, and the PEC system just made things worse. In fact, it essentially broke the Mark and Execute mechanic, which was actually a pretty good idea - just not when you've got 4 tags and only 5 guys in a room anyway.
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