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Splinter Cell Essentials Review

PSP Review by Matt Martin

25 April, 2006

In the space of three home console releases, Tom Clancy's lone Special Forces agent has advanced the mechanics of a genre, coated it in incredible visuals and set a benchmark by which all stealth games are measured. Splinter Cell should never be mediocre; it should never be simply 'okay', it should never be anything less than fantastic. That's the bar it set itself, and that's the measure by which we judge all future iterations of the series. In that respect, Splinter Cell Essentials might come in the right packaging but it's not a Splinter Cell game.

Sam Fisher's first infiltration of the PSP is a collection of missions from previous games, as well as new content based on the upcoming console outing, Double Agent. The first problem is the fact that we've already played the majority of levels and when we last saw them on home consoles they were of a considerably higher quality. The watered-down PSP versions, with their dark levels populated by poor AI, are a noticeable drop in quality for the series. Obviously, we're not expecting the PSP version to look like it belongs on Xbox, but it should be pushing the capabilities of its own format.

'Splinter Cell Essentials' Screenshot 1

"Put your hands down there and tell me it's not as good as the real thing."

To begin with, it's a familiar and welcome set up. Sam Fisher is skilled in all the moves we know so well, from dropping onto guards' heads, to close-quarters attacks, using enemies for human shields and that silly little mince from one side of a doorway to another. Weapons, gadgets and mini-games are how we left them too; those loveable goggles complete with the high-pitched activation whine are as comfortable as a knackered pair of sneakers, and light and sound meters help the player read the environment almost as well as using old-fashioned eyeballs.

But sight and vision is one of the biggest problems with Essentials. The analogue nub is used to move Fisher, but by holding down the circle button it's also used to move the camera manually, making it impossible to do both at the same time. The circle button on its own centres the view directly behind the Black Ops agent, but that's no use when you're moving with stealth and precision through an environment. With no way to control the camera and Fisher simultaneously, movement is an uncomfortable shuffle - move, stop, shift camera, move, stop, shift camera again. To make this even more of a chore, there's a second control system for when a weapon is drawn that uses the four face buttons to move and the analog nub to aim. So now we have two completely separate ways of moving, neither of which do a satisfying job.

Splinter Cell has always been a series about using the contrasting light and dark to your advantage, but Essentials is strain-your-eyes dark. It's dark to the point of being uncomfortable. Night vision goggles are your main gadget but you shouldn't have to wear them through entire levels, especially when they reduce textures, objects and basic shapes to fuzzy blurs. It's the lesser of two evils - goggles that make it difficult to distinguish distance and surfaces, or normal vision with poor lighting almost engulfed in a heavy, black cloak.

'Splinter Cell Essentials' Screenshot 2

Aim for the lights, you can't bloody miss.

With the series' heritage, we'd expect Essentials to be one of the best-looking games on the PSP. While it has attention to detail in things like tent canvas, fauna, furniture and other objects, there's a bigger problem with a rude camera that barges through solid objects like some kind of visual gatecrasher. When Fisher puts his back against a wall the camera falls through it, revealing the empty space behind a model across half of the PSP's unforgiving widescreen display. We know Fisher's kitted out with near-future technology but he shouldn't have x-ray vision. Worst of all, during tight locations the camera zooms inside Fisher's head and you see his eyes staring back at you from the inside of his skull. It's like a beast from Silent Hill taking up the entire screen. Not only is it a distracting graphical glitch, it gets in the way of gameplay and screams 'shoddy technical skills' in your face like a bawling drill instructor.

So there goes Fisher, creeping through the shadows like a cat with three big green lights stuck to his noggin, when he comes across the enemy. Not that the enemy notices, because he's busy doing nothing with a basic AI that makes the majority of the game easy. It's possible to run through one level bursting into rooms and sticking a knife into guards for an instant kill. Shoot an enemy in the head and his buddy will run over to stand in the exact same spot. Blam, down he goes as well. There's no need to worry about how to navigate a room and slip past unnoticed. Just skewer the suckers and sprint to your goal. Even in locations where you're not given carte blanche it's possible to run up on enemies and drop them with a silent, non-lethal attack. During one level I opened a door three times, with it literally slamming back closed because a guard was standing on the other side. Was the terrorist bothered? No, he was too busy whistling.

Those responsible for the sound in Essentials at least come away with some dignity. As well as Ironside's awesome voice-like-a-tombstone, the incidental music sets the mood (although even this has a tendency to stop abruptly as though someone's unplugged the headphones), and sound effects are a nicely crisp contrast. Accidentally setting off a trip wire will make you jump at the explosion, and it's at times like this that Essentials manages to claw back some of the series' drama and breath-holding tension.

'Splinter Cell Essentials' Screenshot 3

How many eyes does Sam Fisher have anyway?

And finally there's a spy versus spy multiplayer option, which is almost completely pointless. Splinter Cell isn't a deathmatch kind of game now is it? It's a superfluous box-ticking addition and in practice amounts to two players stumbling around a warehouse trying to knife each other in the kidneys.

There are touches of the Splinter Cell we know. Creeping through the shadows should be a nerve-wracking experience, but when you know the guards are practically wearing blindfolds and earplugs, there's no need for caution. Animation is smooth with character models and objects that show an impressive attention to detail. But when the game and its separate elements start moving, flowing and interacting it falls apart. It's functional but not fun. The challenge of the game is testing for all the wrong reasons.

A Splinter Cell title should never be average, but that's exactly what Essentials is. Followers of the series will get something from the experience and possibly jump to defend it, but they're also the ones that are going to be the most disappointed and offended at how poorly thought out and unfinished the game feels. The camera never becomes comfortable and the graphical glitches are an embarrassment to the development team, the publisher and the player. Both Splinter Cell and the PSP should be able to offer us so much more than this. This is the worst title in the series so far.

5/10

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Comments: 1-21 of 21 in total

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drumbaby
25/04/06 @ 10:45
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Skip this game and get the excellent Syphon Filter: Dark Mirror instead.

All the stealthy gadget-filled espionage a PSP owner will ever need.
SlackMaster
25/04/06 @ 11:02
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Yeah been playing Syphon Filter Dark Mirror and IMO it's the best game on the PSP to date and the best SF game since the original.
platinum
25/04/06 @ 11:06
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i've got to agree with "drumbaby" this outing of splinter cell is especialy bad compared to the realy excellent syphon filter which is a total joy to play and by far one of the best games out there available for any console. i'm kind of wondering why eurogamer didn't even mention that. i know it's an import but still…
Talha
25/04/06 @ 11:13
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Usually most PSP reviews talk about how the game is ill-suited to PSP controls. Which raises the question: Aren't the devs trying hard enough, or is the PSP suffering from a fundamentally broken control scheme?
Cloudane
25/04/06 @ 11:16
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Syphon Filter - I kid you not - is the best handheld game on the PSP so far.

*Syphon Filter fanboy*
Eighthours
25/04/06 @ 11:17
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Usually most PSP reviews talk about how the game is ill-suited to PSP controls. Which raises the question: Aren't the devs trying hard enough, or is the PSP suffering from a fundamentally broken control scheme?

It's pretty broken for games not designed from the ground up for the platform, it seems.

As for this being the "worst game in the series", what about Splinter Cell DS?
Edited 1 times, most recently on 25/04/06 @ 12:20
drumbaby
25/04/06 @ 11:26
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is the PSP suffering from a fundamentally broken control scheme?

No. Play SF:DM and rejoice. :)
krudster [mod]
25/04/06 @ 11:42
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Syphon Filter is one of those imports we're looking into covering shortly.
kangarootoo
25/04/06 @ 11:48
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Christ, that camera control system sounds bloody awful. Like something from the early days of FPS games, where strafing and turning at the same time were considered luxuries.

What are the shoulder buttons used for? Surely they could have been given over to the camera in some way.

How does Syphon Filter deal with character control?
symmetry
25/04/06 @ 11:57
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/googles Syphon Filter: Dark Mirror

Due out here on 2/6/2006.

/plays another game of tennis.
nick_f
25/04/06 @ 12:26
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I'm also loving Syphon Filter PSP. A large part of my enjoyment comes from the game's technical slickness - the PSP engine was developed by Slant 6 Games in Vancouver, Canada.

(I know some of the guys there and I figure they deserve some credit alongside Sony Bend)
Kay
25/04/06 @ 12:43
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So, does SF not have any control issues then? It's the highest-rated PSP game on Metacritic at the moment but I'm still not totally convinced. I know graphically the game is excellent, but does the framerate keep up?

I still think RR and Lumines are the best PSP games simply because they feel like they actually belong on the system, and have no technical issues whatsoever.

K
Triggerhappytel
25/04/06 @ 12:48
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Why are all Ubisoft's PSP ports so shit? What are they doing wrong?!
drumbaby
25/04/06 @ 12:57
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So, does SF not have any control issues then?

I found it let me down a couple of times when in melee with two people close up...but only because I was using lock on, and it was confusing me. Without that there was no problem, and it was so scarce that it's hardly worth mentioning tbh.

It's the highest-rated PSP game on Metacritic at the moment but I'm still not totally convinced. I know graphically the game is excellent, but does the framerate keep up?

A cut scene or two juddered VERY occasionally, but it NEVER happened during gameplay, and that's what counts!

I still think RR and Lumines are the best PSP games simply because they feel like they actually belong on the system, and have no technical issues whatsoever.

Amazingly neither does SFDM. It belongs on the system so much it hurts...it's perfect for casual quick-fix gaming (as befits a portable) and also suits protracted gaming sessions (as befits a portable with near PS2 specification). :)

It truly sets the benchmark for 3rd person action on PSP with production values equal to, and in some cases surpassing that of, the 'big' consoles, and with gameplay that's nigh on perfect for however you choose to use your PSP.
Edited 1 times, most recently on 25/04/06 @ 13:58
The Bodybuilder
25/04/06 @ 13:10
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hmmm, this talk of syphon makes me want to use my £200+ argos couchers to get a psp.....
Feanor
25/04/06 @ 13:16
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Hmmm. I do need a new PSP game as the last one I bought was Pro Evo 5 in December. And I liked the original Syphon Filter on the PS1.
Kay
25/04/06 @ 13:22
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Cheers for the info drumbaby.

It's just that I was slightly annoyed by the screen tearing in Daxter, which is also very highly rated (2nd after SF on Metacritic). It is an ugly blemish on an otherwise beautiful looking game.

Also, as good as Daxter is, it doesn't really compare to the best home console platform games. It's fun and very well-made, yet somehow still feels quite 'empty'. I'll probably still end up getting SF, but I'm curious to know if the praise it's been getting is because it genuinely is an excellent game no matter the format, or just because of the fact that it manages to work well on the PSP.

K
Edited 1 times, most recently on 25/04/06 @ 14:23
asphaltcowboy
25/04/06 @ 13:31
#18
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that "silly little mince from one side of a doorway to another" you're so quick to mock is the best move there is! So disappointed it was in Chaos Theory! As for this PSP version, I only care that it's hurting the IP!
nick_f
25/04/06 @ 15:58
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To follow up on Syphon Filter's performance... I am about 60% through the game and I have yet to see any serious technical issues. Considering the various special effects this game pushes, that is particularly impressive.

The gameplay is a little by-the-numbers for the first hour or so, but it begins to open up so don't be put off. There is also a good quantity of content and unlockables. Well worth importing over the (seemingly) lacklustre Splinter Cell.
foxy2006
25/04/06 @ 16:13
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haha

this reads like a syphon filter review!
having just finished it i can say that it is a great game, some neat gameplay touches and definately the most enjoyable game on the system so far.

provided you like guns :)
Edited 1 times, most recently on 25/04/06 @ 17:15
Toonster
25/04/06 @ 21:35
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As for this being the "worst game in the series", what about Splinter Cell DS?

EG gave it a 6.

edit: woops sorry, it did get a 5. But EG thinks it's the worst of the two anyway.
Edited 2 times, most recently on 25/04/06 @ 22:39

Comments: 1-21 of 21 in total

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