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Tom Clancy's Splinter Cell: Conviction Preview

PC Xbox 360 Preview by Tom Bramwell

29 May, 2007

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The instruction booklet for Splinter Cell: Double Agent describes 29 different actions Sam Fisher can perform. There are individual sub-sections later on dealing with hacking, safe-cracking, mine assembly, email decryption, and bomb-defusal. Overall, the game uses every single button on the Xbox 360 pad several times over.

Splinter Cell: Conviction apparently uses three.

One's for Aggression, one's for Stealth, one's for Interaction. The idea is that these three functions can account for a range of actions as broad as any other game in the Splinter Cell series. Producer Mathieu Ferland argues that far from constraining you, the new approach "opens more possibilities". The example he gives is that if your instinct is to strike an enemy, using the Aggression button, Sam might not simply whack him but could reach for an object nearby and use it to batter him senseless. "It's not exactly what you wanted to do as a movement," he says, "but is exactly what you expected as a result." There isn't even a crouch button, and you certainly won't be doing any split-jumps.

It's not just you - we could do with some more convincing ourselves. "We realised it was possible to make things more contextual," says Ferland. The team - one big team this time, in Montreal, rather than a pair of teams working separately on single and multiplayer components - envisaged a concept analogous to a sports game in terms of its philosophy. Conviction would be a game of "scripted situations with unscripted solutions". "If you're in a café in front of a table, you can press the Aggression button to flip it over; if you press the Interaction button you grab the table and pick it up; if you press the Stealth button you hide underneath it," he says.

Leaving that aside for a minute, surely by "café" he means "terrorist-controlled Georgian oil refinery" or "high-tech weapons facility hidden on the Thai/Laos border" or "arms bazaar atop the cliffs overhanging the Andaman Sea in the south of Myanmar". But he doesn't. He means café. It's a café in Washington Park, as it goes. In broad daylight. Because, as our cunning build-up masks with all the effectiveness of a bright green headset in a dark alley, Conviction watches the series' distinctive light-and-shadow gameplay follow half the button assignments out of the door.

'Tom Clancy's Splinter Cell: Conviction' Screenshot 1

Falling into step with people in a crowd allows you to evade detection. The cops are looking for a loner, after all.

What's happened is that Sam's been betrayed. Drawn back to Third Echelon after a couple of years minding his own business, he becomes the victim of some sort of conspiracy that leaves him a fugitive, unsupported by his former crutches. Everyone he ever worked with is now after him. He has to source his weapons and tools from the black market. He's no longer in a catsuit and the iconic night-vision headset's gone too. Instead he's wearing a hoodie, with a ragged beard and longer hair, and the section we're shown, along with the meat of the game, is about uncovering the truth without falling into the hands of law enforcement.

Quite why he doesn't just continue to creep about at night isn't explained (perhaps replacement night-vision kit isn't something the black market specialises in), but never mind that, Conviction's alternative is hiding in plain sight, using a mass of non-player characters to mask his actions and achieve his objectives, which typically include pinching documents, hacking things and following leads into protected areas. Crowds of people are the new shadows. Needing to get into a section of the Park guarded by a policeman, Sam can go up to a woman milling around outside, grab her laptop and toss it on the ground. People around him react with confusion and alarm. It's not chaos, but it's enough to attract the cop's attention, allowing Sam to circle the crowd and move into previously inaccessible territory.

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Comments: 1-50 of 74 in total | next 50 »

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space ace
29/05/07 @ 12:49
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.º.
JayeM
29/05/07 @ 12:49
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I think it looks amazing. :)
NthSimulachum
29/05/07 @ 12:53
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Yay! More freedom in stealth games, rather than a linear bunch of puzzles. Also hopefully a less stupid story than last time.
afghan_jones
29/05/07 @ 12:56
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sounds excellent. kicking ass jason bourne style rather than squatting in the dark in a 'by the numbers' underground military base.
SomaticSense
29/05/07 @ 13:01
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Christ, this sounds GOOD. Different to the other games, but still brilliant.

Are you listening lazy devs? This is how you reinvigorate a franchise.
crazyhorse174
29/05/07 @ 13:01
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All credit to them for trying something a bit different. Couldve been so easy for them to just fire out another game in the same vein as the previous four.

Good luck to them says I!
morriss
29/05/07 @ 13:01
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Can't wait for this.
Trip SkyWay
29/05/07 @ 13:06
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Sounds ace, impressed by the brave and exciting new direction.
MoGamer2006
29/05/07 @ 13:07
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I just don't 'get' the Splinter Cell games. I played - or tried to play - the first two and found them dull, tedious and unfairly hard... have they genuinely improved much since then?
dudefella
29/05/07 @ 13:09
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I'm with the yay crowd - Double Agent was awfully stale and the disappointment of the year for me. Conversely, Rainbow Six Vegas - another Ubi game that shook up the formula of the series - was one of my favorites in a long time.
BadBoyBonner
29/05/07 @ 13:09
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Thank god says I.

The lack of interaction with parts of the game world, that looked identical to the one ya had just done was crushing for me.

I.e. climb this bit of fence but not that, crawl/slide along this wire, but not that one - that would take you where you want to go. Ya get the idea.
AcidSnake
29/05/07 @ 13:09
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I was disappointed when I read about the 'just 3 buttons' dealy, but man those screenshots show definite possibility...It sounds really good...
oerhört
29/05/07 @ 13:12
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This sounds awesome so far, the question remains whether or not they're up to it.

Splinter Cell's gone Assassin's Creed on us! :)
Killerbee
29/05/07 @ 13:14
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Sounds pretty good actually. I think inevitably it'll be one I'll wait for a review of, but I'm actually a lot more interested in this than I have been in any Splinter Cell game since the first one.
Rirekon
29/05/07 @ 13:16
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Certainly sounds a hell of a lot better than the previous "now you see me"*crouch*"now you don't" bullshit that happens in the rest of the games.
I look forward to seeing how much of this promise ever makes it to release.
kangarootoo
29/05/07 @ 13:19
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@MoGamer2006

Things did get better after the first couple of versions (the ludicrous sudden failure states were mostly removed, thank christ).

I stopped playing the SC games a few years back but this version, based on what we have seen so far, has got me interested again.
SuperBas
29/05/07 @ 13:21
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Double Agent sucked, so I hope this one will be great. It could go either way from here.
Der_tolle_Emil
29/05/07 @ 13:30
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I just hope all that context sensitive stuff does not end up in a purely scripted run-through. Double Agent was my first Splinter Cell and the more open levels allowed quite a lot of freedom I think. Hopefully the changes don't require you to use certain objects just because you can.

If I want to stun an enemy right here and right now I want being able to do so, even if it makes the game maybe a bit harder but I definetly don't want it to be a point of no return just because a few steps forward the same button would grab me a pipe and knock the enemy out more efficiently.

It's nice when I can use objects found lying around but often games nearly force you to use such options without leaving you much choice.
zuljin
29/05/07 @ 13:36
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I can't make up my mind about this... I loved Pandora Tomorrow, Conviction sounds like they're trying to go more Assassins Creed... Not a bad thing if it pulls it off tho... That is if Assassins Creed pulls off its promises!
Machiavel
29/05/07 @ 13:48
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Splinter Cell: Hitman (with hair)
asphaltcowboy
29/05/07 @ 13:58
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Looks brilliant. Loved the way they evolved the series for Splinter Cell: Double Agent, and can't wait for it to take a new, even more interesting turn! As SomaticSense put it so eloquently, "This is how you reinvigorate a franchise"
faux_carnation
29/05/07 @ 14:06
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I am not a number!! I AM A FREE MAN
Edited 1 times, most recently on 29/05/07 @ 15:06
space ace
29/05/07 @ 14:08
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also, it's funny how our hero looks exactly like a terrorist in d.c., and still hopes to hide from the police!
Kiigan
29/05/07 @ 14:13
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Sounds awful. All the context-sensitive stuff sounds very unsatisfying from a play perspective. It sounds as though Ubisoft are more in love with their plot ideas than actually making something that plays well.
The Bodybuilder
29/05/07 @ 14:19
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I say innocent until proven guilty.
As someone who fell out of love with the series, this change is not only for the better, but innovative in itself.
octo
29/05/07 @ 14:26
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Honestly Ubisoft. Do you want people to not buy your game? I know, let's take away their interaction with the character so that when they press their controller they have no idea what will happen! That will make the game infinitely better!!
Mike P
29/05/07 @ 14:29
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Not sure I agree Manic - I'm a fan of the existing games, thought Double Agent was excellent.

However, they all share the flaw that it's hard to play them reactively. Make a mistake and in most circumstances you're toast. This looks like it could be a lot more fluid in style.

From my perspective I think this'll be a breath of fresh air.
The Bodybuilder
29/05/07 @ 14:30
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@ octo

Are you one of those people that pass judgment on a game they haven't playe yet?
Fyzzu
29/05/07 @ 14:33
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This actually sounds a lot like how Hitman should be, and how - in terms of AI, and stuff like that, if not controls and idea - Deus Ex 2 was meant to be, back in the early previews. Looks good to me.
AcidSnake
29/05/07 @ 14:34
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no idea what will happen
Yes you do...If you choose aggressive for instance...
You know it'll be aggressive...Easy I'd say...

That's the way I see it...
Like waiting for an enemy to venture near a telephone,
Aggressive would smack the phone over his head
Stealthy would strangle him with the phone cord
And Smart would tap him on the shoulder and you'd say "it's for you"....
IAmBatman
29/05/07 @ 15:23
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> Are you one of those people that pass judgment on a
> game they haven't playe yet?

Nice high-horse, looks a bit unstable though - better watch yourself up th...

> this change is not only for the better

Ooooh, that looked like a nasty fall. Nothing more than a few bruises I hope.
Batfink
29/05/07 @ 15:29
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I haven't bought a splinter cell since pandora tomorrow, and I only ever managed to finish the first one. But I'll be getting this - sounds awesome.
zuljin
29/05/07 @ 15:38
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@The Bodybuilder
"I say innocent until proven guilty."

Yea! Its shit till it proves itself as a good game!

That is what you meant right?
Joppers
29/05/07 @ 15:56
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Maybe they felt the series needed a change after five iterations?

Seriously though, I find it odd that people are assuming there will be less functionality just because they're using less buttons.

Lots of games are going the 'context sensitive' route as they think it will increase their potential market.

IMHO, what'll make or break the game is whether you get the right context sensitve response!
BlankOBlank!
29/05/07 @ 16:03
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Context sensitive is the way forward.

I would imagine that 90% of the time he does exactly what you would expect him to do, the other 10% of the time he'll do something interesting, while still finishing with the same result.

So long as they player feels they instigated the action, they're generally happy, in my experience.

Take Prince of Persia's wall running. You just had to hold the jump button (I think) while you were in contact with the wall. Pushing the joystick, then the jump button, then having to remember which button was the wall running button wouldn't have worked nearly as well.

Every control system worth its salt uses context sensitivity as much as possible. The only difference here is that instead of the game telling you to push A when you want to, say, put the guy in a headlock from behind, A when you want to punch them in the face, B when you want to swing over a railing and hold onto it from below and B when you want to duck into the shadows, it'll tell you to push A when you want to do something offensive and B when you want to do something stealthy.

So basically, this is just another way of phrasing "we've made sure the controls are as sensible as possible". I'm almost certain we'll prefer that over wondering which one was the rail swing button in the heat of the moment.

I wouldn't be at all surprised if other developers follow this lead.
Edited 1 times, most recently on 29/05/07 @ 17:04
Der_tolle_Emil
29/05/07 @ 16:20
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Take Prince of Persia's wall running. You just had to hold the jump button (I think) while you were in contact with the wall. Pushing the joystick, then the jump button, then having to remember which button was the wall running button wouldn't have worked nearly as well.

There's a huge difference between simplifying controls or mapping lots of different actions to a button.

I recently played the Condemned demo, you can pick up stuff like pipes, wooden boards etc. and then interact with them. Sounds to me at least a bit more convincing than pressing one button and have my character randomly grab something just to hit a guy.

I am always very, very sceptical of scripted events. It all started with people falling down from rooftops or balconies every single time, regardless how and where you hit them. I don't really feel in control of my character anymore if too much of this stuff is going on. Especially because I felt more in control than in many other games with Double Agent.
lambtron
29/05/07 @ 16:22
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"also, it's funny how our hero looks exactly like a terrorist in d.c., and still hopes to hide from the police!"

Are we extending stereotypical Terrorist appearance to "anyone with a beard" now?
Edited 1 times, most recently on 29/05/07 @ 17:22
PearOfAnguish
29/05/07 @ 16:27
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This actually makes a Splinter Cell game sound fun.
zuljin
29/05/07 @ 16:32
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@BlankOBlank!
I agree to a certain extent with the good aspects of context sensitive buttons. I just think that it is a very difficult thing to get right. Especially because a designer might view the game world completely different to me or you.

Take for example a telly on a table. Is an agressive move to pick up the telly and throw it at an enemy, or is it to just flip the table at him? This is where context sensitive buttons can easily fail, its where you expect something to happen, but instead you get aggrevated at the occurence of something more obvious to the game designer.
crazyhorse174
29/05/07 @ 16:45
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"also, it's funny how our hero looks exactly like a terrorist in d.c., and still hopes to hide from the police!"

Are we extending stereotypical Terrorist appearance to "anyone with a beard" now?


< Reaches for the razor... >
Edited 1 times, most recently on 29/05/07 @ 17:45
James173
29/05/07 @ 17:00
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If they screw up optimization for the PC version again I'm going to commit suicide.
TheStranger
29/05/07 @ 17:11
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When the game The Outsider becomes more common knowledge, people will say it has heavily drawn off this game. I've only seen mention of that game on Gamespot ages ago.

Basically, the premise of The Outsider is you are a CIA agent who is accused of killing the president, and you go from there and play whatever way you want. Take revenge on those who pinned the blame on you or try and join them and pin it on someone else.

Anyway, as for this game, i'll wait for the EG review. Sounds like it could be pretty good, and may even make me want to get it. Though, it would be the first Splinter Cell game i've played :\
Fatnick
29/05/07 @ 17:15
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Glad to see more developers taking a cue from IO..even if the Hitman series never quite gets the respect it deserves.
SBfistfun
29/05/07 @ 17:17
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Meh
octo
29/05/07 @ 17:24
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@TheBodyBuilder :-)

I'm able to take information and assemble it into an opinion. It's a skill. For example, I've never wanked off a pig, but having read about a minor celebrity who did I have no compunction to try it.

This game sounds shit. If you take decision making and character reactions away from the player, your game is going to be less fun IMHO. See every game featuring context sensitive controls ever made for reference.
jachap
29/05/07 @ 17:33
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Gamers, casual gamers, everybody are going to look at Sam Fisher and say, "That's a beardy guy! I understand him. I understand that, like all beardy guys, he's going to linger around parks in a sinister fashion, do his best to avoid identification by the police and drink copious amounts of cider from a bottle wrapped in brown paper. He looks like a real beardy guy."

What Ubisoft could have done is made the beardy guy controllable by you. Have him so you could press a button and he could attack. That would have been the easy thing to do. But no. They've been brave about this and given you no control over the beardy guy. Beardy guys don't press a button when they drink cider in public places. They just go out and do their thing. They know if the police don't like it they damn well distract the police before they do it.

Ubisoft give you no control over the beardy guy. Just think about that for a second. No control over the beardy guy. There's no beardy guy button.

A lot of people would say, "That's just mad, man. You know - I feel - How could I be engaged with a beardy guy unless I specifically choose to get him drunk and swear-y?"

What they've said is: you control the beardy guy by playing the game.
Edited 1 times, most recently on 29/05/07 @ 18:35
TheStranger
29/05/07 @ 17:36
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jachap, that is hilarious. Best post i've seen ever. I wonder if anyone will miss what you were pointing at.
Scimarad
29/05/07 @ 19:01
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Sounds excellent but, then again, so did the last one.

I really like the idea of context sensitive buttons. One of my biggest gripes about the last one was that I kept getting tangled up in the controls.

Oh, and don't screw up the PS3 version this time.
kangarootoo
29/05/07 @ 19:50
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@octo

"See every game featuring context sensitive controls ever made for reference."

What like all the previous Splinter Cell games? Or maybe you mean the Hitman series? Or perhaps PoP with its context sensitive jump button? Ah, maybe you mean Tekken?

I played Thief 2 the other day. It sucked ass. Sometimes the use button opened a door, at other times it picked up a body, once it even made the floor move. You should have seen the look on my face.

This is confusing stuff. I can see how a player would be bamboozled.
Downside
29/05/07 @ 20:00
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You had to be a real geek to play Splinter Cell, too fiddly.

This version sounds like it might appeal with a more creative element - still offering stealth-'em up fun but with the added dimension of real npc's to use and abuse a-la GTA.

Good move IMHO.

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