Wednesday, September 4, 2013

Entry 113: "Tom Clancy's Splinter Cell" Pt. 3



Dear Internet,

                You know, Internet, I really wanted to have fun playing "Splinter Cell."  I really wanted to like this game, but that is not saying much.  It would not have been on the Backlog if I did not want to play it and like it.  If I did not think I was going to like it at all, I would not force myself to watch it.  The only reason for doing such a thing is to justify an argument against the work.  The last time that I did that was with "The Notebook," and I would not like to go through that again.  "Splinter Cell" is not a bad game in most sense, but it is a frustrating game to say the least.  But I said in my last entry I was going to say something about the game's story, so I will start there.

                "Splinter Cell" has got a pretty generic story even if it is a bit confusing.  Basically, Sam Fisher is brought out of spy retirement to serve his country.  Beginning with the disappearance of two NSA agents, Sam follows breadcrumbs that lead him to terrorists.  The terrorist leads him to the head of a former Soviet country.  The head of the country leads him to a WMD.  Throw in a few Communists, inter-spy agency spying, and a few paramilitary organizations and you have got all the trappings of a by the book secret agent adventure story.  It is all a lot of very overdone clichés.  There is nothing really wrong with using clichés, recycled tropes, and old story techniques.  The problem is that "Splinter Cell" does a rather poor job in presenting these story elements to the player in a way that minimizes confusion.  

                The story definitely felt confusing, and not in the suspenseful manner that it was going for.  Lots of names and countries get thrown around at the player in a way to justify the various settings that the game uses.  Sam goes pretty much around the world twice, sneaking all the way.  However, the game's plot made no real impression on me in the end.  None of the very few characters are given any depth short of Sam who is shown to have a daughter.  When one character is shot dead, the game tries to invoke sympathy, but seeing as the character had only appeared twice or so, and only to transport Sam around in the back of a van, I did not really care about that character kicking the bucket.  It is even pushed harder upon the player when the game tries to show Sam hiding his grief over losing that character.  Then there is the plot's McGuffin, which appears late in the game.  The cast does not know what it is until the final hour or so, and when it is revealed it comes as no shock to the player.  The worst part about how the game handles the story is that it is all shoehorned into bookends.  In between missions, the player sees a series of news clips made to show the effects of what the mission accomplished.  While this is a neat way to show the story, the problem is that it occurs rapidly and after a long stretch of gameplay.  Just as soon as one news clip plays, another one cuts in.  They go by so fast that they do not have time to sit and be absorbed by the player.  It is made worse by the juxtaposition of the slow gameplay that the game revolves around.  Instead of being sources of information, they speed by and break any sort of flow that is occurring before and after.

                The locations in the game are varied, but they all felt similar.  I know I was in Myanmar at one point for some reason, but do not ask me why.  You could even break the various locations down into three key groups.  There is the outdoor location, with streetlights and no ceiling.  There is the indoor location, which is just narrower than the outside locations.  And then there is the building on fire, which seems to happen a lot and is just hotter than the other two.  The only other variable to the location equation is whether or not you can kill the people that populate the location.  Eventually you get to the point where you can kill some but have to wait until they punch in the passcode to a security door, which led to a number of aggravating sections of the game where I was chastised and failed the mission because I killed out a guard that was supposed to unlock a door, but I had reflectively killed him when he came around a corner.  How was I supposed to know that he was going to unlock a door when I had neither seen the door nor had trigger the scripted event when he turned around instead of walking straight towards me?  Bah, at least the game told me why I should not have killed him, but it is an annoyance when the game forces you to fail to tell you something or to advance the game.

                The one thing that irked me the most is probably the gameplay itself, or at least parts of it.  I have already talked about the various gadgets that the game has and how they are fun to use, but let me talk again about the moving mechanics.  Trying to find a hidden ladder is frustrating, especially when it is in the corner of the kitchen of a Chinese restaurant.  The idea that Sam and the NSA just knew that there would be a ladder placed specifically there that could get them into an embassy is silly.  If anything, it shows that the NSA is just winging it at that point and has no idea what to do.  But then there is the collection of side jumping points where you are more likely to jump off a cliff than reach the desired platform.  In the last mission, there is a really annoying part where you have to climb up the side of a cliff.  It is done terribly because of how awkward the game handles platforming.  Maybe this is because of how games since "Splinter Cell" have refined climbing and jumping mechanics to the point where it is a selling point.  Take the "Assassin's Creed" franchise which mostly gets climbing and free running down perfectly, buggy recent games not counting.  The non-stealth movement found in "Splinter Cell" is like handling a potato on a string made worse when you try to jump to a pole that you cannot climb, fall, make a noise, and have everyone start shooting at you.

You see that scaffold?  I am supposed to be able to walk over to it.
Instead, the game makes a six inch gap that I have to jump over and alert all the guards.

                The gameplay is slow.  It has to be slow.  "Splinter Cell" is a stealth game.  You have to creep past enemies without being seen or making a sound.  To do that, you generally have to go slowly and monitor the situation.  However, did some of the missions have to take an hour or two to finish?  Could the game have broken the missions up into smaller bits to make more missions and make the missions easier digestible instead of pushing for long session plays?  Perhaps, but I found myself getting frustrated and tired with how long some of these missions got.  It gets worse when the game tells you to do something and refuses to gives bad hints as to how to accomplish it.  One time, the game told me to meet up with an individual for extraction.  The person did not say where the extraction was going to take place, so I looked at the abstract map that the game gives to where the extraction would take place.  I figured that I had to leave through the front gate that was being operated by a soldier.  I tried time and time again to knock unconscious all three guards so I could get into the security booth, hoping to find a lever or switch to open the gate.  There was no switch.  I was supposed to have climbed up a pole that I had walk right past at least two times to get into an alley that I did not know existed.  I am not saying that these things should be as obvious as having a glowing outline, but a game needs to have some sort of visual identification to show available interaction.
An effort in futility.

                In the end, "Splinter Cell" is a unique game that frustrated me to the point that I tried everything to just get it over with.  Terms like "Invisible 1" and "Playersonly" will help you understand what I mean.  I wanted to get into this game, but it frustrated me too much.  Perhaps the game is just showing its age.  The graphic quality is a testament to this, even if I do not count graphics as a strike against it.  There is plenty wrong with the game, but there is plenty right with it as well.  I am just so underwhelmed by certain aspects of it that I found myself forcing myself to finish it.  Maybe it is enjoyable to someone else, but not for me.  I would rather go back and play "Deus Ex: Human Revolution" or "Batman: Arkham Asylum" if I want fun sneaking rather than this.

Yours in digital,
BeepBoop

P.S. Tomorrow is "Valkyria Chronicles."

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