Monday, September 2, 2013

Entry 111: "Tom Clancy's Splinter Cell" Pt. 1



I wonder what the NSA is up to now-a-days.
Dear Internet,

                "Tom's Clancy's Splinter Cell" will be eleven years old come November.  For some reason, it feels older, as if it was back in the late 90's when it came out.  This might be because the seventh game in the series just released a week or two back.  That averages one every other year if you add in the original development time, less if you do not.  The latest one looks like an action shooter game by what the TV trailers are showcasing instead of a stealth based one.  The real kicker that got me laughing was when they started to advertise stealth weapons available in-game if you pre-ordered it.  Does that mean otherwise the game would not give you stealth accessories to complete a stealth game?  That is like admitting your game is no longer about stealth.  But never mind my mindlessness or current trends of oversaturation from other genres.  Right now, let us look at the original game.

                "Splinter Cell" follows Sam Fisher, espionage extraordinaire who works for the NSA as part of a special enforcement group.  He sneaks into office buildings.  He creeps onto oil rigs.  He slips into foreign mansions.  He pilfers files, photos, and pass codes.  Using a suppressed gun, he shoots light bulbs, cameras, and guards.  All the while, Sam uses night vision goggles.  He does this less because he needs to see in the dark, but more because he likes the little electronic chime that signals their activation, or maybe that is me.  Either way, Sam is the go to guy for infiltration while leaving no trace of his actions.  Or at least that is the general idea of the game.  

                "Splinter Cell" requires the player to spend a significant portion of the game sneaking in a crouched position, hiding in the dark.  Thankfully, the game grants the player a light sensor bar.  On a scale of 0-4, the bar indicates the amount of light that is hitting Sam.  More light means that there is a better chance for an enemy to spot Sam.  Sneaking in total dark, allows Sam to pretty much walk straight up to an enemy before they figure out he is there.  The light gauge makes things a whole lot less complicated as compared to other games that try to implement stealth aspects.  Most games, now at least, will attempt to shoehorn in stealth and disregard any sort of indication as to the game's mechanics for the sake of "immersion."  What ends up happening is the player never knowing when he is safe or in danger because of the unsaid, grey, and fuzzy line that the game sees when it computes the data.  In "Splinter Cell," you know when and where it is safe and where you should not dare set foot lest you kill everything on site.
Notice the segmented bar above the gun logo on the right.
If this screenshot was not taken with night-vision goggles activated, it would be pure black.

                Well, you could knock the various guards, cops, and henchmen out by sneaking up behind them, which is the proper way, considering that you can interrogate certain individuals for information.  If you try to sneak up to a guard while the surrounding is pitch black from the person's front, you will end up being pelted with a number of bullets before Sam is able to stand up and punch them in the face.  I am not sure if I am doing it correctly or if there really is no proper method to take out guards from the front without eating half a clip.  In fact, half the time I feel like I am not doing something the proper way at all.

                Let me take the various climbing mechanics first off to explain what I mean.  There is a designated "jump" button that makes Sam hop a little.  At the same time, it lets him climb up any waist high obstacles and grab onto ledges while airborne.  You need to jump to grab ledges.  You cannot just reach up to some ledges to begin climbing unless they are ladders and a few very specific instances.  This is all well and good.  The problem arises when the game makes it pretty darn finicky as to what you can and cannot do.  For example, in one segment, I saw a ledge decorating a side of a building.  In some segments, you can climb it.  In the part that I was in, the game would not let me grab on to the ledge and slide across the building and avoid the guards below.  I would just jump up, and not grab on to anything at all.  The problem is that the game does nothing to indicate as to when you can or cannot do specific maneuvers in relation to the environment.  See a ledge that would be good to climb up to and walk on top of to avoid a guard?  It may be feasible, and it may not.  

                Then there are the times that you can think beyond the abilities of the game, which is where the game shows its age.  One time, I wanted to go out an open window and hang on the ledge.  I planned on leading an enemy to the window and hanging out the window, out of sight.  As I let Sam lower himself out the window to test my plan before trying to lure the guard, the game would have him go down and then instantly pull himself up.  He would not passively hang there and wait for player input to pull himself up.  There went that plan.  Another time, I wanted to shoot a light out to let me sneak past an enemy.  Sadly, the light was apparently made of stone and could not be hit by a bullet.  It swung on the wire it was hanging from, but kept on shining.

                Numerous times today when I was playing, I found there to be only one single way to solve each room's puzzle.  Now, that is not necessarily a bad thing.  Puzzle games only have one solution, but this is not a puzzle game.  "Splinter Cell" gives the player a bunch of tricks to get through the game, which also implies that there are a variety of different ways to tackle each hurdle.  It somewhat implies that there are different ways to solve every problem, but this is not the case.  If you are presented a room with three guards, you should be able to assess the situation and determine the best solution.  What will end up happening is a forth guard will show up from nowhere and fall over the bodies of the other guards, which will in turn make him trigger the alarm.  This extra guard will show what the one real solution is.  In "Splinter Cell," it feels more like a trial and error situation than a test of well planned attack.  Double checking all the corners and looking under the doors to see what is behind them will only get you so far.  Throwing yourself into the fray to see where all the enemies are will yield more information.  

                This does not stop me from colliding with certain broken and buggy aspects of the game.  I spent fifteen minutes on a single zip line.  It was at the begging of the oil rig level.  In the game, you are supposed to jump up to a zip line, ride it down, automatically fall, and automatically cling to a ledge that you can pull yourself up.  Did you notice those two uses of "automatically"?  Between those two automatically parts, the game would refuse to line things up.  Over twenty times, I had to repeat this segment because Sam would refuse to grab onto that ledge and would fall into the water.  I had to look up guides online to see if I was doing the right action considering that an explosion also occurs at the same time.  Because of this broken obstacle, I started to abuse the quicksave feature and began to use it with all the other aspects of the game.  Thankfully, the game allows the player to save whenever they wish to.  Otherwise, that single hurdle might have taken more than half an hour to do.  Afterwards, I started to never go five minutes without quicksaving my progress lest the game throw a screwball at me.  If the game is going to be picky with deciding whether or not it will do what it is supposed to, I am going to take full advantage of a feature that lets me insure my efforts.
I hate you, oil rig level.

                That will be all for today.  More come tomorrow.  Probably on what the game does right.

Yours in digital,
BeepBoop

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