Splinter Cell: Conviction Review
by Brian Leahy, Apr 13, 2010 9:00am PDTSplinter Cell: Conviction puts series protagonist Sam Fisher in a vengeance-fueled quest to find his daughter's killer, while helping his old handler track down some missing super-weapons. While the story picks up where Double Agent left off, the gameplay is entirely new, focusing on speed and lethality.
New mechanics like Mark and Execute allow Sam to move through the environment faster than ever before, dispatching enemies with brutal efficiency. Thus enters the unfortunate duality of Conviction--you feel like an ultimate badass, which makes the game too easy.
To its credit, the game's pacing is excellent. It moves along at breakneck speeds, encouraging single-sitting playthroughs. There just isn't any tension because the player is so deadly. The AI seems purposefully dumb to make the "Last Known Position" mechanic work--enemies will continually fire upon the last place they saw the player allowing you to flank. In many cases, getting seen is actually beneficial as it draws enemies to your last position.
Gadgets are barely necessary and one gadget that Sam acquires midway through the game allows you to spot enemies behind walls, marking them as targets to execute. There's no guess work and gadgets like the series-classic remote camera are next to useless in this new world of Sam Fisher and his wallhacking.
The main campaign is a bit on the short side, but is enjoyable and full of the franchise-required plot twists. Even on the hardest difficulty, the game is too easy. There are only two missions where getting spotted results in failure and these stealth portions don't even last for the entirety of these two levels.
A mini co-op campaign is included, which puts you and a buddy in the shoes of two spies, Archer and Kestrel, as they attempt to track down the EMPs that Sam will eventually be trying to recover in the main game. Both spies are as capable as Sam and better equipped. Co-op is satisfying, but the ease of the game transfers over. You can power through most missions without worrying about any coordination. Both Archer and Kestrel play exactly like Sam, which takes away some of meaning behind Sam's new predatory tactics.
The series' unique Spies vs. Mercenaries multiplayer component has been axed in favor of a few co-op modes and a single adversarial mode. All are fun, but are just more of the same gameplay. Weapons can be found and upgraded across all of the game modes, but you won't need anything more than a silenced pistol to get through the entire game.
At the end of the day, Splinter Cell: Conviction is a solid game. It's an enjoyable ride and the gameplay is extremely satisfying. While the change-of-pace from slow and methodical stealth to fast and predatory stealth was a necessary evolution, the lack of a challenge hurts the experience. Fans of the series will have fun, but probably miss the old-style of gameplay.
This review was conducted on the Xbox 360 version of the game. Splinter Cell: Conviction is available now in the US on the Xbox 360 (Europe: April 15th). The PC version will be released on April 27th.
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Comments
Conivction just doesn't feel like a Splinter Cell game. Every aspect of stealth gameplay that made the series special has been dumbed down or removed completely. The gameplay focuses entirely on your gun; Sam always has it equipped, and there is always a crosshair on screen. The gadgets are all redundant: flares, emp grenades, sticky cams, etc. all fill the same roll in gameplay. You throw a grenade to stun the enemies so you can get close. melee, then mark and exicute... or you get spotted by the enemies, so you throw a grenade to stun everyone, etc. Repeat about 500 times over and you have the entire game.
Conivction just doesn't feel like a Splinter Cell game. Every aspect of stealth gameplay that made the series special has been dumbed down or removed completely. The gameplay focuses entirely on your gun; Sam always has it equipped, and there is always a crosshair on screen. The gadgets are all redundant: flares, emp grenades, sticky cams, etc. all fill the same roll in gameplay. You throw a grenade to stun the enemies so you can get close. melee, then mark and exicute... or you get spotted by the enemies, so you throw a grenade to stun everyone, etc. Repeat about 500 times over and you have the entire game.
I'm failing to see why it was necessary. Is it necessary because Ubisoft is bound and determined to take all of their unique Tom Clancy franchises and turn them into the same game? Or was it necessary because Ubisoft is determined to make all of their games ridiculously easy like Prince of Persia Push One Button?
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Im in the mansion at the first weapon stash upstairs and when I continue down the hallway the Xbox360 locks up and I have to end up turning the thing off and on, then Ive gotten a corrupted file when trying to restart. So I wiped my data from Splinter Cell clean twice on the hard drive and EVERYTIME I go back to that same spot the game crashes...
Anyone else having this problem?
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Overall its fun but each mission pretty much mirrors the others. Sneak in, find something, bust some heads, interrogate individual Punisher style, then follow up with an objective and escape.
Coop is nowhere near the level of that in Chaos Theory which was stellar. There's only one or two instances of you needing to assist each other opening the doors or escaping. SCCT Coop had you using each other to lift others up and climbing on each other constantly.
The story in this new coop is not too bad but there are some ridiculous moments that is Looney Tunes style boss fights. We're playing on realistic and at times the game is unforgiving the enemy AI is easy to exploit, Few times is stealth the end all requirement so most of the time you can start a fight and draw all the enemies at you.
One thing that was hard getting used to was the controls and there's no way to remap them. Reloading is stuck on the left thumbstick button (L3) and zoom is R3. Also jump and action are bound into the same button (A) and speaks of the complete change in style of the new game.
The gameplay is fun but it's really not "Splinter Cell." This is like to the Original Splinter Cell games like Rainbow Six Vegas is to the original Rainbow Six. I'll be hitting up the SP after we finish the Coop tonight and I can tell how that's going to be. Should still be fun but I miss the old Splinter Cell.
Normally I wouldn't comment, but since I love the Shack, naturally I want to love everything about it including the reviews segment. Though on the flip side I suppose that there are those who want a quick glance that can be read very quickly, a change of pace from other sites.
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Both Brian's and Garnett's writing styles are more like walking into the canteen and joining a discussion halfway without much context or explanation, but too brief to actually leave a meaningful impression even if you did understand what all the references to 'Execute', 'Mark', and 'Last Known Position' mean in terms of gameplay.
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