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Splinter Cell: Double Agent Interview Continued..
-- January 17, 2006 by: David Craddock
Shack: I find the choice aspect of the game very intriguing, as it brings a lot of moral issues into the game to make it a far more "real" experience. Will the player, for example, have to justify executing hostages in certain situations, or will there be events when they may have no choice but to do one thing or another? In other words, how open-ended is the choice system?
Daniel Roy: Whenever we put the player in front of a choice, we always leave the decision to him on how he wants to handle the situation. None of these choices result in a game over. It's possible to play the game all the way through with totally opposite choices each time. As I previously mentioned, this means some major characters can die, and it’s even possible for Sam to fail at stopping the terrorists’ plan.
Shack: Are there other ways to show your allegiance besides completing objectives for either side? For example, will there be things for Sam to do that neither side will really be aware of that will allow the player to further cement his or her decision to ally with the NSA or perhaps JSA?
Daniel Roy: There are some ways in which you can cover up your choices, sure. In one specific instance, if Sam decides to follow Third Echelon's directives, he will receive support from them to cover his actions and make the JBA believe that he did everything they asked. This is an actual bonus map in the game, which you get to play or not based on your choices. I won't say anymore lest I spoil the fun.
Shack: Besides carrying out mission objectives, how else can Sam earn the trust of his JBA pseudo-associates?
Daniel Roy: Obviously, he has to be careful around the JBA headquarters… And like I mentioned, there are ways in which he can cover his tracks when he makes the call to compromise his cover.
Shack: What are Directed Moments?
Daniel Roy: Directed Moments are Splinter Cell Double Agent’s answer to pre-rendered cinematics on the XBOX 360. We decided to blur the line between in-game experience and pre-rendered sequences, and have created a number of scenes, which are fully playable, but provide a cinematic-like experience to the player.

Shack: While Directed Moments sound pretty cool, they also seem a bit gimmicky. For example, one DM that has been discussed is a parachuting scene in which the player can press different buttons to make Sam perform different aerial stunts such as flipping, twisting, et cetera. That's neat and all, but it doesn't sound as though it will actually affect anything. Do they become useful in different situations?
Daniel Roy: The skydiving sequence is one example, but Directed Moments are used in a great number of situations for maximum emotional effect. For instance, some choices in the game are made in the form of a Directed Moment; obviously, these have great consequences on the game. Others are meant to be cinematic and emotional, and are used to immerse the player fully in the game.
Shack: The X360 version will undoubtedly be graphically superior to the other versions. Tell us more about the differences (graphical and otherwise) that will distinguish the different releases of SC:DA.
Daniel Roy: Splinter Cell Double Agent on current-gen consoles and on the X360 are actually two different games altogether. It was the only way we felt we could create a truly next-gen experience on the X360 without feeling restrained by the current-gen hardware. Also, this way, we could create the current-gen version without worrying about scaling it up after. Both games follow the same overall storyline, and share a number of environments, but the level design is unique in both cases.
For instance, both games feature the Jail level, where Sam must break out Jamie Washington. The current-gen team spent a lot of time developing clever tricks to simulate a full-scale riot, using graphical effets to give the feeling of a chaotic environment. On the X360, we can recreate the riot in a much more consistent way, by actually going out and showing 20 characters at the same time rioting and fighting. It's the difference between using current-gen hardware to its full effect in one game, and actually using next-gen hardware without holding back on the X360.
Shack: Multiplayer in SC games has been popular ever since it was introduced in Pandora Tomorrow. What modes will be returning, and will they showcase any changes?
Arnaud Carrette: SCDA is the third instalment in the Splinter Cell Multiplayer series and thus, the team responsible for the Online Mode (Ubisoft Milan and Ubisoft Annecy) packed Double Agent with loads of changes! The main objective of the team was to have more players switching from single to multiplayer.
On Xbox, PS2 and PC this goes through the brand new Spy versus Spy mode, that showcases Instant Fun in Splinter Cell Online. With various modes, the exclusive Close Combat System and the Splinter Cell original moves it is a new experience for gamers. Moreover, with 3 vs. 3, the game is very different from Pandora Tomorrow reference.
On X360, the hardware and Live! abilities allow the team to provide a progressive experience. Easier to begin but richer for diehard fans. Every online player embodies a secret agent with its statistics, equipment and team mates. There's a lot of games to play from being a recruit in the Agency to being the Top Agent in worldwide rankings, but you’ll be prepared for any situation...
Shack: How about some details on the new multiplayer modes?
Arnaud Carrette: The main mode is in line with the recruitment and progression system. In previous Splinter Cell, the Spies only had to take an objective and the game ended… But this can’t work when every agent has a specific progression : he has to leave the map to achieve its objectives. Thus, the Spies have now to escape the map (using their new Escape Moves) and the Upsilon Forces have to track and kill them (using their deadly Drones for instance)…
Shack: How will team-based games work online? Will there be a rankings system, and how will players be paried up?
Arnaud Carrette: Due to 3 versus 3 oppositions, team game play offers now lots of possibilities. With two team mates, you can plan new tactics, attack with more efficiency or react faster to multiple threats.
This also increases the situations when Coop Moves can make the difference.
The whole game is built on the team experience, as only team can play ranked games and the ranking system is only available for teams. What could an agent do alone against trained and experimented teams? In a team of six players, every victory earn points to the team, depending on individual levels and performances.
Players are paired up according to their wishes, and obviously friends list. The team wants any opposition to be a Community experience and thus the team is the way to pair up with the bests!
To have fair confrontations, the matchmaking tool allows the system to create games between equivalent levels, the victory relies only on skill...
Shack: Lastly, tell us about the Challenge mode that is being introduced.
Arnaud Carrette: The Challenge Mode is the key to the recruitment and progression system: it is a Cooperative Mode against bots, with additional game play features and objectives. Basically it allow you to learn the game rules (Infiltration, Exfiltration…). But then, it allow you to play against different bots, with their personalities and constraints. Thus you can improve and create the most efficient tactics for each maps. To end with it, the Challenge Mode allows the players to achieve specific objectives in every map, for those who like to have 100% achieved everywhere.
Splinter Cell: Double Agent will be released on PC, Xbox, Xbox 360, Playstation 2 and GameCube this Spring.