Next-Gen ‘Splinter Cell’ Game Could Be Very Different

Published 1 year ago by , Updated January 15th, 2014 at 6:33 am,

Splinter Cell Blacklist Co-op Trailer

Tom Clancy’s Splinter Cell has proven itself to be tone of the most polished and exciting stealth franchises of the 21st century, but even the most hardcore Splinter Cell fans would probably agree that there’s always room for improvement. This is especially true now that a new console generation is upon us and the next Splinter Cell game is at the very beginning of its development cycle.

The most recent entry in the series, Splinter Cell: Blacklist, introduced a greater amount of variety to the approaches that players could take to each mission. Stealth purists could remain unseen and unheard with ‘Ghost;’ players who prefer to strike from the shadows could play as a ‘Panther;’ meanwhile, players who don’t want to waste time with sneaking and scurrying could hit their enemies right in the face with the ‘Assault’ approach.

Although Splinter Cell: Blacklist was generally well-received by critics, some fans have voiced their concern that the direction the series was taking would lead it down the path to becoming another Call of Duty clone, in which stealth was left behind in favor of more action-oriented gameplay. In an interview with OXM, animation director Kristjan Zadziuk insists that change and evolution or essential in helping Splinter Cell to find its own feet, but that doesn’t mean trying to imitate other games.

“We haven’t got the luxury of Assassin’s Creed where we know our formula; we’re still evolving… If you look at them, there’s no two Splinter Cells that are the same. They’ve all evolved and adapted. That, to me, is what makes it really exciting. We’re getting closer to what that game is, and maybe it isn’t necessarily about Splinter Cell being a 15-16 million Call of Duty-type best-seller. Maybe it’s just about it being the best Splinter Cell that it can be.”

Splinter Cell original game

The question of whether or not Ubisoft games will begin to borrow ideas and gameplay elements from elsewhere has come up before, specifically with regards to open-world vigilante game Watch Dogs. Creative director Jonathan Morin said that he felt it was important to avoid copying ideas and gameplay elements from other games, such as Grand Theft Auto V, and Zadziuk echoes the sentiment.

“It’s not like we sit around and go ‘I’m having that'; it’s what works for each game. Far Cry 3 is such an expansive game, so they’re trying to find you an organic way of giving you a map. That wouldn’t work for Splinter Cell – there’d be no point in Sam climbing to the top of a tower and pressing a button. But then again, we have our version of active sprint. It’s not a way of copying Assassin’s Creed, it’s our way of making Sam more fluid.”

One of the worst things that a franchise can do is fall into the trap of making the same game over and over again, so it’s refreshing to hear Zadziuk say that Ubisoft Toronto intends to keep evolving Splinter Cell with falling into the other trap of playing the imitation game. Let’s just hope that the series never evolves completely out of its stealth origins.

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Source: OXM

TAGS: PC, PS4, Splinter Cell, Splinter Cell Blacklist, Ubisoft, Xbox One

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  1. I remember playing all the old splinter cell games, when I was like 6 or 7. Just knowing when Lambert told me not to get caught, it was in my best interest and to do whatever I could not to get caught. The first SC was great, for its time. I also really liked PT because of the pure stealth and I always thought I was so rewarding to sneak through high grass. When CT came out I didn’t really play it at all. I thought it was just to easy, because I found myself getting caught then just killing everyone with my AR. I’ve recently (few months ago) went back and played CT and really enjoyed it. I also really enjoyed Conviction, and Blacklist. In conviction I knew I could go through with my mark and execute and just kill everyone, but I found myself rarely doing that. I knew it was just more rewarding to do the old hand to had takedowns. I think the reason I enjoyed blacklist was because I played on the hardest difficulty and that prevented me from doing all the things I found not to be fun in SP. I REALLY hated that Ironside wasn’t involved to. He always just had something about his voice that was so… Sam. Idk, multiplayer just never did it for me.

    In the next game I just want to be able to enjoy the stealth aspect, and not have it so easy when I get caught (doesn’t happen much) just to shoot my way out of it.

  2. I remember selling my play station to buy an Xbox so I could play the first sc. Which I loved and it’s sequels. I do feel that it found its footing in conviction with cover to cover, mark and execute, last known position, and sonar. I also feel that black list had set backs with helmets, first person mode, and other out of the norm ideas. As a very interested fan I how ubisoft reads this. The game had to keep mark and execute, last known position, sonar, customization, karambit, and ghost/panther/assault styles. It has to stop the one head shot/ helmet off unrealism, the exploding car makes assault unenjoyable, and here comes my most important issue with the game. Blind fire is the most important aspect to assault but when it’s used the enemies unrealistically do not take cover. They should come in and out of cover depending on the amount of blind fire as a real fighter would. So that when you blind fire and they take cover you can realistically initiate a flank maneuver. And even better come across opponent teams that try to pin you and flank you.. The opponent need to be more realistic in the assault and more skilled sometimes. Otherwise it insults my intelligence and it takes away the enjoyment..

  3. Although I only started gaining interest in Sprinter Cell starting with DA, I still consider myself a fan of the series. I LOVES BL, but there were some things I would have liked to have seen such as, the ability to hide more than 1-2 bodies per mission. The fact that they only gave you those boxes/containers to hide bodies…and there only being 1-2 per mission was a real let down. That was a great thing about previous games, being able to stuff bodies in lockers etc. Not having to worry about an alarm because you run out of places to hide bodies was a great thing. Then there was the guys with helmets, how in the world so many enemies had helmets that your bullets couldn’t pierce was incredibly annoying. As for some of the things other people have been critical about, ie the amount of rounds you get, assault style and the general lack of penalties for not being stealthy, personally I liked the addition of the play styles. I see no need to put the whole games efforts towards ONLY stealth. Why SHOULDN’T a person be able to decide how they want to play. That’s the biggest problem with games today, you’re told THIS is how you must play a game, without any ability to do your own thing. That’s what BL gave us. Personally, imo, there were very few things wrong with BL, and I say, (other than what I listed above), if it ain’t broke….don’t fix it

    • but you see that’s the problem, if you’re just interested in assaulting you could play other games that focus on that instead of going to another game genre and screwing around with the formula of the stealth genre. If you wanna sneak and plan your moves play stealth if you wan run around a pop shots in people’s faces then play COD or halo or … a Whole myriad of other FPS games. where as good stealth games are a little more hard to come by.

  4. I loved all of them im just wondering what would happen if they had an open world sandbox game of splinter cell like for example it would be a whole bunch of cities nd places you could go to like you were a young sam just getting recruited so no matter what mission i did it would have to be stealth to a certain point . Also it would be interesting to see n u could fly to afghanistan or russia or maybe even somewhere in the jungle would be quite interesting but i highly doubt they would ever do something like this though. It would just be interesting to see

  5. I have been a Splinter Cell fan from the beginning. Played the first thre versions on my Game Cube. I loved Black List as it had the old Splinter Cell feel. It was great to see Grim and Sam working together as a team again. As far as what I would like to see in the next game….well for Starters, bring back the voice of Michael Ironside. It was his voice that was instrumental in making Sam Fisher the video game icon that he has become. And it would bring back the feel of the original Splinter Cell games.
    And definitely keep going in the direction that BL took us. Give players the option to play stealth, or assault style.
    Either way I’m looking forward to playing Splinter Cell on my Xbox one. Thanks for keeping the franchise alive Ubisoft.

  6. After reading the comments of others, I find little disagreement. But I’ll try and keep this simple, and will only use Blacklist as a reference point. The Ghost/Panther/Assault options were a good move and I think they should be kept, so long as each mission can be played 100% stealth. Sonar was a great addition just like when you gave a the LKP marker. Mark and Execute is a handy feature, but I think that when it comes to stationary objects (i.e. lights and such) you should be able to M&E as many as the rounds loaded in your gun. I agree with others about the helmeted armored soldiers. It is a contradiction to have amour piercing rounds that won’t pierce a helmet, or the armor for that matter. Loved the land mines, thought those were a really nice touch, but I think the realism of how far a man can throw an almost 20lb device is a little off. If you keep the armor piercing bullets, than give us realistic results to their use. Also, with all the running and climbing done in the game, make it more challenging by having a stamina meter. After all, you’re playing as a man in his 40’s who can run for hours and darn near jump up a 15ft wall and hang for hours on end with no ill effects unless he’s spotted. And the scenarios, such as the Kobin rescue where you’re running along roof tops and entering various apartment buildings, should have more of a pedestrian presence. Those were the most vacant buildings I’ve ever seen, even for a 3rd world country.

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