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REVIEW SPLINTER CELL: DOUBLE AGENT |
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PUBLISHER
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UBISOFT
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DEVELOPER
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IN-HOUSE
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GENRE
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ACTION / ADVENTURE
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PLAYERS
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1-6
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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The fact that this doesn’t feel like a true
PS3 game shouldn’t detract from your
gameplay experience. The foundation of
the series proves solid here – both fans
and newbies should
derive a lot of
satisfaction from
playing this.
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SCORE
27/APR/07 |
79% |
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With his back to a corrugated
shipping container, Sam Fisher
touches the blood groove on
his high-carbon steel combat
knife as he contemplates his next move. His
OPSAT calmly informs him that there are
five bright yellow blobs in his immediate
vicinity: at ground level Fisher knows that
these innocuous dots are heavily armed and
highly-trained Arab terrorists. Two are roaming
in circuits several metres behind the mesh of
a high-voltage electric fence – a liability, for
sure, but not his most pressing concern. That
would be the two patrolling his compound with
flashlights, but despite being besieged in the
centre of terrorist missile silo encampment,
Fisher feels relatively
safe in shadow cast by
the container. For now.
There’s one other
guard, his back
perilously turned
toward Fisher, a little more than two feet
around the corner of the container. He’s
stationary for the time being, but his position
perpendicular to a well-lit power supply for
the electric fence means any tampering with
the cable on Fisher’s part would undoubtedly
alert him. The guard also stands in the shadow,
and the dark cavity inside the container would
make an ideal hiding place for his corpse. It
would mean a particularly difficult flanking
manoeuvre for a stealth kill, but Fisher has
chosen his target. Timing his approach so
that the yellow blobs are at the furthest point
possible when his target is neutralised, Fisher
flattens his back to the container, sucking in air
through his mouth to minimise the sound of
his breathing and clutching the black latex grip
of his knife as he tentatively closes the last few
inches to strike.
The guard unexpectedly turns toward
Fisher. He’s just shifting position and still
isn’t aware of his presence, but now Sam’s in
danger of alerting the whole camp, putting
his life, the mission and, ultimately, the fate of
millions of people into jeopardy. He remains
stock-still for several excruciating seconds
while the guard casually scratches his face
beneath his balaclava, before mercifully
turning the opposite way. Fisher doesn’t waste
a second: closing the tiny gap between them,
his left arm slips around the guard’s, pinning it
to his side while expertly twisting his right wrist
into an agonising grip. Simultaneously, Fisher’s
right hand has brought his combat knife to the
guard’s throat and a well-placed nudge in the
small of his back has set the guard’s centre
of gravity inches behind him. He’s perfectly
poised to strike but before Fisher can deliver
the lethal blow, a searching flashlight picks him
out of the shadow.
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He swiftly finishes the job, but the dead
guard’s chance decision has sealed Fisher’s
fate. The whole camp has now been alerted,
and even as he pulls his semi-automatic
SC-20K, Fisher realises that the game is up.
Ah, sod it. The last checkpoint was only a few
minutes ago anyway, time to reload and try
again for the fifth time…
Whatever happened to the revolution
that was supposed to be ‘new’ games
journalism? Thank God it never took off in
a big way, because we dread the thought of
such pretentious and uninformative diatribe
dominating the scene. It does have its place,
however, and in this case it serves to illustrate
just how immersive the Splinter Cell series is.
Double Agent is no exception either, with
every mission you’re made wholly aware that
your every failed action has some kind of
consequence, ranging from merely alerting
other guards on the ‘easy’ setting, to a massive
loss of trust from either one of the two factions
you’re covertly working for, and inevitable
mission failure on the ‘hard’ difficulty setting.
Although the general path you need to take to
complete your primary objectives is clear from
the start, you’re faced with such a plethora of
choices from the outset and throughout each
level that it feels anything but linear: where and
when to hide and when you can successfully
leg it. Which guards you can merely avoid and
which to incapacitate. Which guards do you kill
and which do you knock out, and where you
hide the bodies when you’re done. This level
of immersion is obvious even on the optional
training missions at the beginning of Double
Agent, but as your equipment roster is slowly
revealed, rotated and expanded with each
mission, the range of options and scope for
opportunity becomes wider and wider. Do you
run an optical cable under that doorway or
blindly sneak straight in? Is this an opportune
moment to shoot a sticky camera, or is the risk
of alerting guards too great? Can you afford the
time to tap into that encrypted file, crack the
code and switch the power off, or do you just
run the gauntlet of spotlights ahead of you?
The sense of tension from deliberating over
these options is palpable, and the precious
few seconds that you have to seek out cover
when caught in the open will set your heart
racing. Ultimately, Double Agent is a game
that’s made up of intelligent decisions, clever
timing and hell of a lot of trial and error. So
it’s fortunate that Ubisoft has included a fair
number of regular checkpoints that you can
restart from because, despite having a ‘save’
option, you’ll inevitably get so caught up in the
action that you’ll forget to save at some point.
For Splinter Cell veterans that prefer to play
on the notoriously unforgiving ‘hard’ settings,
this will save Double Agent from degrading
into frustration.
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The fact that this is the fourth in the
Splinter Cell series, and one of the many
franchised Splinter Cell games shows in the
detail of the interaction with your equipment.
Being a Tom Clancy title, the series obviously
had a wealth of experience and knowledge
from an ex-special forces operative to fall
back on, and even the original Xbox game
boasted the details that only an expertly
informed game could possible convey and
that Tom Clancy fans hungered for. But three
games down the line and Ubisoft has honed
the series to the point that Double Agent’s
attention to the intricacies of every piece of
equipment is a work of art. And this isn’t just
reflected in the satisfying mechanical ‘clunk’
and ‘chink’ as magazines are fitted
and rounds chambered, Fisher’s application of
the optical fibre and the resulting fish-eye view
is exactly as you would expect it, even though
you’ve probably never used one before, and
for those that didn’t join the cadets or have
never been involved in any outdoor pursuits,
clipping your carabiner to a secure point and
abseiling down a building feels just right. But
in-game lock-picking probably communicates
the experience better than anything else –
especially picking the more sophisticated locks
with circular tumblers on the safes and highersecurity
devices. All you’re doing is rotating the
left analogue stick in either a clockwise or anticlockwise
direction, but the flashes from the
green indicators at the bottom of the screen
that the tumbler is about to slide into place,
your tentative response to these visual cues
and the accompanying ‘clink’ as you hit the
sweet spot couldn’t provide a more authentic
and tangible experience. Throw in the pressure
of being spotted by patrolling guards and
subsequent race to get the job done without
fumbling the lock, and you’re getting a genuine
feel for a real covert situation.
This focus on stealth rather than gung-ho
action brings it into close comparison with
the Hitman series, and true enough the two
franchises have many parallels. But while
Blood Money threw you to the lions, merely
telling you who you must assassinate and
then firing the starter gun, Double Agent
contrasts it by providing multiple objectives,
some mandatory to your progression, some
optional. It could be argued that to become
wholly authentic, the Splinter Cell series
must evolve and strip away these constraints,
giving you a single primary objective, stating
the prerequisites for mission failure and then
allowing you to go any way about it. But to
do this would only serve to take some of its
identity away from it and besides, Hitman’s
single objective with each mission is very
simple: whack a target. Splinter Cell, on the
other hand, has an intricate plot that gives rise
to all sorts of missions, which include stealing
documents, infiltrating terrorist organisations,
planting bugs and killing (or not killing) specific
people. And it’s Double
Agent’s story that marks it
out from the other games
in the series, and that’s
just as well too, because
there’s not much for the
fan to distinguish between
otherwise. It’s definitive Splinter Cell alright,
with some enhancements and tweaks. It’s a
hell of a lot more Hollywood than it used to be
too, with audacious stunts and scenarios, such
as the prison riot and Shanghai Hotel, but your
general experience won’t vastly differ. This isn’t
a bad thing, we hasten to add, as it’s such a
great formula anyway.
What is bad, and in these early days of the
PS3 it’s a disappointment we’re frequently
encountering, is the reflection of the PS3
capabilities, superficial and beyond. Despite
the beef of the PS3’s GPU, this PS3 version is
graphically poorer than the six-month-old 360
game, with standard lighting effects, bland
textures and some serious clipping issues. It
also fails to take us into the current generation
console experience we’re anticipating: where’s
the next level of AI and player interaction?
These seem to have taken a retrograde step
even, with enemies sometimes making the
completely brainless decision to face a wall
when on guard duty, and you’re inability
to remove electronically tagged clothing,
meaning you have to carry a corpse to tag-activated
doorways rather than wear his
jacket. What Double Agent PS3 boils down to is
a genuinely exciting and absorbing experience
that does justice to the series and won’t
disappoint fans. However, if you’re expecting
a definitive PS3 experience, then gird yourself
guys, because this isn’t it.
Ben Biggs
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