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REVIEW SPLINTER CELL: ESSENTIALS |
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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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STEALTH
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PLAYERS
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1-2
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PRICE
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£34.99
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RELEASE DATE
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OUT NOW
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Splinter Cell just doesn’t quite work
on a handheld console, but the effort
that has gone into this PSP version
is commendable. Despite the various
problems this
is still a worthy
purchase for fans
of the series.
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SCORE
29/MAR/06 |
71% |
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Traditionally, Splinter Cell games
require a lot of patience. As
anyone who has played any of
the three home console titles in
the series will know, they mostly consist of
waiting in the shadows and watching guards
wander by, resisting that in-built gamer’s
urge to just jump out and shoot something.
Unfortunately, it’s difficult to be quite as
patient as is necessary with such a game
when it’s on a handheld platform – Splinter
Cell is arguably unsuited to a console likely
to be played for short amounts of time in
loud, public places. Splinter Cell: Essentials,
though, is nonetheless an admirable attempt
at translating the series’ enduringly unique
gameplay to the PSP, and even if it doesn’t
work entirely as well as we would have liked, it
still has considerable merits.
Essentials is set, oddly enough, after every
other game in the series – even the yet-tobe-
released fourth Splinter Cell title, in which
the game’s ever-surly protagonist Sam Fisher
somehow ends breaking out of a prison and
joining a terrorist organisation. It basically fills
the player in on what happens between the
third and fourth games, and also serves as a
handy reminder of events past – the game
contains only two entirely new missions (not
counting the Splinter Cell 4 preview missions),
the rest consisting of slightly simplified
versions of events from the first three games.
It’s more of a compilation than an entirely
new game, but fans of the series will relish the
extra background information, story titbits
and, of course, the preview of the fourth
home-console title that Essentials has to offer.
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The game begins with a short tutorial
mission in which Sam, whilst visiting the grave
of his daughter (who
dies earlier on in the
series), is arrested
and taken away for
questioning. Along
with the player, he is
forced to re-live key moments in his career,
from his days fighting in the jungle as a Navy
Seal to his recent activities in prison. What
Essentials has over the other titles in the
series is variety – in one mission Sam will
be fully gadgeted up under the care of the
American government, in the next he’ll be
little more than a civilian, carrying no weapon
and without the night and thermal vision that
make sneaking around in the darkness that
little bit more manageable.
Occasionally this variety feels a little
inconsistent, but generally the opportunity
to replay some of the best missions from the
history of Splinter Cell is one to be relished.
Seeing them all in context helps to flesh out
the story of the series and make its events
seem that much more believable. Indeed, in
theory, Splinter Cell: Essentials is an excellent
idea and a great precursor to the third
game; cripplingly, though, the limitations of
the PlayStation Portable when compared
to a home console mean that the Splinter
Cell’s core playability really suffers. For one
thing, when playing anywhere but at home
(preferably alone and in the dark, thereby
ruining the point of having bought a PSP in
the first place) it’s pretty much impossible to
hear the approaching footsteps and snatches
of conversation that are such essential clues
in the game. It’s the controls, though, that
really let the game down – you need to be able
to do things quickly and effectively in Splinter
Cell games, rather than have to faff around
with buttons whilst crouching behind guards
until they inevitably turn around and shoot
you in the face.
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Crucially, you can’t move the camera and
move Sam at the same time due to the lack
of a second analogue stick; instead, holding
Circle whilst moving the analogue stick
changes the view and using it normally moves
the character. In a game where you have to
keep a close eye on your surroundings and
spend a lot of time hiding in corners and
behind walls, this is infuriating. The alternative
control method does offer to map the
camera to the buttons, but this disables such
essentials as the crouch and other action
buttons. We’ve tried, but it’s desperately hard
to enjoy Splinter Cell as much when you can’t
see anything – the games are dark enough to
make things difficult already, and having such
limited control over the camera just makes it
ten times worse.
Nonetheless, it’s impressive that the game
remains enjoyable at all when its key values
– namely, patience and observation – are
so ill-suited to the PSP. Though frustrating,
the game remains as tense and quietly
exhilarating as it ever was, and treated as
a valuable spin-off rather than another
entirely new Splinter Cell installment, it
works very well. The visuals have translated
impressively, too, and the minor downsizing
that the missions have undergone doesn’t
affect their rewarding complexity. With such
sizeable control issues, though, it’s impossible
to recommend Splinter Cell: Essentials too
highly – fans of the series should be prepared
for a fight if they want to get the most out of
the game.
Kelly MacDonald
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