GameInformer- Blacklist represents a brand new direction for the Splinter Cell franchise. Not only is the game exploring new territory in game mechanics and storytelling, but the game is also the first installment to be crafted entirely at the new Ubisoft Toronto studio. Creative director Maxime Beland tells us more about the game and just what Sam Fisher has in store as he launches into a new adventure.
Tom Clancy's Splinter Cell has been out of action for a decade, so it's time to look back at 2013's Splinter Cell: Blacklist.
Sam Fisher is evidently the most skilled stealth operative because no-one has seen him in his own game for years
The entire mark and execute system belonged in another game.
It’s cool, but the polar opposite to how Sam Fisher initially handled.
The original trilogy made shooting very, very difficult, yet a viable option, which ultimately motivates stealth.
The mark/execute system makes shooting stupid easy, to the point of why would you even bother trying stealth as an alternative?
The sad part is that I actually really enjoyed the last game, Blacklist. It may have lacked the iconic voice but the gameplay was excellent, and blended stealth, action and a mix really great compared to most games, where none of the three options felt like the wrong way to play. I really hope they either produce a remake of the original game or a proper sequel.
The stealth icon has gone too stealthy of late, but the best Splinter Cell games still rank among the best games ever made.
Ubisoft VP Maxime Beland has resigned from the company after being accused of assault and harassment. An internal investigation is ongoing.
speaking outside of the allegations,
word is (or was, rather) that he was also overseeing a new splinter cell game,
seeing as he was creative director on conviction as well as co-creative director on blacklist, so this doesn't bode well for whatever that project is going to be or was going to be.
as far as continuing the investigation,
I kind of find that (I know it's not a funny situation) statement a little bit amusing.
he left the company,
you're going to do what, to him now?
i'm sicking of seeing "brand new directions" for franchises.
this is something new this generation, and it makes me sick.
Survival Horror genre? eh...forget about it, doesn't make money I suppose.
Stealth genre? eh...forget about it, overly saturated, won't make money.
Now? a repetitive third person "guns blazing" shooter where stealth is only a single button initiated QTE away.
No skill, no need to memorize enemy locations, nor hiding in shadows. Everything that made splinter cell splinter cell is gone.
It annoys me to think of the possibilities of how such a franchise can leave their fans out to dry to craft a generic "take" on a tried and true franchise.
I'm fine with developers taking calculated risks, and improving or changing SMALL things, but when they fundamentally augment the game in such a way that it no longer fits into the previous game's GENRE. that's when someone needs to slap the lead game designer in the face and say "no."
Pandora Tomorrow introduced me to gaming online, with Xbox Live, and that experience, so rich with unique and limitless possibility has died with each Splinter Cell entry afterwards (not including Chaos Theory. With that game, it turned 2v2 Spies vs Mercs into near online gaming perfection, and did it without ruining what PT had going for it).
That's the difference. It pleased fans, and didn't pander to target audiences, but rather set up and shop and attracted newcomers to a new way of playing. Not vice versa.