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The Making Of: Tom Clancy’s Splinter Cell

If you worked at Ubisoft on the Splinter Cell or Rainbow Six franchises in the autumn of 2000, sooner or later you’d have a heavy weapon shoved into your hands. As the company expanded its Tom Clancy connection, after acquiring the bestselling author’s multimedia outfit Red Storm Entertainment that August, the Montreal offices were frequently invaded by men carrying scary armaments.

It was a dangerous time. Consultants demonstrated taser guns in conference suites. Dev teams were bussed out to the training ground of the local police force’s Tactical Response Group, where heavily armed cops schooled them in how to handle Heckler & Koch MP5 submachine guns and sniper rifles.

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