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Ubisoft: Complexity Holding Back Splinter Cell

Eurogamer has comments on Splinter Cell: Blacklist from Ubisoft Toronto's Jade Raymond, who discusses how the series has "stayed with the most pure approach to that stealth experience" over the years. Though she doesn't come out and say the game is being simplified for its upcoming installment, she does comment that there is a feeling among the executives at Ubisoft (surely hardcore gamers) that the Splinter Cell video games could be more popular but for their complexity: "One of the things that held it back is despite all of the changes that have happened over the years, it's still one of the more complex and difficult games to play," she tells them. "Even though we do have core fans who are like, 'Oh, I want to have more of this experience,' when you play any other game that has stealth elements, they're all a lot more forgiving than Splinter Cell." She goes on to talk of a "broader" experience which can allow for more of an action/game experience:

"We brought back the purest hardcore version, which is, you want to ghost through the level and get through it without killing a single person. Every single thing you want to do you can do in a non-lethal way. That requires the most planning and being the most strategic.

"You can even play that in Perfectionist Mode, which means if you want you don't have any of the added things, such as Mark and Execute, that make it easier.

"That's for those who want to plan it out and feel really smart, and, 'I'm going to use the Sticky Cam with the Sleeping Gas and them I'm going to whistle and the guy's going to come,' and do the full set-up."

By default, though, Splinter Cell: Blacklist offers a more "fluid, modern play-style", Raymond explained, which helps Fisher navigate the 3D environments without the need for as much interaction on the part of the player.

"You can climb up, do 3D navigation and jump over things without thinking too much or pressing buttons," Raymond said.

"Sam does it automatically. The Killing in Motion, being able to Mark and Execute while moving through the map, makes it much more accessible to more of an action gamer."

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33. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 24, 2013, 03:20 Quinn
 
Don't use blink!? Are you kidding me, Jerykk? How far does your loyalty for the game go to come up with that retort? Blink was about the only thing in Dishonored that made the bland gameplay a bit interesting. I already gave up on all the visceral Outsider skills because they implies having to kill, which I didn't want to do -- just like I gave up on disguises in Absolution because it was a broken feature, but that kinda defeated the idea of the hitman franchise. You telling me I also had to give up on blink, and maybe even the higher jump too. Hell why touch the skills upgrade system at all?

In this way we can make every easy game "hard". But if it means you have to skip gameplay content for it, it's simply unbalanced and or way too much "balanced" toward the broad audience. And THAT is the exact problem with stealth games these days: they want to make it interesting for the trigger-happy action oriented gamers as well. It's why Hitman's balance was fucked up, why the last SC was fucked up and why most probably the next SC will be fucked up as well.
 
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"Moo," she said.
And I trembled.
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