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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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36. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 24, 2013, 14:38 Quinn
 
Verno wrote on Apr 24, 2013, 09:00:
I find stealthy combat can be just as engaging as pure avoidance personally, sometimes more so. Finding a balance is really difficult though.

And the above comment is what you're not getting from my earlier post, Jerykk.

I understand that if I want Dishonored or whatever other game to be more challenging, an option to make it so is to completely disregard some of the key aspects of the game. I can make Saints Row more challenging by stop using weapons, ffs. I know that's an oversimplified example, but I guess that's what it takes to get my point across.

Like I said before, there's a grave unbalance in "stealthy" games lately.

"You can't have it both ways" is what you've got to say to the developers today, who want to put both Die Hard action and sneaky stealth into games. If you got into "trouble" in Dishonored, you coujld completely eviscerate the enemy. Yet if you remove all the action and unbalanced aspects from Dishonored, you get an extremely linear and boring gaming experience. And if you don't agree with that, that's fine.. but fuck me if the new Thief is going to be as boring. It'll be the end of me ffs.

PS: And yes, Blink was a fun skill. But that's beside the point. A naked Jessica Biel running into your house is fun as well, but she broke the front door and ruined your movie night with your wife.
 
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