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Tom Clancy's Splinter Cell
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===Gameplay=== The encouraged way to progress through the games is to remain hidden, select non-obvious routes, and utilize diversions to pass guards. The [[Tom Clancy's Splinter Cell (video game)|first game in the series]] only features a single-player mode, ''[[Tom Clancy's Splinter Cell: Pandora Tomorrow|Pandora Tomorrow]]'' introduces a two-on-two multiplayer mode. ''[[Tom Clancy's Splinter Cell: Chaos Theory|Chaos Theory]]'' further develops that mode and introduces a cooperative mode. Cooperative mode plays similarly to the single player mode, but adds situations that can only be overcome as a team. The cooperative storylines in ''Chaos Theory'' and the [[History of video game consoles (sixth generation)|sixth generation]] version of ''[[Tom Clancy's Splinter Cell: Double Agent|Double Agent]]'' parallel those of [[Sam Fisher (Splinter Cell)|Fisher]]'s actions in the single-player modes, letting players act on information he obtained or provide support in the field. ''Double Agent'' introduces a morality factor: Fisher may now encounter conflicting objectives between his superiors and the terrorists. For example, the terrorists may assign a mission to assassinate someone, while the NSA simultaneously instructs the player to prevent the assassination. This creates a delicate balancing act between gaining the trust of the terrorists and fulfilling the mission assignments. In addition, Fisher must not do anything to reveal to the terrorists that he is a double agent (such as let himself be seen with an NSA gadget), otherwise he will lose instantly. ''[[Splinter Cell: Conviction|Conviction]]'' utilises a much faster and more violent form of stealth action gameplay than previous games in the series. It retains the cooperative multiplayer mode of the two preceding games. The weapons that Sam Fisher uses are based more accurately on current real-world weapons which behave accordingly and all weapons can be upgraded by a points system. This points system is secondary to the main storyline and is achievement based. These points may be used to add silencers, sights, upgraded ammo, laser targeting and other upgrades, with up to three upgrades per weapon. This game provides an interactive mission update sequence that is built into the levels themselves. Instead of getting an objective-bar popup, the objective may appear in bold white text on the side of a building or in front of a barricade. This adds to the immersion and keeps the HUD uncluttered. The stealth element of the game allows Fisher to hide in the shadows and become almost invisible. Guards may be assassinated by unsuppressed or silenced weapons, gadgets, or hand-to-hand combat. After successfully completing a hand-to-hand kill, the player is provided with an 'execution' bonus, which allows the player to mark two to four targets (depending on the weapon selected) such as enemies or objects, and trigger the execution animation. Fisher will then dispatch all targets within a few seconds in an extraordinary fashion. Interactive interrogation cutscenes where Fisher beats up a target for information do not require the player to do anything other than press [Interrogate]. Though if the player happens to be near an interactive object like a television or table, Fisher may use that to alter the standard animation.
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