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Tom Clancy's Splinter Cell
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==Development and history== ===Origin=== Although the series features his name, Tom Clancy had little to no involvement in the development of any of the installments. According to series producer [[Mathieu Ferland]], the original game was developed so that Ubisoft's Montreal studio could demonstrate its full potential.<ref name="sc_gamespot_qna">{{cite web|url=http://www.gamespot.com/xbox/action/splintercell/news.html?sid=2882240&mode=previews|title=Tom Clancy's Splinter Cell Q&A|work=Gamespot |date=October 2, 2002|access-date=February 21, 2011}}</ref> After ''[[Tom Clancy's Rainbow Six]]'' and ''[[Tom Clancy's Ghost Recon]]'', "special ops was the natural next step" for Clancy-endorsed games.<ref name="sc_gamespot_qna"/> ===Graphics and technology=== The first game in the series modified the [[Unreal Engine]] to allow the light-and-dark-based gameplay style.<ref name="sc_gamespot_qna"/> The other games continued this, using updated versions of the engine. By the release of the latest game β ''Blacklist'' β the engine had been upgraded to the LEAD engine, a heavily modified version of the Unreal Engine 2.5. The game had active shadows on all consoles not simply as a graphical function β as in most games β but as a gameplay enhancer for the sake of the game's stealth features. This meant that more coding for the game was required and overall, required a powerful desktop computer in order to get the best clarity and performance.
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