Tell me what you know, then I'll knock you out. Or if you know nothing, instant knock-out. |
Don’t go in there expecting suave James Bond, your missions will be “go in, kill no one, get the info, GTFO”. Later entries in the series became more shooter than stealth, but the early games are far more stealth-based. It’s a running thread in Ubisoft’s catalog, with Beyond Good and Evil featuring stealth sections, and then there’s this series as well; add Prince of Persia’s penchant for parkour, and it feels like their past output long foreshadowed Assassin’s Creed, now one of their flagships.
The first Splinter Cell game was released on damn near every platform existing in late 2002/early 2003: Xbox, PS2, GameCube, GBA, mobile, friggin’ N-Gage... and of course a PC port, on February 18th, 2003. This game has been sitting unplayed in my backlog for something like seven years. I don’t know if that franchise will click with me, there’s only one way to find out...
Third Echelon
Classic army training course. |
The second is a lot trickier, as this is where you’re taught various stealth and mission-critical elements. You’re shown how to sneak around, grab people from behind and interrogate them for information or carry them around, and other tricks (shooting lights and cameras, or changing your movement speed to reduce sound). If you even do one thing wrong, you’ll start over from the latest checkpoint, of which there’s a lot since you’re learning the ropes. It’s very, VERY easy to do things wrong in this game.
Imagine accidentally killing a colleague who was there to remind you how to get intel from someone. No, not speaking from experience... Also not speaking from experience, I basically had to remap the entire controls to get something remotely functional.
Sorry for the French text, my games on UbiConnect default to French. Anyway, this is Lambert yelling at me for falling in the street. Christ, I just fell when I tried jumping between two patios! |
Nikoladze
Not pictured: The alarm I triggered because I'm such a goddamn n00b. |
In the next mission, Fisher, aided by his allies from Third Echelon Anna Grimsdóttir (mission control) and Vernon Wilkes Jr. (field runner), investigates the presidential palace. Once more, stealth is vital, as an enemy spotting you – or a body – will trigger an alarm, further emphasizing the importance of hiding your victims in the dark from time to time thanks to your night vision goggles. In Nikoladze’s computer, we find data discussing a grand plan that began with a nasty ethnic cleansing operation in next-door Azerbaijan. This allows the CIA to fight against the operation.
Here, go "sleep" with your friend. |
I do like the ambiance of this one, even if it's as hard as every other mission. |
In retaliation, Nikoladze launches a massive cyberattack that crippled U.S. infrastructures. In the next mission, we infiltrate the CIA, nothing less! We have several objectives: Retrieve Fisher’s firearm, the SC-20K, from the storage room; find out who the mole is; kidnap said mole from one of the most protected buildings in North America (no sweat!); do not let the CIA activate too many alarms; oh, and DON’T KILL ANYBODY. You can knock out employees and agents but killing any terminates the mission. This one took me forever.
Pillars are your friends. |
The darkness should also be your friend, but sometimes you don't even know which areas are safe to walk in, for reasons explained later. |
We get to the guy’s computer, end up kidnapping the guy, and fleeing the place. Only took me 6 goddamned hours to finish that one mission. (The dude was harmless, just a moron keeping sensitive data on an unprotected network. Still, what a moron.)
We're gonna be carrying this guy for a while. Imagine literally kidnapping someone who works at the CIA, while they're at work. That takes some enormous cojones. |
Fighting back
Walk by those wall mines, and boom. In case the place wasn't on fire enough. |
Awwwww yeah. Finally, an action mission. Even though it was still frustrating in many places due to trial-and-error gameplay and the overwhelming number of enemies, the Kalinatek mission stands as my favorite so far, because we can finally defend ourselves. Fisher even gets his hands on wall mines (which trigger when seeing movement once placed) and grenades, both offering very satisfying BOOMs. Hey, the place is already being ransacked, no need to worry about property damage.
Remember the wall mines I just mentioned? Yeah, I put one in the staircase I knew enemies were coming from. This game's turning me into a pyromaniac. |
The laser microphone doesn't come up often, but it's an interesting concept. You point, and catch the conversation. Makes sense for a spy, and it's a fresh, creative mechanic. |
Following this, we track Nikoladze, believing him to be hiding in the Chinese Embassy in Myanmar and in cahoots with a Chinese general, Kong Feirong. Our mission is first to talk with an informant, then reach the Embassy and spy on communications using the Laser Mic. Oh, and you’re not allowed to kill a single person; I hope your trigger finger isn’t itchy. We do prove a connection between the two men. We also hear about “The Ark” again.
Also, y'know, shooting is just fun. But don't use the scope, 'cause for some reason Fisher's aim is awful when using it. (I just learned the stabilizing was the right-click button...) |
It’s time for the “This port has that problem so other versions might not but there’s no easy fix so I’m gonna complain about it anyway”... uh, complaint. The PC version of Splinter Cell ran into problems due to newer graphics cards doing away with a feature known as "shadow buffers". Areas covered with a spotlight won't show the circle of light on the ground. The spotlight itself still moves. I say that because you have to see those lights to know where you can stay hidden and where you're seen. Fan-made fixes exist, but I don't know if they'd work with the UbiConnect version...
See those spotlights up there? See any light on the ground? Eeeeeyep. |
The thermal goggles are fun, but you have them from the start yet they don't become necessary until the third-to-last mission... |
We break the antenna, causing Nikoladze to flee when he realizes communications are cut, while Grinko sends his men to investigate. We still need to save the hostages, which means going through the Abattoir, including the freezers (night vision won’t work here; instead, you use the thermal goggles to see where enemies and obstacles are) and, finally, the barn, where the hostages are found. One feature of this stage is the automatic turrets, which you can sneak by and/or reprogram. In the final confrontation, I kept one running, and it killed some of Grinko’s men while I dealt with the others. This is topped by a fight with Grinko, who goes down with a few bullets. Hostages saved. Victory!
Not headshot, but good enough. Also, I think the turret killed one or two dudes. |
Stopping the Ark
Two more missions. I can do this. In the first, we infiltrate the Chinese Embassy, this time to prove that Kong Feirong's actions are unaffiliated with the Chinese government. Enemies have wised up and stopped sharing keypad codes in e-mails, but you can use the thermal goggles to figure out which numbers were pressed recently and in which order... which does mean you need the guards to unlock the door first. Later there are retinal scanners, so there are guards you can’t knock out until they’ve unlocked a door for you. Yep, the scanners can tell if the guy is dead. 2002 had some high-tech shit.
Shooting the gas tank would be a genius move in literally no other situation. |
We don't even get to kill that SOAB ourselves. |
One of the most stressful moments in the game, and one devious puzzle: To get out of that situationm literally do nothing until you're told to run. |
Stop shaking, for fuck's sake Fisher! |
I fuckin’ beat this damn game.
Following this successful final mission, we learn that the bomb, which was hidden in an apartment building near Washington, was retrieved. Fisher watches the news with his daughter, glad this is all over. ...Or maybe it isn’t, as he gets a call from Lambert.
A hero's work is never over. Wished it was, though... |
Nope! I quit! I’m not even going to do the three bonus missions, I’ve had enough!
Final thoughts
Not a single mission here is easy, even the first one (post-tutorial) is super tough if you don't know what to expect. And trust me, you don't. |
The game is excellent at setting up an ambiance; every mission feels distinct, not just in looks, but also in challenges since there are different objectives in each one. Story-wise, additional details are told through notes picked up on bodies, which helps give the whole thing that “spy thriller” feel associated with Tom Clancy’s works. (By the way, the PC port is missing a level that explains the composite the nuclear suitcase bomb is made of, and when it was stolen. That level? Only in the PS2 port.)
The folks who worked on this game really liked fire scenes, there's like 4 or 5 over 10 missions. |
Stealth is the focus above anything else. Several missions forbid you from killing opponents. Then again, it’s best to avoid combat unless you have the advantage, or you’re guaranteed a quick death. Medical kits are rare, but you can save them for when you need them. New ammo is also sparse; I frequently found myself out of bullets, forcing me to play defensively until I could find more. A few segments encourage combat, pitting you against many shooters. Occasionally, you have on-field advantages to make the fight easier, on top of having collected many other weapon types (grenades, wall mines, etc.), but even there you're outmatched and must play wisely.
Guess how many times I died carrying this fatass from the CIA offices to the NSA van. Even I don't know. Across the whole game, I think I died or failed missions over 1,000 times. |
The thermal goggles are pretty useful to see enemies through doors, but the need to use them isn't drilled into your head until the third-to-last mission. |
(Oh, and yes, the PC port has the “shadow buffers” issue when spotlights were involved. That made for some fun segments...)
To go back to what I said at the start of these final thoughts, I am fully willing to recognize everything the first Splinter Cell does right as one of the figureheads of the stealth genre, as it is a shining example and a must-play for anyone who loves this type of game. It’s got everything you’d want there to be in such a title. As for me? As much as I’m willing to admit everything great about it, my experience was too infuriating, and I’ll be happy to never touch the game again. Maybe another stealth game out there will be more my type. At least I can call this one done and over with.
Quick Reviews will resume soon.
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