Hello everyone and welcome to a review of a game from the stealth third-person shooter franchise Splinter Cell: Conviction. Before we start, I will apologise for my sudden disappearance as I have been busy with other things and trying to get pics onto my reviews. My laptop is acting up so please bare with me as there will be no pics in this review. Anyway, let’s move on and I hope you enjoy.
Splinter Cell Conviction is like a mixture of a Liam Neeson, Bruce Willis and Jackie Chan game combined into one single character called Sam Fisher. He may not be as brilliant as Jackie Chan or as badass as Bruce Willis blowing up a plane, but he is still awesome as hell. It is so satisfying when you punch a Third Echelon grunt in the throat and here him mutter a smart remark as he walks away like a boss. I digress, but moving on, the story is basically about him (an ex-Third Echelon Agent who retired after the death of his daughter) who is suddenly brought into a world of terror as he realises the same corporation he was part of is planning to gain control over America, using EMPs to fry the whole nation and cover the attack. The story continues from there, offering a very interesting tutorial scene at the beginning.
Sam Fisher is talking with his daughter about the dark, after walking into her room because she is screaming for him. He explains that the dark is a good thing, and you’re eyes get used to it and you can see all the ‘bad people’ and make them go away. Then in bold letters, it says that when the screen turns black and white you are almost invisible to enemies looking straight at you. It later shows how to mark and execute, a nifty way of simply putting a bullet in a pesky Black Arrow guard or Third Echelon agent’s head after getting a hand-to-hand kill. Some people complain that it is OP, but it is hard enough trying to seclude an enemy so no one will instantly detect you after seeing their friend suddenly die. The game also encourages you to melee enemies to preserve your executions, also allowing you to upgrade your weapons to allow more marks or put a scope on it etc.
What I mainly love about Splinter Cell though is the creativity and way it makes you take risks. There are so many ways to complete a mission or take out a certain target; sometimes I see them after accidentally getting involved in a blown out firefight and I feel guilty that I didn’t take the stealthy option. It’s like Crysis; it allows you to play any style you want, yet it makes you feel guilty unless you go with the easier option of being patient and waiting for the right moment to strike. It encourages you, when you are in a room and have been waiting for someone to move away to no avail for the past few minutes, you have to take initiative and strike first.
Gadgets are very imaginative, such as the Sticky Camera that can be used to distract an enemy with a small sound or simply blow up, but lack the actual need to use them. The Sticky Camera and Frag Grenade are rarely used within missions due to the fact that they cause noise and raise your detection level. I mean, the sound on the Sticky Camera only turns the guards towards it and sometimes draws them towards it. I only used the EMP grenade and Portable EMP because they temporarily fried the lights, allowing me to sneak past undetected.
The fourth mission in Iraq is a small letdown. It’s where you play as Victor Coste, Sam Fisher’s friend, in Iraq where they are both part of the American Army. They are ambushed and they kidnap Sam Fisher, leaving you as they think you are dead. You run after him, shredding through Iraq grunts like cannon fodder. Yet, the feeling of stealth or trying to find a way to sneak around is put in a box along with TNT and blown up. This game isn’t COD, so don’t try and add in a cheap action scene where I just run and gun because that isn’t Splinter Cell!
So in general, to conclude my review, I really recommend this game. It’s fun, pure and a solid game for the stealth genre. There are those two dusty parts in the corners, but brush them aside and you’ll enjoy this game. 8/10. A flawed gem; so close to a perfect game.