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 Splinter Cell: Conviction

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Posts : 11
Join date : 2010-11-19

PostSubject: Splinter Cell: Conviction   Thu Dec 09, 2010 5:07 pm

No perfect formula exists for making a great game. Even a game from an established studio with solid concepts can sometimes turn flat during development. Sometimes to do a project right, you need a little extra time. Splinter Cell: Conviction went through such a trial, but it looks like the extra incubation time was well spent, because the game emerged at this yearís E3 looking like one of the most polished titles of the show.

In 2006ís Double Agent, Sam Fisherís only daughter was killed by a drunk driver. In Conviction, new evidence surfaces that leads Sam to believe that Sarah was killed as part of a more elaborate government plot. The game starts with Sam looking for clues, hot on the trail of an arms dealer named Andre Kobin.

From the get-go, itís obvious that Conviction is focused on delivering a brutal and fast-paced gameplay experience. The demo starts with Sam kicking one of Kobinís enforcers into a public bathroomís urinal. The other men in the room scatter as Samís opponent draws a gun, but Sam is faster than the manís trigger finger and wrenches the manís arm into an awkward angle. The stray bullet chunks into a nearby wall. A man on a toilet fumbles for his trousers as Sam throws the goon against the stallís wooden door. In Conviction, most areas feel alive with activity. But Sam is focused on the man in front of him. His hand wraps around his victimís throat as he barks, ďWho killed my daughter?Ē

Samís gone rogue. He doesnít have friends back at Third Echelon chirping in his ear anymore. In order to give players all the relevant information theyíll need, Ubisoft devised a novel projection system. As Sam interrogates his victim, several pictures of Kolbin flash across the walls of the bathroom. These are visual representations of the thoughts going through each characterís head. This projection trick is used throughout the game to direct players through the levels, provide contextual flashbacks, and accentuate dramatic moments.

Once Sam has the information he needs, he throws the manís face through a porcelain sink, and we get to see how smoothly Conviction transitions from one scene to the next. The camera zooms in on the blood in the sink. With a snap it zooms back out, but now weíre looking at a painting inside an art gallery. The camera continues to zoom out, passing backwards through a keyhole until we see the outside of the building. This is Kobinís mansion. The camera winds past several guards, down a nearby city street, and around a dark alley where we see Sam step into view and the controls are back in the playersí hands. The whole transition flashes by in a matter of moments, masking the gameís loads better than the elite super spy himself.

Being a lone wolf, Sam no longer has easy access to many high-end government weapons. However, heís still a formidable opponent thanks to a few handy spy tricks. One new feature, called Last Known Position, displays a shadow in the last position where Sam was seen. While enemies are focused on his former location, Sam can sneak up behind guards and take them out with a variety of close combat takedowns. These hand-to-hand maneuvers earn Sam the opportunity to mark and execute targets. With this skill, Sam can queue up targets then execute them in quick succession. We see Sam look under a door, marking a light and a guard. After hitting the execute button, he kicks down the door and shoots out both targets in a matter of seconds.

Letís just hope Sam doesnít sneak past his fall release, because weíve been waiting long enough to play whatís looking like one of the best games of the year.

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