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Review: Splinter Cell - Chaos Theory

Posted by Zonk on Mon Apr 18, 2005 01:40 PM
from the *gurk* dept.
Not every worthwhile game title involves headshots, big explosions, high speed racing, or athletic prowess. The stealth genre, which started to gain attention with the likes of Tenchu: Stealth Assassin, is now typified by the modern military series Splinter Cell. The newest title, Chaos Theory, improves on concepts introduced in previous games, continues to offer a unique multiplayer experience, and expands the gameplay in a few minor ways. All told, Splinter Cell : Chaos Theory is a worthy successor to the previous games in the series, and offers up familiar gameplay that never once feels stale.

  • Title: Splinter Cell: Chaos Theory
  • Developer: Ubisoft Montreal
  • Publisher: Ubisoft
  • System: Xbox
  • Reviewer: Zonk
  • Score: 9/10
* Splinter Cell titles center around the missions of Sam Fisher, an American military tool in the information warfare age. Chaos Theory, like the titles that preceded it, follow the exploits of Mr. Fisher as he moves from one mission to another. Events and characters that mimic real world analogues very closely fill the game, and despite some nonexistent devices to further gameplay (like hacking a computer from across a room), the impression you receive is that Sam Fisher's world is very much our own.

As such, the entire game is steeped in realism to preserve the flavour of the modern day experience. The graphics and lighting are gorgeous, and the fluidity of motion that the game's character portray is extremely impressive. The artificial intelligence of enemy opponents, while not perfect, is certainly better than many other titles in the stealth genre. This allows for some lovely emergent gameplay, as you can take actions in the game world and can plan on a logical reaction taking place. The first mission allows you a perfect opportunity to try this out, with two mercenaries patrolling near a tent. Taking out the merc outside the tent allows you access to the generator for a large lighting system nearby. By turning off the generator, you make the guard inside the tent curious...a vice which gets cats and guards in trouble.

* The need for stealth in the game is paramount, but not as rigorously enforced as in previous titles. You can set off as many alarms as you like, and until you are slain the mission isn't over. This, and nearly every other, addition to the Splinter Cell gameplay library was made to make the game more accessible to players. The addition of a knife to Sam's arsenal allows him to take out enemies in a single thrust in near silence. Gunshots are noisy and attract attention, but laying out your opponents with deadly fire is an accepted way to complete a mission. The previous titles were extremely punishing of mistakes, and Chaos Theory counteracts that by allowing Sam to take on a more kick-ass take-names approach. If you've played the previous incarnations a great deal, you may find the going easier than you expect. Higher difficulty settings are provided to challenge the more skilled. This eased gameplay also allows for more than one way to complete a mission. Even if you decide to kill the captain of the cargo ship without interrogating him, you can still sweep the ship with your weapon drawn looking for your target. Arbitrariness and gameyness have been deliberately reduced.

* That sense of realism is extended by the story and voice acting. The tale centers around a series of missions which take you from one end of the earth to the other. Each mission has a good deal of background to it, and the depth of the Chaos Theory story is entirely at your discretion as the mission briefings are entirely skippable. Each portion of the mission briefing is handled by one of the memorable non-player characters, each with their own area of expertise. The memorable nature of these characters is solely based on the quality of the dialogue writing, which comes off very natural and spiced with quality humor, and the skill with which the voice actors portray their roles. Fan favorite Don Jordan returns as Irving Lambert, and Michael Ironside returns to the tight fitting bodysuit of Sam Fisher.

The score, by Amon Tobin, nicely accentuates the mood and temp of the game with a modern vibe that never feels as though it was composed by software. Tobin's composition, his first for a videogame, is very promising. I hope to hear more from him in the future.

* Like the previous title, Pandora Tomorrow, Chaos Theory isn't something you have to enjoy alone. Multiplayer via Xbox Live is once again a unique experience. The four-player Mercenaries vs. Spies gameplay returns, with some tweaks and refinements. To ensure that you're briefed on the objectives of the multiplayer game, you are required to go through a training scenario. The maps allow you a range of several types of gameplay, including a deathmatch, a disk capture mode that is a variation on keep-away, and a new story mode. Story mode is probably the most interesting addition, forcing the mercs and spies to complete several missions in sequence and tying them all together with a workable plot. Chaos Theory has a lot of living room local multiplayer potential as well, with four cooperative levels available. There are several moves that two spies working together can accomplish, and the gameplay is accentuated by a story which works the co-op levels in as part of the backstory to the single player campaign.

Nothing is perfect, of course. While I enjoyed the game, my previous experience with Splinter Cell titles is limited. I found the game challenging on Normal mode, but players who have honed their skills on less forgiving titles may view the single player campaign as a cakewalk. The darkness mechanic can start to feel slightly contrived after a while, as you move through areas that wouldn't be as dark as the game allows them to be. The realism of other areas of the game makes it a jarring experience when you find a well guarded part of a bank in pitch blackness. The co-op mode, finally, could have been more fleshed out. Cooperative play is one of the most interesting aspects of modern gaming, and I would have liked to see a more developed co-op aspect for this title. Minor complaints, but the attention to detail that the game takes in all other areas makes weak points stand out.

For fans of the previous games, and players who enjoy modern tales, Splinter Cell: Chaos Theory is a perfect fit. It has a sensibility all its own, and the high praise it has garnered around the industry is well deserved. If you're looking for a stealth action title, Chaos Theory will fit your needs with military exacting precision.

Screenshots are from Microsoft's official Splinter Cell: Chaos Theory Xbox site, ©2005 Microsoft and Ubisoft.

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  • "Nothing for you to see here, move along". Yeah, right. Jedi mind tricks won't work on me, Mr. Fisher.
  • Two out of Four... (Score:5, Informative)

    by th1ckasabr1ck (752151) on Monday April 18 2005, @01:44PM (#12272193)
    "Not every worthwhile game title involves headshots, big explosions, high speed racing, or athletic prowess."

    Stealth games always have the first two items on that list.

    • by mog007 (677810) <Mog007@NospaM.gmail.com> on Monday April 18 2005, @01:59PM (#12272397)
      I'm a big fan of the Splinter Cell series. I love the stealth genre, and I was first in line to buy the game after I played the demo a few weeks ago. It's still extremely unstable, however. I don't mean unstable like SC2, where the game would crash after browsing for more than 10 seconds for a multiplayer game to join, more like... piss poor porting. I was getting blue screens during play, until I read on a forum to uncheck one of the advanced video options, that only prevented the blue screens while the game was running, it would then do it every time I quit the game. After a few days of doing that, I played it again, and it said my saves were corrupted. Needless to say, I'm not impressed with Ubisoft.
      • It certainly can't be a problem with your hardware.
      • by Tim Browse (9263) on Monday April 18 2005, @04:23PM (#12274431)
        Just thought I'd point out something that's probably not widely known.

        In my experience in games dev (and that of others), the dreaded PC game demo is usually demanded by the marketing dept, and put together as quickly as possible, and will usually not reflect final code of the product. It may not even have gone through much more than basic compatibility testing, as your experience suggests. Quite often it doesn't even feature on the schedule (at least, not in a realistic way).

        Feel free to lambast me with the observation that what the hell is the point of the demo if it doesn't give people a true idea of the game, or actually puts them off buying it.

        Because I'd agree with you completely. But the devs usually don't get to make those decisions.
    • by DeltaSigma (583342) <onu,public&gmail,com> on Monday April 18 2005, @02:56PM (#12273166) Journal
      Tell me about it.

      The guy's older than me, yet I can't help but think that I have far more gaming experience. He's apparantly unaware of just what happens when a genre becomes popular.

      Just you wait Zonk. Give it two years and these stealth games will contain headshots, big explosions, high speed racing, and athletic prowess. As well as conspicuously placed fruit in numerous quantities, which will be required to develop the miracle drug that saves the president from heart failure (and opens up secret fantasy levels with stars and hearts).

      Sincerely apologizing for the run on sentence,
      -deltasigma-
  • by EvilMonkeySlayer (826044) on Monday April 18 2005, @01:45PM (#12272199) Journal
    The slashdot advertising department in cooperation with Microsoft (c).
  • MGS (Score:5, Insightful)

    by jusdisgi (617863) on Monday April 18 2005, @01:45PM (#12272207)
    Surely he meant to say, "which started to gain attention with the likes of Metal Gear."

    Tenchu? Late and lame if you ask me. MG (even the old 8 bit jobs) was what made the genre.
    • Re:MGS (Score:5, Insightful)

      by nine-times (778537) <nine.times@gmail.com> on Monday April 18 2005, @02:03PM (#12272447) Homepage
      I don't know. If you ask me, "Thief" was really the origin of the genre. Sure, there were older games which involved stealth to some extent, but the many of the conventions and much of the gameplay of the first-person/third-person sneaker were born with "The Dark Project".
      • I say it was hide and seek and started this whole stealth fad.
        • Re:Rationale? (Score:5, Interesting)

          by nine-times (778537) <nine.times@gmail.com> on Monday April 18 2005, @03:14PM (#12273418) Homepage
          I'm not claiming that "Thief" was the first game to employ any stealth techniques into the gameplay. Many games had some instances where the character could be hidden, or certain techniques that could be used to avoid triggering an enemy attack. However, as far as I can remember, "Thief" was the first game to do something comparable to "Splinter Cell". It put you into a 3D world with gameplay resembling a FPS or TPS, except the enemy AI had defined [semi-]realistic senses of sight and hearing which were limited in various ways by the environment and exploited for the sake of sneaking through the entire game unnoticed.

          So was "Thief" the first game to allow the player to avoid the notice of enemy AI? No. Was it the origin of the modern First/Third-Person-Sneaker? I'd say yes. That it uses magic instead of night-vision-goggles is inconsequential. Think look-and-feel. Think gameplay conventions.

  • ..who played the original and thought "Sure, I can sneak around, but I'm sure it would be quicker to shoot my way through".

    Maybe I'm just to violent *Loads up Red Orchestra"

    • That's one of the biggest problems with "Stealth Games".
      I loved Hitman, and I loved to try to pass a level with the "professional" rating. But still it was usually easier to -silently- kill -everyone-, then proceed through the empty level, than to try to sneak. That is, kill quickly enough so that the enemy can't raise alarm, advance, kill again before the guards see the corpses, and so on. I'd even purposedly trigger "local alarms" just to empty guard rooms and kill the guards, securing my way of return.
  • Modern Co-Op? (Score:5, Interesting)

    Cooperative play is one of the most interesting aspects of modern gaming, and I would have liked to see a more developed co-op aspect for this title.

    Excuse me? If I recall I was playing games co-op with my friends back in the NES and SNES days. In fact, a heck of a lot of games back then had some form of co-op. Only in 'modern gaming' has co-op taken a backseat to lots of run of the mill style deathmatch. So no, co-op isn't an aspect of modern gaming; modern gaming is finally reintroducting the co-op back into the game.

    With that said, I find the co-op enjoyable. Two issues: needs a save function (there is one, but only while youre playing; if you quit and come back you have to restart the level). Could use more levels, oh, and less slowdown. Sometimes it gets downright awful.

  • Wha? (Score:5, Interesting)

    by hollismb (817357) on Monday April 18 2005, @01:54PM (#12272323) Homepage

    The co-op mode, finally, could have been more fleshed out. Cooperative play is one of the most interesting aspects of modern gaming, and I would have liked to see a more developed co-op aspect for this title.

    Were we playing the same game? The simple fact that these four HUGE levels (with more to come, eventually) were developed specifically for co-op and require you to work together directly with a teamate (or you can't pass the mission) demonstrates who incredibly well the co-op was designed. I don't thing I can even name another co-op game (aside from Phantasy Star Online) where it was impossible to get through a level without your teamate timing something with you perfectly. Each level has at least one moment where you and your teammate must do something simultaneously in order to get past it, like disarming bombs, mixing chemicals, etc. And several other places where you can't move on to the next area of the level without help from your teammate. On top of that, you can play through these huge levels differently every time if you so choose. Aside from some occasional disconnect and slowdown issues on co-op, I've never seen a better co-op mode in any game, ever, hand's down. Heck, even the simple fact that guards can hear the two of you talking is something special. A less-developed co-op would've been to simply give us the single-player levels and allow two people to play on them (which I'd gladly take as content download).

    And admittedly, Zonk says he doesn't have a lot of previous Splinter Cell experience, but this one is hands-down easy if you want it to be. No more trial-and-error gameplay, alternate paths, added knife ability (which makes it really easy to kill armed people even after they've spotted you), more accurate guns (also easier to kill), and a handy save anywhere feature, this one is pretty easy to get through compared to the other two games. As a result, I've managed to get 100% ratings on a couple levels the first time through, without really even meaning to (which means not being detected, completing all objectives, and not killing anyone).

  • by Concern (819622) * on Monday April 18 2005, @01:56PM (#12272361) Journal
    Tom Clancy's jingoistic pro-military, pro-police-state propaganda and lackluster dialogue aside, the game is beautiful and it really hits its stride when you plug into the internet and start testing out their multiplayer modes.

    The co-op play is a real joy to behold, and the versus play is a really original take on multiplayer "shooters." You wouldn't think a 2v2 where one side has guns and the other side is devoted to stealth would work. It's not perfect, but it's surprisingly successful, noticeably balanced, and deep.

    There is just nothing quite like sneaking up behind a merc as he saunters past you down a corridor, grabbing his neck, holding down the button and whispering something offensive into his ear before you snap his neck. Or for that matter, watching a spy do a 20 foot header through the air from a grenade you dropped right at his feet while he was trying to sneak past you.

    When you see an alarm go off, and are rushing through some dark basement area towards it and think you catch something moving in the shadows, but it disappears when you shine your flashlight on it, you feel real fear. :D

    Congrats to Ubisoft. No dobut they'll make the mint selling extras over the XBox live channel to boot...
  • Co-operative Play (Score:3, Insightful)

    by retinaburn (218226) on Monday April 18 2005, @01:56PM (#12272363)
    The only thing I found lacking in the game was knowing where to go in Co-Operative play. In addition to removing your binoculars you do not have access to a map. This was frustrating on the first co-op level in trying to figure out how to get into the big fancy server room to end the mission, without really knowing where you had to go.

    With the game being so new there were no walkthroughs for the co-op mode either. But I am pretty sure that has changed by now.
  • Fun Game (Score:5, Informative)

    by bogie (31020) on Monday April 18 2005, @02:02PM (#12272442) Journal
    Don't know why they had to change the Interface 3 times in 3 games. IMHO the first one with the PDA was the best. It obivous they were going by sponsors, ie Palm 1st game, Ericsson 2nd game, 3rd game ????. The "in-game" interface for the 3rd game is slow and looks just like some shitty menu. It just make me feel like I'm back at the game menu as opposed to a spy looking at the pda on his wrist.

    Also I preferred the night vision from the previous games where once you switched it on the whole screen just went "green". Now when you turn on night vision you look through a green fisheye lens. Its still useable, just not worth doing and not and improvement.

    Finally I have to say if you've played the 1st two games even on Expert this game is just way too easy. I tried to challenge myself, but even though I didn't set off 1 single alarm nor get seen by guards the game was just too easy.

    Finally, finally, :) They HAVE to do expansion packs. Beyond them wanting your money with reagards to the single player game there is just no reason to keep putting out entirely new games. All the tools they need are already done, just put out expansion packs for $19.95 every 3 months and trust me people WILL buy them. Shit if they just put on expansion packs for the 1st game I'd pay again what I've already spent on games 2 and 3.

  • My review on PC (Score:4, Informative)

    by emarkp (67813) <emarkp@nOsPAM.gmail.com> on Monday April 18 2005, @02:04PM (#12272458) Journal
    It's a bit short. It felt shorter than HL2.

    The single player is excellent. They fixed a lot of little problems in the previous games. You can switch shoulders for your weapon (which was the biggest UI change I saw, which was great). Unfortunately, you can't switch your firing mode for your SC-20 now. It's "pressure sensitive"--so good luck not accidentally squeezing off a few bullets instead of one.

    That being said, the multiplayer is impossible unless you play with someone you know and you're using a mic. Also, the multiplayer isn't the same executable as the SP game, and it's probably nearly unchanged from Pandora Tomorrow. Which is irritating because I mouse with my left hand, but the multiplayer doesn't recognize left mouse button mappings.

    Also, make sure you've got the latest drivers. I kept getting a BSOD until I realized my audio drivers weren't up-to-date.

    Plays great on my laptop. Specs: 3GHz HT processor, 1GB RAM, ATI Radeon Mobility 9600 (128 MB).

    Oh, and the Collectors Edition isn't worth it.

  • by CptnSbaitso (800632) on Monday April 18 2005, @02:15PM (#12272619)
    First off, I must say that I truly enjoy Chaos Theory as a game. However, I have to bring up the fact that I believe the Ubisoft tried to ruin the game with a number of other problems. For example, the extensive DVD checking which takes place during each and every launch of the game. Apparently, it has an issue with my DVD drive, such that it takes several minutes to perform the check. On my brand new AMD64 laptop, it refuses to run, since the GeForce 4 440 is apparently not good enough. However, I understand it to run on lesser GeForce cards. And last, but not least, it includes two (poorly printed) serial numbers required for play. The install key appears to be the same (on the three copies which I have seen) and the serial number has never been asked for (perhaps for online play?). Why do they insist on making this so diffucult? In summary: Great game...once you get to play it!
  • Review Comments (Score:4, Informative)

    by Hangtime (19526) on Monday April 18 2005, @02:41PM (#12272949) Homepage
    I have played all three SCs and I can say I have enjoyed this one the most.

    Pros:
    Best cut scenes and voice acting
    Great storyline
    Addition of the soundmeter has added a great deal of skill necessary to complete some missions
    Better AI (still pretty average overall)
    Mission statistics
    Detailed levels and character interactions (those going through Japanese house through the floor shaft know what I mean)
    Sam's mannerisms change when moving close to objects (creeping up on people)
    Better and more realistic weapon selection
    The EM jammer on the pistol (no need to blow out every light)
    Breaking, kicking in doors
    Primary, secondary, bonus, and opportunity objectives
    Hacking computers
    Changing weapon shoulders
    Jumpy NPCs when you have spooked them a couple of times

    Misses:
    Mission statistics subtract for all kills but not for knocking everyone out...would like to have seen this modified to at least deduct from the mission score if a NPC was not guarding a particular computer or target. Mission scores should reward pure stealth.
    No back-to-the-wall shooting
    AI still is pretty bad, but is getting better. For instance, I take down a buddy and the other NPC does not try to look for him. Also, everyone seems to have radios but NPCs are not worried when someone doesn't check-in. However, it has gotten better, if doors are left open or closed the NPCs will get suspicious also the NPCs will at least use some squad tactics when challenged.

    In all I have enjoyed SC:CT a great deal. Also, I will be crawling back through the game again because the mission statistics now make it a challenge to try to go through the entire game unnoticed and unseen.
    • I'm sorry, but you deserve the "RTFA" stamp. Clearly, it states

      The score, by Amon Tobin, nicely accentuates the mood and temp of the game with a modern vibe that never feels as though it was composed by software. Tobin's composition, his first for a videogame, is very promising. I hope to hear more from him in the future.

      I too am a big fan of Amon Tobin and own almost all of his albums (aside from this new soundtrack), but come on. Read thoroughly, next time.

    • It's not an xbox game. It is on PC as well. The demo has been out for a while. I believe it's also on PS2.

      Oh, and instead of $200 for a limited console, you can pay $300 for a video card and your other upgrades. I just don't understand "consoles have to be purchased and maintained for years to come". What maintenance are you talking about? You mean, like swapping out cards, adding memory, and the like? Oh, that's right, consoles don't require that at all. In fact, last I heard, that was one of their big va
    • Re:First (Score:5, Interesting)

      by kebes (861706) on Monday April 18 2005, @02:10PM (#12272562) Journal
      The inclusion of more relevant graphics on slashdot may be to discourage readers from blocking all images on slashdot pages (which would block some advertisements...)... in addition to graphics sometimes being very useful of course.

      I'm basing this partially on this CmdrTaco comment. [slashdot.org] Am I reading it right?
    • RTFM (Score:4, Funny)

      by Petersko (564140) on Monday April 18 2005, @02:37PM (#12272909)
      Why are these games so damn dark. I'm not a nocturnal animal. I need light to see.

      Which is exactly why the good folks at Ubisoft took the time to outfit you with night vision goggles.