What a Splinter Cell follower expects from the remake

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On December 15, Ubisoft officially confirmed that it was working on a new Splinter Cell game. Rather than greenlight a sequel to Splinter Cell Blacklist, the company is pushing ahead with a remake of the first Splinter Cell, rebuilt in its own Snowdrop engine at Ubisoft Toronto. Along with a commitment to sticking to the core gameplay principles of the original, such as thoughtful and methodical stealth, and to do not moving to an open-world model, Ubisoft has shared very little about what the game will look like. In fact, given how early the game’s development is, the developer is likely still figuring that part out. But as a longtime fan, I have some wishes in mind for the Splinter Cell remake because this series is all that matters most to me and I need a win right now.

Bringing back Michael Ironside

The most obvious suggestion of all, let’s get it out of the way first: Michael Ironside is to voice Sam Fisher in the Splinter Cell remake. Even if this wasn’t a remake of the original game, that point would stand, as his low voice and sarcastic charm are what made Sam Fisher such a compelling character. They were blacklisted as Ubisoft Toronto moved to a full motion capture setup and Ironside battled cancer, and the latter was probably more responsible for the overhaul than the motion capture tech. Ironside has recovered and returned for two special events in the Ghost Recon games, so it would be a fantastic treat to hear him back in a full release. shall we? I don’t know, because Ubisoft didn’t tell me when I asked – and obviously I asked.

Alongside Ironside, however, there are a few other voice actors who have made their roles iconic. Don Jordan and Claudia Besso also played major roles in keeping the games running smoothly, playing Irving Lambert and Anna Grímsóttir for every game in the series until Conviction, with the exception of Pandora Tomorrow. Besso was recast in Blacklist, and while her replacement did an admirable job, the original’s sly wit was what made her so believable during on-mission conversations.

Don’t Completely Ignore What Came Later

The first three Splinter Cell games were pretty strict stealth games – and pure stealth games at that. If you raised an alarm, it usually meant your game was over. The philosophy still makes sense in 2021, but how it’s implemented could be different. Chaos Theory, for example, adopted a gradual alarm system that didn’t end in failure, but rather made things much more difficult – enemies would wear more armor and generally make life from Sam one hell.

Does the implementation of subsequent innovations mean that Ubisoft must completely change the game? Not at all, and developers don’t necessarily need to include something like the Mark & ​​Execute system either, but there’s certainly still room for modern touches. The latter two games’ cover system, their smoother aiming mechanics, and even in-universe text during missions would fit the bill nicely. Given that the new game will run in the Snowdrop engine, which has already used some of these elements in The Division, it’s a definite possibility.

Hack the planet and pick those locks

Hacking functionality wasn’t actually included in the series until Splinter Cell: Chaos Theory, but it was one of the best parts of the game and sorely lacking in both Conviction and Blacklist. Using multiple lines of Matrix-like green code, Sam had to carefully identify strings of numbers as they paused briefly in order to lock them in place and crack his targeted system. It was simple, but it offered just enough challenge to make hacking more rewarding than just pressing a button and waiting a few seconds.

The same goes for crocheting. It was no longer a mini-game in Conviction or Blacklist, although it was a really nifty and nifty way to get through sealed doors. By using the analog sticks and haptic feedback, you could tell when you were positioning the pin correctly, and it gave you a little sense of accomplishment by opening doors that simplified games lacked.

Spies versus mercenaries

The competitive multiplayer game mode was not part of the series when Splinter Cell launched, but Spies vs. Mercs are an integral part of Splinter Cell as we know it today. Going forward, only Conviction lacked the mode, which pairs heavy-armed first-person mercenaries against spies armed with minimal weapons but a whole bunch of sneaky gadgets.

If Ubisoft hopes to revive the series and appeal to a new generation, then including this mode as a retroactive addition to the first game is a great way to do so. Yes, Mercenaries can win fairly often with brute force, as the mode needs to be balanced, but learning how equally effective stealth and misdirection are is key to understanding the essence of Splinter Cell.

Do not “Ubisoft in late phase”

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Since Ubisoft Toronto has already committed to not making the Splinter Cell remake an open-world game, we don’t have to worry about Ubisoft’s later tropes influencing its level design, but the 2021’s Ubisoft isn’t the same company that made the first game back in 2002. Microtransactions are prevalent in almost every game it publishes, and it’s even experimenting with NFTs in Ghost Recon Breakpoint now. It goes without saying, but we need NVGs (Night Vision Goggles), not NFTs.

Especially when it comes down to skipping difficult content by paying real money, microtransactions besmirch a game’s design. game itself, which could artificially limit progress in order to entice players into shelling out extra cash. If Ubisoft really wants to evoke the spirit of the original Splinter Cell in this remake, tell Michael Transaction to stay home. Charge $70 if you have to, but don’t invite him.

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