Friday, January 25, 2013

PS3 Review: Tom Clancy's Splinter Cell: Pandora Tomorrow (2004)

For the record, Thrasher's part in this Splinter Cell series has been conducted via the Splinter Cell Classic Trilogy HD collection for PS3. Though the presentation has certainly been upgraded in terms of graphics, as well as the exclusion of any online game modes, these reviews nonetheless apply to their original PS2 versions.


Immediately after finishing Pandora Tomorrow, I switched right over to Chaos Theory and was somewhat startled by the differences between them. The shift is most obvious in terms of graphics. Even by PS2 standards, Chaos Theory is a beautiful thing. In terms of gameplay, too, Chaos Theory has a certain smoothness that its predecessor lacks. Now, that's not to say Pandora Tomorrow is clunky, indeed far from it. What you get with Pandora Tomorrow is a tense, rhythmical stealth experience that pairs up well with the original and improves upon it in virtually all aspects. My initial encounters with the Splinter Cell series were, much like Chicken Man's, more a process of reprogramming than anything else. I was used to twitch shooters like TimeSplitters where stealth, or anything approximating it, was disregarded if not actively discouraged. So imagine my frustration (and eventual gratification) with learning to rely on my wits rather than my trigger. Situational awareness, patience and improvisation carry the day in Pandora Tomorrow.

This time, our wearied hero is sent to intercede in the terrorist activities of Indonesian guerrillas following the bombing of a U.S. embassy. "Pandora Tomorrow" refers to the terrorist's scheme, the release of a biological bomb which could rapidly spread the smallpox virus across the country. Despite the intricate plot, chock full of vague alliances, political allusions, double-crosses and double-agents, Pandora Tomorrow does an amazing job keeping everything in check and keeping players informed not only of what they are doing, but why. Thus, the in-game ear-piece chatter between Sam and his boss Lambert carries special significance, simultaneously informing you of what you need to do, why you need to do it, and how each character feels about it. There's a great depth of characterization in that and the key to this depth is integration, so that while Sam is busy trying to nab a drug trafficker, Sam/Lambert/other voices in his head carry on a conversation about the political and ethical dimensions of this action without interrupting the game for a tedious cinematic. The most striking moment of this kind of storytelling comes when, after working with a female undercover agent for most of a mission, Sam is suddenly told by Lambert to shoot her, no hesitations, no questions asked. In a wonderful touch, players can either follow the orders or not, thereby giving a moral weight to the otherwise highly guided decisions made elsewhere throughout the game. Even though Lambert subsequently justifies this order by revealing her to be a double-agent, Sam argues against shooting an unarmed woman, double-agent or not. Point is, shooting her reduces the number of enemies you face in the final area of the mission, while not shooting her places snipers on the roof. It's a fascinating dynamic that I wish more games incorporated.

Unfortunately, most other missions in the game are quite linear and don't have the same degree of choice. There's often a preferable, and clearly marked, method of progression. Theoretically you could complete each area in any number of ways, but generally those other ways involve a much higher percentage of shooting in order to push through them. At times trial and error becomes the only way to figure things out, but there is some fun to be had in trying to find that preferred route or in improvising an escape as a result of mistakes made earlier. This is why I don't particularly enjoy missions in which a single alarm raised results in failure; as such, too much time is spent on learning the scripted paths of your adversaries. There's a few of those sprinkled throughout Pandora Tomorrow, but they are thankfully surrounded by more forgiving missions in which the escalating alarm stages result in progressively more armored and anxious guards, and  the results are undoubtedly more thrilling when you have adjust dynamically to the consequences of your initial sloppiness.

As far as the actual mechanics go, all aspects of gameplay have been retained from the original Splinter Cell, with a few key additions to improve things. For one, you can now open doors while carrying bodies; as I'm sure you remember how frustrating it was to hide bodies previously (when you would open a door and hurriedly heft the limp moron onto your shoulders, only to watch the door close itself by mystical force in your face) this is a small but welcome change. Similarly, it's nice to have a laser sight option for your pistol to insure greater accuracy, but despite this upgrade shooting is still problematic in Pandora Tomorrow. Too often clear short-range shots, taken from a crouched position, would either miss entirely or, upon hitting an enemy's head, fail to kill/incapacitate; they twitch, as if the bullet merely made them itch, then raise an alarm before returning fire. Besides the gunplay, however, everything else is tight as a drum. Sam is responsive to commands, and even though his animation is sometimes stiff he always does what he should. While I wish we could get a mission rating system of some sort in order to evaluate our skills, the game doesn't suffer without one. It's a little short on replay (and mission ratings would undoubtedly bolster that), but Pandora Tomorrow is part of a fine lineage.

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