Wednesday, July 10, 2013

XBOX 360 Review: Splinter Cell: Double Agent (2007)

SC:DA was Sam Fisher's foray into the next-gen era. Was it any good?  Well, the most noticeable jump in quality is in graphics; the impression left on me was reminiscent of how I felt when I first saw the reveal trailer of the original Splinter Cell. The game play and animation remained largely similar to Chaos Theory, at least in most circumstances. Sam shows us the versatility of his skill set in various, short-lived, situations. You control him building land mines, hacking emails, skydiving, and swimming. Strangely, though, this doesn't seem to break up the monotony, which I didn't feel in any of the previous games. There are two reasons for this:

  1. The missions are the shortest they've ever been.
  2. Almost half of the game is spent at the JBA headquarters.
And being slightly monotonous, it was hard to feel the climax of the story; indeed, major plot events largely had no built-up anticipation and caught me by surprise. One thing that kept me interested in the story, though, was Sam's relationship with JBA member Enrica Villablanca. Was he just seducing her as part of the mission or did he actually have sympathy for her? But even this aspect of the story isn't fully developed or resolved. To be sure, there are several dramatic parts not seen in the other games and this is an improvement in the series. But for being a game with multiple outcomes based on player decisions, these happen seldomly and only really change one major element of the story. The ending (or endings) itself was disappointing and left too many loose ends and questions.

One of the other features worth mentioning is the return of the Mission Rating system from Chaos Theory. Unfortunately, it seems to provide more of a hassle than benefit, especially for those struck with the Curse of Completionism. Previously, the ranking system made a bit of sense: your rating would decrease for obvious blunders such as getting identified as an intruder or setting off alarms, but would also provide some added challenge by prohibiting lethal attacks if one wanted a perfect rating. DA goes overboard on this. Sam's bread-and-butter tactics, like shooting lights and and knocking out guards, now incur a penalty, as do breaking locks and forcing hacks of keypads. Though it may seem cool by forcing the player to essentially become a ghost, in practice it is an exercise of saving the game after every minuscule action and nearly endless trial and error. Trying to get past multiple guards in well-lit rooms has more to do with luck than skill. All of this works against having an engrossing gaming experience by reminding you that you are limiting the tactics in your toolbox for no other purpose than getting a "100%" to display on a screen.

In sum, SC:DA for the XBOX 360 was not my favorite entry into the series. Not that it is a bad game, but having nearly impossible expectations for 100% completion somewhat lowers replay value. Strangely, having missions where it's conceivable to make it through without being seen makes it much too easy if one decides to use a gun. Thus, there are really only a couple of ways to play.
Stay tuned. I will finish off our Splinter Cell review series with a comparison between the XBOX 360 and PS2 versions of Double Agent.

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