Dec 14, 6:05 pm
Game sequels are a double-edged sword.
On one side, you already have an instant fan-base, a well-known brand, and the capacity to give gamers the game they once loved, only better. A sequel in the right hands can completely open up a series, and reinvigorating an old formula in a whole new way - just compare Resident Evil 1 to Resident Evil 4, or GTA 1 to GTA: San Andreas - sequels that it could be argued not just built upon the existing game template, but completely, successfully, over-hauled it.
But yet, there is that other side. The side all too many of us are familiar with and have come to expect.
Sequels are often rubbish.
I don’t want to name names, *cough* FIFA *cough* Tomb Raider *cough* because that wouldn’t be fair. A sequel comes with a high set of expectations, and many failed attempts are coupled with good intentions. But all too often a sequel is just for a quick buck, the original game slightly tweaked with a bit more slap on its face, preying on the overly-optimistic, the devoted and the desperate.
Must. Not. Mention. George. Lucas.
And now Splinter Cell 4: Double Agent is upon us. My first introduction to the series was Chaos Theory, and in the run-up to SC4’s release, it has been fascinating trying to gauge gamers’ thoughts and feelings for this latest venture. Is it just going to be Sam creeping around with more gadgets? Will it all go a bit run-and-gun, as Sam chooses to discard his lock-pick for a grenade launcher? And will he start wearing pink frilly shirts and high-heels? (well, okay, this one is my thought, but those cheek bones, darling! Those cheek bones!)
When we think of Sam Fisher, we think of those infamous night vision goggles. Light and darkness. The Splinter Cell brand.
But one thing we don’t really think of is Sam Fisher himself.
When I visited Ubisoft’s Head Office in Paris to see and play this game, the over-riding feeling that came away with me was the team’s sense of urgency to show who Sam Fisher the man really was.
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Levels can be open. Big. Bright. Teaming with options. Sure, you’re on your way to carry out your objective, but what are you going to do when a bus overturns before you, packed with people, screaming for your help?
What are you going to do when your colleague gives you a gun to shoot a man in the head, who is begging for mercy?
Graphics wise, it’s absolutely gorgeous, and each platform has been tinkered with to enhance its own individual strengths and with its own exclusive levels.
The sound has been tightly integrated into the game, allowing the player to use it as part of their cover - a nice touch which will surely please gamers who first experienced this in Chaos Theory.
As for the gameplay itself, Ubisoft have worked hard to ensure the easy-to-use interface is carried over and improved upon from the previous instalment, and I also got a hands on experience of the multi-player game, which I will be talking about in a future blog. Needless to say, like many things in SC4, it has more than a few eye-openers.
For now, allow yourself to savour this exclusive treat, an interview with Chris Smith, Double Agent’s Xbox 360 Game Designer, who has been tirelessly working away on the games single player mode.
Enjoy!
Click here to listen to the interview (MP3 format, 4.8mb, 6:49)
(Also available on our Podcast channel:
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