Friday, August 16, 2013

Splinter Cell: Blacklist Review

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Tom Clancy's Splinter Cell: Blacklist Boxshot
Sam Fisher is different nowadays. His gruff voice has smoothed, and he's not always keen to stick to the shadows. Sam isn't worse for the wear, but he isn't always the man you remember. Nor, for that matter, is Splinter Cell.
Just as Splinter Cell: Conviction represented a metamorphosis for the stealth series, so too does Tom Clancy's Splinter Cell: Blacklist. Blacklist nudges Sam further into action-hero territory; where Conviction's story was personal, Blacklist's narrative is about what Sam does, not who he is. As in its predecessor, your mission goals appear as text projected into the environment, but that text no longer reflects Sam's state of mind. Blacklist is all business, and the Tom Clancy-inspired, jargon-heavy dialogue of its early hours reflects as much.
The boilerplate story focuses on a group of terrorists seeking to annihilate a series of targets in the United States, though the overfamiliarity of the setup is frequently trumped by tense story beats that rival those of any good political thriller. A confrontation between Sam and a colleague signals an overall increase in narrative tension, and the real-world locales you sneak through communicate the high stakes by the very nature of their political importance. Returning operations manager Anna Grimsdottir rattles off technospeak at a faster clip, resident hacker Charlie Cole gets even more annoyingly precocious and hyper, and the secretive Fourth Echelon team grows more and more desperate as the finale draws near. This isn't a story about Sam, but rather, a story about surreptitious warfare. Information is power.
Perhaps it's appropriate, then, that Sam Fisher's presence isn't as commanding as it's been in the past, in part due to the replacement of longtime Fisher actor Michael Ironside. New actor Eric Johnson does a creditable job as Sam, though he doesn't possess Ironside's gravel-throated urgency. Nevertheless, the entire cast effectively communicates Fourth Echelon's calm-under-fire efficiency, as does Blacklist in general. Snazzy digital displays and computer terminals fill out the group's airborne headquarters, the Paladin, and each mission begins with the camera rotating into position above the base's main map before zooming into it. It's a fitting transition into a gadget-filled escapade across a dreary rain-drenched rooftop, or through a heavily guarded trainyard.
The best missions are those cloaked in darkness.
The best missions are those cloaked in darkness.
You need to get used to Sam's new digs; everything you do in Blacklist is performed there, from upgrading your gear to initiating multiplayer. Rather than accessing menus, you explore the aircraft and speak to your comrades, making the Paladin as much your interface as it is Sam's. The entire scheme feels unnecessarily convoluted and disjointed at first, and the game doesn't do a very good job of introducing you to its structure, though curiosity (and a bit of trial and error) should get you up to speed. But the player-as-Sam logic soon clicks into place, giving even the stand-alone cooperative missions context within Blacklist's fiction, rather than treating them as distinct and unrelated tasks.
If you played Conviction, you'll know at least some of the drill: as Sam, you slide in and out of cover, sticking to darkness and skillfully taking down opponents in various satisfying ways, or just avoiding them entirely as you make your way toward your high-priority target. The cover system is as rewardingly smooth as it was before, making you feel like a slippery agent of death as you dash into position, often with the press of a single button. In fact, Sam is more acrobatic in this go-around, getting a few chances to climb up cliffs as if he's taken lessons from Assassin's Creed's Altair. Blacklist is as eager to reintroduce older Splinter Cell mechanics as it is to showcase new ones, however. Sam is back to his nonlethal pre-Conviction methods--that is, if you want him to be. You can knock out targets with your fists or a stun gun if you're so inclined, or put them to sleep by tossing a sleep-inducing grenade, though you can't complete Blacklist's campaign without getting your hands a little dirty. You can pick up bodies and dump them elsewhere, too, which might also make you think that Blacklist is a return to the series' roots.
However, Blacklist doesn't feel much like Chaos Theory and its ilk, even when it's giving you the tools to be the silent type. Actually, it often urges you to be silent, instantly failing the mission if you're caught, or pitting you against heavily armored guards that are best dispatched from the shadows or circumvented entirely. But if you aspire to action-hero heights, look no further than the invigorating mark-and-execute feature, which lets you tag enemies and then execute them in a slow-motion flourish with a tap of a button. Now you can pull off such maneuvers on the run, taking down enemies with close-quarters kills (or perhaps dealing a headshot) and firing a bullet into a few other nearby skulls, or even snapping a neck or two if your targets are a hair's width from you.
When Sam gets angry, he calls you by your full name. Also, he executes you.
When Sam gets angry, he calls you by your full name. Also, he executes you.
Pulling off a succession of kills in this manner is a blast, but it isn't required, and the nature of Blacklist's ever-varying level design and mission requirements makes it an infrequent pleasure. Blacklist's best levels are highly structured, intricate melanges of ventilation shafts, rooftops, cover-adorned streets, and interior cubicles that allow you to shimmy and slink around, paying careful attention to each guard's behavior and putting your array of devices to the test.
One such device is a drone that you remotely pilot, marking terrorists and taking them down with a dart. Other gadgets are familiar ones: sticky cameras, remote noisemakers, and so forth. The most interesting situations encourage experimentation, giving you a reason to try out your gadgets and guns, testing the limits of the AI, which often (but not always) displays real smarts. A patrolling guard might remark on how a previously closed door is now open and come to investigate, or quickly pirouette as he passes a darkened cubbyhole that could serve as a predator's prime hiding spot. Keeping a vulnerable Sam out of harm's way in these scenarios is enjoyably tense, though some missions are easy to accomplish on medium difficulty. On harder difficulty levels, most missions are arduous and gripping, and two episodes--one in which you must work under a time limit, and one in which you tail an unlikely ally--crank up the drama even further.

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