![]() While they were very cautious about the Tom Clancy's Splinter Cell universe and continuity in the brand, they wanted to change the core gameplay and be proactive to new opportunities in the industry. Their ambition was to propose a never before seen gameplay experience, supported by new technologies and new game philosophies. ![]() This stealth relation with the environment remained an important factor but tools and mechanics for the gamer were completely supportive of this new fugitive context: the player would need more than just shadows to stay alive. They called this new gameplay: “improvisation”. Only, as a fugitive, the relation needed to be faster and the player also needed to think faster. For Conviction, they wanted to keep the particular relationship the player was developing with his environment through his experience. This was the major innovation of the original Splinter Cell, supported by a new technology, to achieve technological feats that were not unimaginable on previous consoles. Splinter Cell's core mechanics used to rely on lights and shadows. One of the ambitions of the Splinter Cell team for Conviction was to take the same opportunity of next-gen consoles to provide gameplay that was not possible before. They also realized this was not the best strategy when the environment was not designed this way. When the developers played Splinter Cell and began looking for shadows in other games, they realized that now, they were looking to interact and make some of their strategies in other games involving all the elements in the environment. ![]() ConViction would bring the same benefit, but this time through the dynamic environment. When they developed the light and shadow gameplay, they offered gamers a new approach, a new way to “read” and interact with their environment. Basically, Splinter Cell had always been strong as it was very environment centric. They knew the strengths of the gameplay, as well as things they had always wanted to address. The first thing they did when they thought about rejuvenating the gameplay was making sure the core team would be made of long time veterans of Splinter Cell. He also closely monitored the Splinter Cell brand evolution, especially since Conviction is based on new core gameplay innovations and new setup. His role was to support the producer and development teams with all high level issues they may encounter. Mathieu Ferland was the senior producer on Conviction when development began. Once development of Splinter Cell: Chaos Theory was completed in 2005, the Splinter Cell team in Ubisoft Montreal's studio started the conception and R&D for Conviction. Gadgets to use include the convex mirror for peeking through doors, the sonic goggles for seeing enemies in the dark and the EMP backpack for disabling electrical devices.Original 2005 version Conception and R&D On some occasions there are also quick time events where the player has to press on screen buttons in the right order. ![]() Other ways to take out enemies include jumping onto them or pulling them off a ledge. The game also features the Mark & Execute feature from the console version which allows the player to take out several enemies in one attack. The player gets access to several weapons (pistols, assault rifles, shotguns, grenades etc.) and like in the past it is also possible to sneak up and grab enemies. In each level there are numerous enemies that the player has to fight or sneak past. There are eleven missions in total which includes an exclusive level that is set on the banks of the Potomac River. The game follows the story of the console version and contains the same settings although the level design of each location is different. It is a cover based third person shooter with stealth elements and like with the console version it is more combat oriented than previous Splinter Cell games. While the version released for feature phones is a 2D scrolling platform game this version is in full 3D and features gameplay that is more similar to the console version. Tom Clancy's Splinter Cell: Conviction is the mobile version of the console game with the same name and is one of two mobile versions. ![]()
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