Thursday, October 17, 2013

Tom Clancy's Splinter Cell: Blacklist - PS3 Review





I spy a game you will want to play.
By: Joshua Pruett

Sam Fisher. What a guy. You'd be hard pressed to not find gamers that haven't heard his name. With the series hitting it's sixth installment, Splinter Cell: Blacklist is delivering an experience worthy of remembering. Speaking of remembering, lets reminisce for a little bit. Released back in 2002 across multiple platforms, the original Splinter Cell definitively offered fresh ideas to the table of stealth driven combat. Playing as Sam meant more than just going in guns blazing. It meant a different approach (and a patient one at that) would ensure a successful mission. This made Sam standout. It made Splinter Cell count for more than just a cookie-cutter, third person shooter.

Through the second iteration of Splinter Cell, Pandora Tomorrow (2004) took things to brave new heights with it's asymmetric multiplayer. The fact that you could grab a merc as an opposing spy and hold the white button (yes, the white button, we are talking original Xbox here) on the controller to whisper a sweet nothing before you began his demise was paramount to excitement. Interestingly enough, you could utilize a spy bullet to literally "spy" on your opponents' live conversations (again, via the white button.)

It was this kind of forward, progressive gameplay that gave the series all of the praise it deserved. Does Blacklist garner the same praise? Let's find out...




PRESENTATION - An older but younger Sam?

So here we are five renditions later with Splinter Cell: Blacklist. The more things change, the more things stay the same. With Sam, we see a big change. Namely, in who takes the helm of his voice. Up until this point, it's always been one man that I have grown to love: Michael Ironside. For me, this was probably the hardest change about Blacklist to digest. You see, I get really attached to my voice actors. (Kevin Conroy, Mark Hamil and Arleen Sorkin, anyone?)

For the first time since it's inception, Splinter Cell: Blacklist brings Eric Johnson to give Sam Fisher a new direction. I have to admit, I was a bit skeptical of his performance. I spent the first couple of campaign missions scratching my head. 

IRONSIDE HAD SUCH A UNIQUE TIMBRE TO HIS VOICE: A GRAVELLY, CALM BUT STERN TONE THAT GRACEFULLY USHERED FIRM RESOLVE WITH A DASH OF SARCASTIC CYNICISM. YOU COULD HEAR HIS DRY SENSE OF HUMOR. JOHNSON BRINGS A MUCH YOUNGER, MORE SERIOUS PRESENCE TO SAM. 

This is kind of where things flatline: there just doesn't seem to be the same amount of depth to Johnson's rendition. He just comes off as monotone to me. You need a pinch of humor to such a heavy role. I feel it lost with Blacklist's Sam Fisher. Visually, Sam looks younger as well, which chronologically makes no sense, because his daughter Sarah is now older. Johnson gets the job done, albeit being slightly one note throughout. This could be the writing. If Ubisoft is trying to reboot the series, I understand their decision to change up the lead. If anything, his tone grew on me at least. A little disappointing, but not deal breaking. Blacklist does a decent job of bringing likable characters to your aid. Grim, Victor, Briggs, Charlie, Kobin and the villain Sadiq are all well acted. I especially liked Kobin who was voiced by Elais Toufexis playing Adam Jensen in the latest Deus Ex.  

The story presents itself organically, which I found endearing. After an effective cut scene that kick-starts the plot, players are thrust into the action via the Paladin. She's a big ole' plane and houses all of the menus that launch the various modes offered. Much like you navigated Shepard around the Normandy in Mass Effect, you'll do the same with Sam on the Paladin. You'll keep up with your crew by talking to them between missions, which help move the story along. There are also little unlocks of concept art if you scavenge around. 

You won't be making desperate decisions that alter the outcome of the story however. An RPG, this is not. (Though I kind of secretly want one.) The more I interacted with the characters, the more I wanted to influence some crazy plot twist of fate. Talking of plots, Blacklist conveys some substance, if feeling slightly washed out nearing the end. It's not that it's bad, it's just a little underwhelming and I found myself a little apathetic towards it's outcome. These qualms aside, pushing through wasn't by any means a chore and it did offer some intense action set pieces that were fun to watch unfold. The overall taste of the story is just a bit been-there-done-that.




GAMEPLAY - Somewhere between ghosts and panthers... 

We've seen some changes throughout the history of Sam's gameplay mechanics, but Blacklist stays steady in balancing the best of all the past iterations. Borrowing the cover, mark and execute and last known position systems from Conviction and refining some of the older features from the past games, Blacklist rewards you for being as stealth as possible. Sure you can run in guns blazing (which never really worked out for me) but you're better off taking a little bit of time in planning your attack. It even encourages going completely undetected. 

Between ghost, panther and assault play styles, my progress proved to be somewhere between a ghost and a panther. The cool thing is, I chose to play this way. Giving you multiple ways to tackle levels means you can challenge yourself in attacking a different approach. In turn, this gives you plenty more replay-ability which is always something I look for in a game. It did seem that running-and-gunning will get you floored pretty quickly. The option to pursue that path is there if you deem it your desire. 

Shadow Net is the in-game network that tallies up your whole career. You can then compare your stats to your friends and try to beat their scores to be the best. During my play through, I was constantly being reminded that my friends were beating me at this or that. I've never been too good at competing for high scores, but it's there if you want to. Also, challenges become available asking you to carry out specific tasks, handing you a chunk of extra change if and when you succeed. These too are recording and measuring your friends' stats.

YOU WOULDN'T BE A SPLINTER CELL WITHOUT YOUR GADGETS AND THE CUSTOMIZATION LOAD-OUTS IN BLACKLIST ARE BOUNTIFUL. 

Drones, sticky cams, noisemakers, incendiary grenades are some, just to name a few. The gun list is notably nice, giving you options to adjust and upgrade each to your liking. Even your suit gets broken down to the customization of your pants, gloves, goggles, etc. Both weapon and suit choices will effect your load-out attributes, which will affect your gameplay style. There's something for every strategic scenario. There's also some aesthetic choices available like changing the lights on your goggles or the skins of your suits. All of these are purchased with in-game currency that you earn from doing challenges and just playing the game. The cool thing is, you share the pool between all modes. So if you want to play multiplayer for a while, you can collect a chunk of change and then spend it all on your single player load-outs if you fancy.

Well all this is fine and dandy but how does the game feel? Though looking at the controller layout may seem paralyzing at first, I found controls surprisingly tight in Blacklist. For me, getting used to reloading with R3 or submitting to the use of the select button wasn't completely arduous, moreover just awkward. Not for long though. Soon, I was rip-roaring-it-up, slinging my blade left and right in the necks of my enemies. The radial menu utilized makes selecting gadgets a breeze and I love double-tapping the left trigger for a quick throw down of my selected combustible. (Especially useful in the many precarious situations I found myself in multiplayer.)

The AI works at presenting a challenge, but I would suggest upping the level if you are a veteran gamer. Depending on your play style, you'll be able to increase the difficulty simply by your actions. Or should I say, inactions? There were a couple of instances where my poor enemies were as dense as a brick. I would find them walking blindly in bizarre patterns, not reacting to the sound of a door opening right in front of them, etc. This wasn't persistent throughout, just noticeable when it did happen. It doesn't seem that Blacklist's AI reacts to sound as sensitively as previous Splinter Cell games. Maybe it's just me. Either way, it didn't negatively affect my experience.




SOUND & VISUALS - A little foggy in those goggles.

Splinter Cell has always been a series that pushes not only gameplay, but graphics. While Blacklist looks good, it doesn't stack up to the calibre of some other recent titles like The Last of Us. Throughout my play through of the campaign, I felt some inconsistency between various levels. Some just appeared super drab and washed out, while others were more colorful and bright in their palette. Framerate is fairly steady, but will dip down occasionally in heavy action and when there is smoke present. Also, I noted a jerkiness every so often in the Unreal engine that made animations stutter. This was most present to me aboard the Paladin. 

Now, I know that we are rearing the end of this generation and straddling the line of next-gen, it just seems that the series doesn't have as much of a shocking contrast in graphical awe as opposed to it's previous titles. Still, there are some nifty pretty aspects like lens flares, filters and particle effects, plus the character models and faces look decent. The sound department has always delivered in the series and with Blacklist, continues to do so. The orchestral score is brilliantly laced with some fun motifs that really fit the bill, offering just enough moodiness and ambience to stand out while not being too distracting. Guns, explosions and of course, voice acting all sound top-notch as well.



ENJOYMENT - Shaking in my boots...

I have screamed numerous times in games. Oh, I've jumped out of my seat in Resident Evil 4, thrown my controllers down in Alan Wake, clawed up fluffy pillows in The Last of Us, but nothing scares me as much as Classic Spies vs. Mercs. While Blacklist offers plenty of other modes that are equally fun, Classic Spies vs. Mercs brings tension to new heights for me. I think it's because I just hate being and/or the feeling of being chased. Reduced to a 2v2 count with a set load-out for each side, Classic SvM pits the spies trying to hack the terminals against the mercs trying to defend them. This mode also darkens it's maps significantly. Spies may seem to have the upper hand, but with the mercs having a standard head-mounted flashlight, I beg to differ.

This mode offers some of the most intense matches I have ever encountered. There is no "I" in team and you will have to communicate to your teammate thoroughly to survive. You will have to coordinate to hack those terminals, spies. Mercs, you had better throw some prox mines down and watch those black pockets closely. There is something about that feeling of knowing someone is over your shoulder. You know what I am talking about? That creeping figure in the shadows you know exists. Those dark corners where you swear you saw someone. The letting down of your guard to get your ass taken out by something from above. The fact that someone controls whom you are in the way of making their goal sweetens the deal.

SPIES AND MERCS DOES SOMETHING A TRADITIONAL FIRST AND THIRD PERSON SHOOTER CANNOT: IT TACTICALLY BALANCES ASYMMETRY.

The third person view of the spy gives you all of the angles you need. Slap on a Ghillie suit with sonar goggles and you're guaranteed to score multiple kills. Their gadgets / load-outs bolster their stealthy mobility. They are killing machines designed to take you down before you can blink. Mercs however, not so much. After playing a spy, you'll feel claustrophobic as a merc. The fixed first person view doesn't lend the most generous of hands when it comes to checking your six. Fear not, the mercs have plenty of punch in their arsenal to strike that same fear in any spy. Shotguns, assault rifles, proximity mines, detection gadgets and remote controlled drones will help you weed out their pesky nature.

Neither side will be most effective without the most important component to success: communication. Luckily, I have met some new friends by sharing the same goal of teamwork and let me tell you, it's glorious. You can tell the teams who don't effectively communicate. They are usually the ones losing. Blacklist has several other multiplayer modes that tickle my fancy, but I mainly stick with Blacklist SvM and Classic SvM. Blacklist SvM is 4v4, asymmetrical and allows custom load-outs. The same goal stands as classic for spies and mercs, but the levels are much brighter. With the added team count and the lighting turned up, this mode type is much frantically faster. If you are wanting to tackle missions co-operatively, there are plenty to do so with a friend online or split screen. All of these modes enable you to use your money pool and upgrade whatever load-out you would like. It's pretty rewarding earning boatloads of cash and spending it on the next gadget or gun you've been eyeing. Fact of the matter, you do not want to miss playing the multiplayer.




BOTTOM LINE:
The campaign offers tackling fun under fire however you see fit, but suffers from a slightly stale story. It's the mighty draw of Blacklist's excellent multiplayer and co-operative modes that truly warrant a purchase. There's plenty to unlock, much more challenges to master and DLC packs on the way to keep things fresh. If you are looking for something off-the-beaten path from your standard shooters, look no further. 

YAYS
+ Rich, customizable and deeply rewarding gameplay
+ The presentation of navigation via the Paladin
+ A variety of modes to keep you coming back
+ Using a drone to take out a spy: priceless

NAYS
- U-Play....enough said
- No Michael Ironside this time around
- The initial learning curve may turn some noses
- Graphically showing it's age / some screen tearing



4.5 out of 5 werewolf unicorns
"FEROCIOUS"

Photo credit: PSX Extreme













No comments: