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Whenever the first Splinter Cell appeared on the original Xbox, I instantly became a fan. It was one of the first (or even the first) game to utilize light and shadow as aspect of the gameplay, not only for visual effect. I was actually thrilled with the enemy AI, the robust gameplay, the receptive controls, interactive environments, and also impressive real-time shadows. At the time it was released, it was actually all very cutting edges.
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The sequel, Pandora Tomorrow, was a decent game, but did nothing to progress the series forward. Then came Chaos Theory, the (still) finest game in the series, and also one of the greatest video games of last gen.
Chaos Theory enhanced in every area, from the AI and also graphics to the story and level design, and also was a significant leap forward for the series. Double Agent, the next game in the series, and the first SC game developed for next-gen, had a few high standards to measure up to. Unfortunately, it did certainly not live up to expectations, and also although it wasn’t a bad game, it did nothing to move the series onward and did not feel like a next-gen video game. Conviction, the 5th game in the collection, was a drastic change for the series, however that change was actually except the better.
All of the stealth aspects that I enjoyed were thrown out the window for a manic run-n-gun approach. As SC games go, this was the worst in the series. And that brings us to Blacklist. Blacklist has been referred to as a cross between Chaos Theory and also Conviction. The reality is it’s a cross between Double Agent and Conviction. That is to say, it combines some of the action elements of Conviction, like automatic Execution kills, and cover-to-cover run, and the stealth elements the series is known for.
Unlike Conviction, however, you really don’t have to use or even rely on these kinds of gameplay mechanics. If you prefer to go in quiet and also use stealth, you can take out opponents one by one, quietly, lethal or even non-lethal.
Or, if you’re really good, you can sneak by enemies unnoticed, and never even touch them. Obviously, you have to option to go in guns blazing, but you probably won’t last long. I valued the freedom of choices I was given, and only during a few moments did I feel like the game forced me play a certain way. The gameplay has almost everything you ‘d expect from a SC game, from climbing upside-down on pipes to peering under doors with fiber-optics, you truly seem like a super spy. Sadly, the degree design wasn’t extremely impressive. Each level felt like the exact same thing again and again. Yes, certainly there are actually multiple paths and approaches for each mission, however from level to level I never truly felt challenged to alter my thinking.
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