Tom Clancy's Splinter Cell

Tom Clancy's Splinter Cell

released on Nov 12, 2002

Tom Clancy's Splinter Cell

released on Nov 12, 2002

Infiltrate terrorists' positions, acquire critical intelligence by any means necessary, execute with extreme prejudice, and exit without a trace! You are Sam Fisher, a highly trained secret operative of the NSA's secret arm: Third Echelon. The world balance is in your hands, as cyber terrorism and international tensions are about to explode into WWIII.


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Far too clunky, and very primitive in comparison to Chaos Theory so did not enjoy it. Very innovative for its time though, and a lot of the AI distraction techniques and shadow lighting as well as stealth ideas that I can appreciate in terms of impact on stealth games.

Easily one of the best if not the best stealth game of all time. One of my greatest experiences playing during the PS2 and to this day, I go on just to speedrun the game in its entirety whenever I have nothing else better to do.

Admirable, to a fault. Be highly wary of this: Painstakingly TOUGH detection minefields only achievable through heavy trial-and-error. F5 will be your greatest savior. Makes sneaking in Metal Gear feel like a walk in the park since SC trusts you to cross Fisher through strictly narrow hallways crammed with guards performing little to no-killing. A lot of the challenge comes by design flaws: Guards taking tricky, random turnarounds and horrid gunplay- Drunken accuracy that misdirects your shots ensuring one way to make hell rain all over you. That being said, the burdensome challenge is somewhat adorable for early blueprints of TPS stealth. A quasi-parkour mobility, lock-picking minigame tension and technological lookouts. It's a neat trendsetter of techno-noir. You're gonna shoot more lightbulbs than henchmen, and questioning guards in the dark provokes a badass cold-war dream come true. Charmingly pioneer, whilst feeling truly veteran in back-breaking difficulty even at it's easiest.

Esta medio divertido pero no soy capaz de que me enganche la saga

My brother bought this game after seeing it at our cousin's house. I played it too but was too young to have the skills to beat it.

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"Tom Clancy's Splinter Cell Stealth Action Redefined" faz exatamente oque diz

Tom Clancy’s Splinter Cell é um jogo feito para aquele cara que quando era criança se esgueirava pela casa com a luz apagada, esperando nos lugares mais escuros e sabendo todas as superfícies onde seus passos não fariam barulho no azulejo, sou eu, eu sou esse cara.

Splinter Cell tem um Stealth único, diferente na sua própria forma, ele é mais realista que os demais (tão realista quanto pode ser, pelo menos) e até um pouco tático, em nenhum outro jogo luz e sombras foi tão importante quanto aqui, as fases são claustrofóbicas com poucas chances de se livrar do inimigo, com você muitas vezes tendo que passar por entre eles na escuridão, essa imaginação de se esconder a plena vista é oque alimenta a gameplay de momento a momento, e o que o torna singular.

A história de Splinter é muito complicada e, ao mesmo tempo, tem pouca exposição, se você tentar entender algo além do quadro geral ficará confuso num conflito internacional político que envolve países demais, super armas nucleares e personagens secundários rasos, exceto por Sam Fisher e Lambert, mesmo tendo pouco tempo de fala se comparado a jogos futuros, Michael Ironside casou perfeitamente com Sam e o tornou icônico a primeiro momento, é uma daquelas atuações insubstituíveis, ele é para Sam Fisher oque James McCaffrey é para Max Payne.

As fases de Splinter Cell oferecem muitos momentos memoráveis, em uma fase você estará atravessando um pátio militar usando seus óculos de visão térmica para ver minas terrestres, no outro estará invadindo a sede da CIA para sequestrar um espião inimigo, porém, as fases são bastante lineares, oferecendo sempre uma única forma de atravessar o ambiente, também faltou mais variedade de locais, tirando alguns que se destacam como a refinaria de óleo e a embaixada chinesa há muitos cenários com escritórios que acabam se tornando difíceis de diferenciar, oque está a mostra é bom, mas podia ser bem melhor, ainda mais se comparado a jogos futuros.

Por causa dessa linearidade, o jogo acaba se apoiando bastante em tentativa e erro, esse tipo de coisa está presente em quase todo jogo Stealth, mas aqui a frustração pode ser demais até para fãs do gênero.

Como se passaram 22 anos desde que lançou, Splinter Cell hoje em dia é bastante datado, modelos de personagem são pouco detalhados e as fases falham em mascarar as limitações da época, porém, há vários detalhes que ainda impressionam, as sombras do jogo são exemplares até hoje, além de ter um sistema de som muito elogiado, os desenvolvedores tentaram adicionar muita interatividade em várias salas, Metal Gear Solid 2 podia ter cubos de gelo que derretiam em tempo real, mas Splinter Cell tinha aquários de peixe que, quando atirados, sugam a água pelo buraco de bala até que o nível da água estabilize.

Mesmo tendo vários problemas, era bom ter jogos inteiramente dedicados ao Stealth para se jogar, e é interessante ver como a franquia começou, alguns jogos do gênero podem ser melhores e mais inovadores, mas nenhum era como Splinter Cell, por isso digo que o subtítulo do jogo faz oque diz, a Ubisoft criou um novo estilo de Stealth, mais realista e com mais ênfase em luz e sombra, ele redefiniu o que era Stealth em 2002 e o que ele poderia ser.

Hoje em dia, stealth é apenas um elemento de vários jogos AAA, é raro ter jogos focados em querer passar despercebido ao invés de atirar neles, por isso é tão importante reconhecer as qualidades de Splinter Cell, quando você está colado na parede com apenas o suficiente de sombra para te esconder e há um guarda a um suspiro de distância, rezando para ele não te perceber, o jogo consegue criar um suspense que não se encontra em nenhum lugar a não ser talvez, em jogos de terror.

Splinter Cell pode dever sua existência a Metal Gear Solid, mas isso não o torna menos original.

O BOM
• Sombras e luz impressionantes para época
• Movimentação e mobilidade com profundidade
• Várias situações memoráveis e desafiadoras
• Personagem principal marcante


O RUIM
• Muita linearidade
• Datado em algumas áreas
• História desnecessariamente complicada
• Seções de combate obrigatórias

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"Tom Clancy's Splinter Cell Stealth Action Redefined" does exactly what it says.

Tom Clancy's Splinter Cell is a game made for the guy who, as a kid, would sneak around the house with the lights off, waiting in the darkest places, knowing all the surfaces where his footsteps wouldn't make a sound on the tiles, that's me, I'm that guy.

Splinter Cell has a unique stealth system, different in its own way, it's more realistic than the others (as realistic as it can be, anyway) and even a little tactical, in no other game has light and shadow been as important as it is here, the stages are claustrophobic with few chances to get rid of the enemy, you often have to pass between them in the dark. This idea of hiding in plain sight is what makes the game so unique from moment to moment.

Splinter's story is very complicated and at the same time has little exposition, if you try to understand anything beyond the big picture you'll get lost in an international political conflict that involves too many countries, super nuclear weapons and shallow secondary characters, except for Sam Fisher and Lambert, even if he has little speaking time compared to future games, Michael Ironside married Sam perfectly and made him iconic at first, it's one of those irreplaceable performances, he is to Sam Fisher what James McCaffrey is to Max Payne.

The campaign offers many memorable moments, in one stage you'll be crossing a military courtyard using your thermal goggles to see landmines, in another you'll be breaking into CIA headquarters to kidnap an enemy spy, but the stages are fairly linear, and there's also a lack of variety in the locations, Apart from a few that stand out, such as the oil refinery and the Chinese embassy, there are many scenarios with offices that end up being difficult to distinguish from one another. What's on show is good, but it could be much better, even more so when compared to future games.

Because of this linearity, the game ends up relying a lot on trial and error, something that is present in almost every stealth game, but here the frustration can be too much even for fans of the genre.

Twenty-two years on from its original release, Splinter Cell has become a bit dated, with character models lacking detail and stages that fail to hide the limitations of the time, but there are some details that still stand out, and the game's shadows remain exemplary to this day. Metal Gear Solid 2 could have ice cubes that melted in real time, but Splinter Cell had fish tanks that, when shot, sucked water through the bullet hole until the water level stabilised.

Even though it had a lot of problems, it was good to have games that were entirely dedicated to stealth, and it's interesting to see how the franchise started, some games in the genre may be better and more innovative, but none were like Splinter Cell, that's why I say the subtitle of the game does what it says, Ubisoft created a new style of stealth, more replayable.

Even though it had a lot of problems, it was good to have games that were entirely dedicated to stealth, and it's interesting to see how the franchise started, some games in the genre may be better and more innovative, but none were like Splinter Cell, that's why I say the subtitle of the game does what it says, Ubisoft created a new style of stealth, more realistic and with more emphasis on light and shadow, it redefined what stealth was in 2002 and what it could be.

Nowadays, stealth is just one element of many AAA games, it's rare to have games that focus on trying to go unnoticed rather than shooting at you, which is why it's so important to recognise Splinter Cell's qualities. When you're pinned to a wall, with just enough shadow to hide you, and a guard a breath away, praying he doesn't notice you, the game manages to create a tension that you don't find anywhere else, except perhaps in horror games.

Splinter may owe its existence to Metal Gear Solid, but that doesn't make it any less original.

THE GOOD
- Impressive shadows and lighting for the time.
- Movement and mobility with depth
- Several memorable and challenging situations
- Outstanding main character


THE BAD
- Too much linearity
- Dated in some areas
- Unnecessarily complicated story
- Obligatory combat sections