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Game info:
Splinter Cell: Conviction sees protagonist Sam Fisher walking out on Third Echelon, despite threats from his superiors. He is now investigating the death of his daughter, Sarah Fisher, who was killed in a drunk driving accident during the events of Splinter Cell: Double Agent. Sam soon discovers that his daughter's death was no accident, and must now uncover why his daughter was murdered and what connections it has to Third Echelon, which has become bogged down with red tape to the point of ineffectiveness and corruption.
Features:
Splinter Cell: Conviction is host to a number of new gameplay features for the series.[7] One of these is the "Mark & Execute" feature, allowing Sam to tag an opponent or object that allows him to fire at automatically.[8] The feature prioritizes the targets; for instance, if Sam enters a room with two enemies and a light fixture and the light and one enemy are targeted, he will target the light first to prevent the other enemy from detecting him and then take out the first enemy. There is also the "last known location" feature, which occurs when Sam has been spotted but breaks the line of sight with the enemy. This produces a silhouette outlining Sam's last known location that the enemy saw him, allowing him to alter his actions accordingly. Other features include the ability to shoot while hanging, and interrogating enemies using the environment, such as smashing someone's head into a mirror.
The game also makes use of its visuals for gameplay purposes. When players are in the shadows, the visuals lose color to indicate this, while enemies stay in color so that the player can see their targets clearer. Objectives are now highlighted on walls, usually of the location in which Sam needs to go, while cutscenes occur in-game in order to keep players immersed in the game.
Sam will not be able to rely on many of the gadgets that he possessed in previous games, so he must be more resourceful. For instance, instead of using his optic cable in order to look beneath doors, Sam will use a piece of a broken mirror off his SUV.
Hands on/Media opinions:
"I wasn't surprised when Ubisoft delayed Splinter Cell Conviction two years ago -- what I saw just didn't strike me as particularly exciting. The technology was cool, but the gameplay looked ordinary. I'm glad Ubisoft made the tough decision, because the new Conviction is an exciting prospect for this fall. The presentation looks top-notch, the Mark and Execute gameplay looks sick, and the hand-to-hand combat is stunning to behold. Though there are still more games to be seen at E3 2009, right now Splinter Cell Conviction is my most anticipated game of the year."
"Players seeking an immersive experience will be pleased to know there are no lengthy cutscenes or loading screens in Conviction. Instead, everything is presented to you through the game's engine. Ubisoft has taken a cinematic approach, and in-game text will be projected onto the world itself, such as buildings (for example, "infiltrate the mansion"), or roads. Fans of Panic Room, North by Northwest, and Fringe will be familiar with this technique, which looks great in the game. Video updates will also be projected in front of Sam, much like they were in Dead Space, and you can choose to watch or ignore them entirely. The videos seem to represent a mental projection of Sam's thoughts, including information on suspects and flashbacks of Sarah's death. We thought it worked well within Conviction's story and setting. We also saw a cool transition scene where the camera panned through the Maltese mansion from the room where Kobin is holed up, down several interior levels, through the front door's keyhole, out into the street, and eventually to Sam's car. Conviction's visuals are looking top-notch, and we can't wait to see more of the game before launch."
"What has wowed people at E3 who have seen the new Conviction in action is how cinematic and how stylish it looks at every second. One striking visual signature is the giant mission goal text directions that appear to be digitally painted on the walls of buildings as you stalk through the game's open-world levels. Imagine a mansion painted with full-story-high letters telling you to infiltrate it. Or imagine having your mission directives displayed as a black-and-white film projected dynamically on a bathroom wall on and around Sam and the guy he's beating up."
AGN: Now art-direction. This is one of the most stylish videogames I've ever seen - how did you come up with the concept of projected images and how difficult was it to make that work? Did you come up with something proprietary for it or...
Jean-Francois: Actually, in terms of tech we had to really think about it, but afterwards when the design was set I think the guys really had fun creating those features. But in terms of artistic direction, games today are so nice and Splinter Cell has always been a key title for graphic standards, and you look at the games now and they're so beautiful and of course Splinter Cell will be beautiful too, but we had to think about how we could enhance the experience for the player and go above and beyond, and so for us, the projected movies, the projected text, the transitions we have in the game were all part of the solution for us to set new standards.
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