![]() Those who prefer less subtlety can shoot out light sources and toy with enemies using sound cues before pulling out the firearms and putting them down from the safety of darkness. ![]() A skilled player can use melee take-downs to eliminate a group of thugs one by one, before any of them even realize their friends are missing. Fisher preys upon his enemies, staying out of sight and awaiting the opportune moment to make each kill. The result is perhaps the fastest and most invigorating stealth-based gameplay that I’ve ever experienced. His new role as a predator means that moving through levels quickly and efficiently is just as important as staying out of sight, and Conviction does an amazing job of tackling that middle ground. Even more convenient is the fact that when the player wants to move from one cover point to another, he need only point the screen at his destination and tap the 'A' button. This makes navigation through environments with a lot of cover virtually seamless. When the trigger is released, Fisher remains crouched until the player tells him otherwise. When the player holds the left trigger, Fisher hugs the nearest wall and continues to shimmy along it. Combat in Conviction is not simply recommended it's often downright mandatory.Ĭonviction’s newfound focus on straight-up action wouldn’t have worked as well as it does without the implementation of what is unquestionably the best cover system that I’ve ever used. Players are no longer encouraged to keep a low profile. He is a rogue operative uncovering a conspiracy involving the death of his daughter and he’s out for blood. Fisher is no longer a patient, calculating government agent. They don’t like him, but the feeling is mutual. They scream profane threats at him when they can feel him in their midst. On the flipside, Fisher’s enemies in Conviction know exactly who he is. Guards in previous titles didn’t know what they were up against at the player’s discretion, they often didn’t even know they were up against anything at all. ![]() Where Conviction diverges from its predecessors is in pacing. Those mechanics had all been established in the four previous Splinter Cell games. The game only erupts into full-fledged gunfire when Fisher is spotted, and good players will do their best to ensure this doesn’t happen often. When adversaries are taken out, it’s done quietly, so as to attract as little attention as possible. Most playtime is still spent out of enemies’ sight. Despite Fisher’s notable lack of night vision goggles for the majority of the campaign, he remains deadly in the cover of darkness. When shots are fired, they are suppressed and are advisable only if the player has an opportunity at a clean headshot. When guns are used, they are applied methodically and with great care. Even with the aid of automatic weapons, engaging directly with the enemy will almost always end badly. If Fisher takes more than a couple of bullet wounds at once, he’s dead. While Conviction is indeed an entirely new breed of stealth action game, the common assertion that this series is no longer about stealth is ludicrous. Yet despite all of this, I urge fans not to worry too much. There's less focus on subtlety and more on fast-paced action through the use of a cover system, that ubiquitous defining attribute of a post- Gears of War game industry. He looks more like Jason Bourne than Sam Fisher, and his exploits play out accordingly. Sam Fisher’s latest venture has him turning on the very institution that served as his home for so many years, and replaces his traditional spy garb with a dark cardigan, a satchel and a less militant haircut. Having spent far too long in the development cycle, Tom Clancy's Splinter Cell: Conviction has landed somewhere that has left a large portion of the series’ fanbase more than a little worried. He is a rogue operative uncovering a conspiracy involving the death of his daughter and he’s out for blood." "Where Conviction diverges from its predecessors is in pacing. Tom Clancy's Splinter Cell: Conviction (Xbox 360) review
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