Ubisoft Splinter Cell Comeback

psylockolussus

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Report: New Splinter Cell Will Feature an Open World

A heavily rumoured game which is backed up by reliable scoopers. It said to be in development and it wouldn't be a modern Ubisoft game, if its not an open world.

I don't think we will see a Watch Dogs 4 for a long time, if not ever. I've lost hope for Skulls & Bones and Beyond and Good Evil 2. Prince of Persia remake is taking forever. The Avatar game is a wait and see for me. Assassin's Creed Infinity is years away and doesn't sound promising. Not to mention all those toXic working environment reports. Ubisoft is a mess.

Hopefully this upcoming Splinter Cell works out and its released before Assassin's Creed Infinity. I've always wanted to play Splinter Cell, but none of the games are playable in Ps4.
 
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I don't know how Splinter Cell will work as open world, one size does not fit all. They should've probably taken cues from the new Hitman trilogy with very replayable mini-open world maps. I'd also like the old games released on PS4.
 
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Only Splinter Cell game I played was Blacklist. I enjoyed it a lot. Going open world...not sure how that works with a game that was mainly built around stealth.
 
I guess it would be like Metal Solid Gear Phantom Pain.
 
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Seems like so many games want to go the open world route whether it suits or not. I would like some to stay traditional and offer a higher level experience within the standard (more linear) limitations of previous games in a series.
 
Open World is both in vogue, and also a ( relatively ) cheap and ( relatively ) easy way to up the amount of content in the game. Nobody wants to release the 10 hour game that people play once, then stop, and possibly lambast for being too short. They want their game to be a lifestyle, or as close as they can get, at minimum providing easy justification for the full new game price tag, and preferably providing support for continued sales of expansions and MTX.
 
Open World is both in vogue, and also a ( relatively ) cheap and ( relatively ) easy way to up the amount of content in the game. Nobody wants to release the 10 hour game that people play once, then stop, and possibly lambast for being too short. They want their game to be a lifestyle, or as close as they can get, at minimum providing easy justification for the full new game price tag, and preferably providing support for continued sales of expansions and MTX.
I agree with this. I haven’t finished it but that’s why GoTG is so refreshing because the game took an old school linear experience no dlc or any other add on’s it’s all in the game.
 
Open World is both in vogue, and also a ( relatively ) cheap and ( relatively ) easy way to up the amount of content in the game. Nobody wants to release the 10 hour game that people play once, then stop, and possibly lambast for being too short. They want their game to be a lifestyle, or as close as they can get, at minimum providing easy justification for the full new game price tag, and preferably providing support for continued sales of expansions and MTX.
Shame that this is the case. I love open world games but also love linear games where the budget can be concentrated on a smaller area making that area feel on a different level.
 
Knowing Ubisoft and stealth these days. I'm sure the game will be marketed as super duper spy stealth adventure, but you can still accomplish everything guns blazing.
 
Knowing Ubisoft and stealth these days. I'm sure the game will be marketed as super duper spy stealth adventure, but you can still accomplish everything guns blazing.
I didn't play Blacklist but from what I've seen it looks like that last Splinter Cell game was pretty much the same way.

I'm bringing up Hitman again but they seriously should be looking at how those games were able to pull off stealth focus from a modern AAA game. Sure you could go guns blazing and succeed but it's a lot more difficult that way so they incentivize you to be more creative and interact with their setups, giving you lots of potential ways to approach things and discover fun alternatives. I guess variety on choice of approach was also a thing in some Splinter Cell games but there definitely needs to be a prevailing notion that it's a stealth game. I just don't trust Ubi with anything lol.
 
I agree with this. I haven’t finished it but that’s why GoTG is so refreshing because the game took an old school linear experience no dlc or any other add on’s it’s all in the game.

I wouldn't even say DLC is intrinsically bad, its just that open world games tend to facilitate and encourage the least effort forms of DLC. Just plop a couple extra encounters on the map, add a new enemy type to the spawn tables, and bam. Compared with more meaty expansions of the traditional type, where you effectively have to create an entire new ( if smaller ) game.
 
I didn't play Blacklist but from what I've seen it looks like that last Splinter Cell game was pretty much the same way.

I'm bringing up Hitman again but they seriously should be looking at how those games were able to pull off stealth focus from a modern AAA game. Sure you could go guns blazing and succeed but it's a lot more difficult that way so they incentivize you to be more creative and interact with their setups, giving you lots of potential ways to approach things and discover fun alternatives. I guess variety on choice of approach was also a thing in some Splinter Cell games but there definitely needs to be a prevailing notion that it's a stealth game. I just don't trust Ubi with anything lol.

The Hitman games also demonstrate the alternative solution to the "too short" problem: replayability. A game doesn't need to be a giant 100+ hour sandbox, if the smaller and more contained levels provide a kind of gameplay where the player *wants* to do them over and over again. Of course, that requires either quality appealing gameplay, or Skinner Box tactics. The former is hard, and the latter tends to have people yelling at you. Whereas its relatively easy to make a giant map and populate it with checklists and procedurally-generated encounters.

( Note: I actually *like* 'checklists' and procedural-encounters some of the time! They aren't intrinsically bad! Its just a matter of whether you are doing them because you have a fun and effective idea for to turn them into an experience, or just because they are an easy way to add hours to a game. The key is that the sandbox content needs to be fun *in itself*, not just because it provides loot grinding or the endorphin rush of a bar filling up. )
 
The Hitman games are fun. Yes the maps are smaller but I enjoyed just roaming around and assassinating npcs like I'm Agent 47.

Having played Ubisoft's recent third person open worlds, its either the map is going to be as big as Watch Dog Legion or ginormous as Assassin's Creed Valhalla. I prefer the former, as I really get tired of empty wide spaces quickly.
 
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I didn't play Blacklist but from what I've seen it looks like that last Splinter Cell game was pretty much the same way.

I'm bringing up Hitman again but they seriously should be looking at how those games were able to pull off stealth focus from a modern AAA game. Sure you could go guns blazing and succeed but it's a lot more difficult that way so they incentivize you to be more creative and interact with their setups, giving you lots of potential ways to approach things and discover fun alternatives. I guess variety on choice of approach was also a thing in some Splinter Cell games but there definitely needs to be a prevailing notion that it's a stealth game. I just don't trust Ubi with anything lol.

Blacklist had a 3 tier ranking system IIRC.

Panther: Killing everyone without triggering alarms or being seen
Assault: Kill everyone like Arnold in Commando
Ghost: Sneak through the entire level without killing or being seen

Most of the game you could do any one of those without repercussions, but I do remember some misisons that strictly had to be Panther or Ghost.
 
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The things they say about this remake are encouraging and it sounds like they're gonna stick close to the original and what worked with it.
And somehow, they'll find a way to add NFTs.
 
Honestly all of the ideas I've heard for what Gubi are doing for the next Splinter Cell sound downright atrocious

How do you go from Chaos Theory, quite possibly the greatest stealth game ever ****ing made, to this?

At that point, just let the franchise go.
 
I thought the first Splinter Cell game already supported pacifist runs? *confused*
 
Nikoladze was definitely a mandatory kill and yeah, while a lot of missions authorized lethal force, you didn't have to kill if you didn't want to. I think it was more of those 'You only have one chance to get this target' where targets you absolutely had to take out.
 

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