Updated: 4/2/04; 11:01:16 AM.
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Friday, March 26, 2004


From the photo pile:

What!? I was trying out my zoom.  5:55:50 PM  (comments []  



More detail thoughts on Splinter Cell: Pandora Tomorrow:

First, the single play: I played through the tutorial area, and past the first checkpoint of the first "real" area. (These are part of the same mission; they jump you right into the action, but there is a loading screen separating the two.) Gameplay controls appear to be almost identical, with some nice additions like binoculars and the ability to whistle to generate a noise distraction. Also the same is the very puzzly nature of the mission layouts. The only things that seem worth commenting in terms of difference are level balance and story, and I'm not far enough in to comment on either.

Bottom line: if you liked the first one, I expect you'll like the second one. I'm only 2/3 of the way through the first one (not to mention the downloadable missions for the first one that have been released in the meantime), and odds are good that I will probably still try to finish it before going much further in the single play here. The main compelling reason to skip tracks is, well, earlier missions are easier, and I'm up to some hard shit in the the first game.

But enough about the single player. Let's talk about the real reason to buy this game: the multiplayer.

There are two sides: spies and mercenaries. The spies play almost identical to the single player character, with the odd difference in the specific mechanics of what you do to sidle up to a wall. Spies are faster than mercs, and have better ways to see in the dark. They also have various devices to detect, disable, or confuse the mercs or the passive security systems in the level. For example, you could either roll under a laser beam, or shoot with an energy bolt to disable it, or drop a chaff grenade to disrupt an area, or -- I haven't tried this yet -- shoot a noisemaker over by some OTHER device like a camera to give the mercs faulty intel on where you are.

The mercs play first person, kind of like Rainbow Six 3 or Counter-Strike. They have a motion sensor (which hilights a spy who tries to move faster than a crawl) and an electromagnetic sensor (which hilights a spy who is relying on his sensors or gadgets). One nice touch is that, from a merc's point of view, a spy blends right into the darkness. Mercs are all about patrolling, detecting, and shooting. Mercs also are notably noisier and slower than spies; just try jumping and running to see what I mean.

Both side are tremendously fun to play. All of that crazy spy stuff from the first game seems so much more meaningful when you're up against a human guard who isn't easily deterred (and when you have a non-linear level that allows you to regroup and make another choice). And trying to figure out where this invisible ninja is from noises and alarms is a blast. Even when you're in the same space, it can still be tremendously difficult to actually see what your sensors are telling you is right in front of you.

Scariest moments ever: as a Merc, being hit with a Spy's sticky schocker and being unable to move for a few seconds. And still not knowing where the hell it came from. As a Spy, having a Merc round the corner and be shining that light in your face. Period. Because, hey, if you don't think quick and drop that chaff grenade, you're gonna die.  12:25:44 PM  (comments []  



 
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Last update: 4/2/04; 11:01:16 AM.