Splinter Cell: Pandora Tomorrow's multiplayer is easily the most addictive online game of hide-and-go-seek yet devised by humans. Steve and I started playing at eight, took a forty-five minute break to play some Counter-Strike, and then continued the "just once more" until a few minutes ago. Kevin also joined us for -- uh -- an hour? Two hours? Time loses all meaning when you're a super ninja spy.
I love all the levels of strategy in this game. We spent tonight on the hospital map, which has two major entry points, both of which involving a certain amount of exposure. We kept finding new variants on the two approaches as spies, and then devising counter-strategies to guard against those as mercenaries. The thrill of finally making it to the second floor when Steve's guarding from room 202 -- well, I guess you had to be there.
We also finally really understand the audio sensor indicator for the mercs: the four arrows surrounding the reticle indicate front, back, left and right; and the quarter-circles pointing up and down indiciate, well, up and down. We were really confused by the difference between the up and down arrows and the up and down quarter circles, and the manual has no information. So then the mercs spent an hour ruthlessly running down any noises made by foolish spies. But then the spies figured out how to use alarm snares (that fool the audio sensor, as well as other passive sensors in the various rooms) to good effect, which is: mercs overdependent on audio sensors will go wherever you shoot a noisemaker. So shoot it over there, and then come in over HERE, is what I'm saying.
Every time I play this game, I find something new to love about it. And that several more hours have passed than I expected. Best. Multiplay. EVER.
P.S. See also Penny Arcade's Handy Spy Hints. 1:09:26 AM ()
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