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REVIEW: SPLINTER CELL: CHAOS THEORY
Splinter Cell: Chaos Theory is the third game in the Splinter Cell series, brought to us by Ubisoft. With its superior graphics, gameplay, audio, story, and online play, the game improves upon its predecessors in every way. Splinter Cell: Chaos Theory is the best game of the series and its genre, and is the best XBox game I've reviewed.

Splinter Cell: Chaos Theory

  Overall Score  

Storyline 9.0


Graphics 9.5  

Audio 9.0  

Gameplay 9.5  

Control Scheme 8.5  

Replay Value 9.5  

Bugs and Glitches 9.0  
 
Release Date:

March, 2005

Developed by:
Ubi Soft Montreal
Published by:
Ubi Soft Entertainment

Platform:
XBox




STORYLINE

SCORE: 9.0



Sam Fisher, Third Echelon’s premiere Splinter Cell operative, finds himself as the hidden point man trying to stop a crisis in the Pacific Rim. The year is 2008 and Splinter Cell: Chaos Theory’s story revolves around the conflict that arises when Japan creates their Information Defense Force (IDF). The creation of this force triggers conflicts as it violates the Japanese Constitution and puts neighboring China and North Korea on edge. Sam Fisher enters the story when Chinese and North Korean ships block the Korean Strait, stopping all shipping to and from Japan.



The blockade severely disrupts Japan’s economy and the United States sends out the USS Clarence E Walsh to intercede. The USS Walsh is the best ship for the job, but it suffers an accident enroute to the Korean Strait. The accident is serious and could ignite the spark starting World War III. Third Echelon is first on the scene to find any information that could stop this crisis.







GRAPHICS

SCORE: 9.5



The graphics in Splinter Cell: Chaos Theory are the first elements that pull you into the game. You are immersed in a world that is believable and dynamic; every detail is well thought out and realism is enhanced, whether it’s the rain bouncing off your uniform and sliding down Sam’s face or the light house that illuminates a small section of the world before fading away and lighting another area. At the developers’ will, the graphics shift dynamically and change the mood of the game. If a tense atmosphere is required (most of the game seems to require it) the area of focus is darkened with just a few light sources that beautifully reveal small areas, while guards patrol the surrounding areas.

The character animations also change with the situation; for instance the guards will walk casually but their movements become noticeably stiff as the tension rises and they become increasingly afraid.



Scenes are multi-textured, from the detailed interiors of buildings, the smooth character models, realistic landscapes and great special effects; this game has the graphics department nailed. In fact, these are the best graphics I have seen on the Xbox, which is a good thing because the graphics pull the player in quickly and the gameplay keeps him or her playing.

Landscapes

Most of the gameplay takes place indoors, although when you do wander outside the exterior landscapes look as though they have been given some thought. Fallen branches block your path at the start of one level, and a little rock climbing is required in another enroute to reaching a plateau where the house your objective resides.



Buildings
The interior of buildings in this game are intricate and very impressive. You’ll not find a dull or boring room, as each is filled with objects that are not lacking in the detail department. The levels aren’t repetitive, which is always a big testament to the quality of a game.



Vehicles
There are few vehicles in this game, and those I found are not very impressive. However, SCCT is not a racing game, vehicles do not play an important part, so this weakness can be forgiven. The few vehicles I saw were very blocky and bland.



Splinter Cell: CT vehicle model.     MetaVR vehicle model from the 3D model libraries.
    Click the image to see a close-up.

Characters
The character models in Splinter Cell: Chaos Theory are amazingly well- designed, especially Sam Fisher’s character model. All aspects are smooth, realistic, and detailed; for example Sam Fisher’s muscles bulge out of his shiny and equipment-laden suit. His face is so finely detailed that you can even see the stubbles of his beard. His mouth moves when he talks and his eyes don’t stay fixed in one position. He wears his gun slung across his back and hangs his gadgets and grenades on his waist. The enemy character models are also very detailed. Great job here by Ubisoft.



Far Horizon
The far horizon aspect really doesn’t apply to this game, because nearly all scenes are interiors. When you are outdoors there is no distant horizon that would clearly illustrate this aspect of the graphics.

Audio
The audio is as immersive as the graphics that are present in Splinter Cell: Chaos Theory. Although overall every audio component is top notch, the best are the voiceovers and the ambient noises. The voiceovers are heard from the various members of the Third Echelon team during their briefings. Before each mission each of the four team members reads a couple paragraphs of instructions aloud. All the acting here is believable-- I was never once pulled out of the situation, as often occurs with games that have poor acting.

Another aspect of the voice acting is the background dialogue of the guards. Their tone is very believable, and this aspect of the game adds a layer of reality to the action. Whether the guards are casually talking to another guard on duty, yelling at you, talking trash or even talking to themselves when they are searching for you, their intensity is palpable; you can feel their emotions. The dialogue between guards is even used to promote another Ubisoft game, soon to be released -- in one scene while you are hidden in a crawlspace you overhear two guards talking about “The Prince of Persia” and how they hear it’s an awesome game and they need to go home after duty to play it. Very clever Ubisoft, very clever indeed.




GAMEPLAY

SCORE: 9.5



Splinter Cell: Chaos Theory is a joy to watch and interact with. The game plays remarkably well and is a lot of fun. The main theme, as with all the Splinter Cell games, is stealth. You are required to go through the missions without making yourself known to the enemy; the shadows are, therefore, your best friend. Rambo-style players, you have now been warned that this is not your kind of game.

During most of the game you move from shadow to shadow, only venturing into the light when you have to, or when the coast is clear. You can shoot out, or switch off, the lights to keep hidden but the guards aren’t as limited in this game as in previous ones. This time around you’ll need to look for lights to shoot out or you’ll need to go back to turn the switch back on. Your best bet is to lure the guards into the darkness where you have the advantage of night, thermal, and electro-magnetic vision.



When you sneak up behind a guard, you can press the action button to put him in a headlock with a knife at his throat. This is the preferred way of taking out the enemy as it is quiet and can lead to additional helpful information from interrogations.



The AI has vastly improved in this version of Splinter Cell, which adds more challenge to the game, and makes the headlock move harder to pull off. Now, you have to worry about being heard as well as being seen. The stances create varying levels of noise: standing makes the most noise, crouching makes the least. For this reason you should always stay crouched and not move very fast, as you’ll make more noise. The background noises created by a machine in operation or a radio enable you to make a little more noise, which in turn makes it easier to sneak up on guards. The game has two meters that measure how well you are hidden and how much noise you are making.



If you are spotted by the enemy, you have your work cut out for you. Your ammo is limited so going maverick generally just wastes all your ammo. Eliminating one enemy gets you killed or at the very least sounds an alarm. There is a new alarm system present in the game: 1 alarm makes no change in the game, 2 alarms cause the enemies to put on body armor, 3 alarms means they put on helmets, and 4 alarms put the guards on permanent alert and has them fortify their positions. It is therefore best to not sound more than one alarm. If you do sound more than one, restart from a previous save. The game allows for quicksaves at any time, which you should definitely take advantage of, unless you’re a fan of starting from the beginning many times.

Chaos Theory contributes many new features to the Splinter Cell series, Most noticeably is the knife. The knife feature enables you to quickly eliminate enemies that get a little too close. This great new feature looks really cool in action. Another new feature to the series is hacking. You can hack by getting to a computer terminal or using wi-fi to access a computer that is in direct sight. You play a little mini-game (which is far too easy) to access secret emails that may be an objective, deactivate a laser grid, or open a door. This feature is a great addition to the lock-picking mini-game. Another new feature is the ability to bash open doors which will knock out an enemy standing on the other side. All these features enhance an already stellar series.





CONTROL SCHEME

SCORE: 8.5



The control scheme in Splinter Cell: Chaos Theory is straightforward, which is always a good thing. By default, Start=Pause, Back=OPSAT, A=Action/reload, X=Draw weapon, B=Back in menu/cancel action, Y=Jump, RT=Fire Weapon/slash knife when you are close to enemy w/o gun drawn/lethal attack with enemy in headlock, LT=Alternate Fire/KO with enemy in headlock, Dpad=Different vision modes, LA=Move, RA=Aim, PLA=Scope, PRA=Binoculars, WB=Inventory, and finally BB=Whistle.

Not once did I find myself fighting with my controller; each action was paired with the right button based on how often you use that specific action. For example, the action button is the rather large and centrally placed A button because you frequently need it; it is not mapped to the small white button which would be inconvenient. You can change the control scheme if you find the default mappings undesirable. I only wish it were a little easier to change equipment in the heat of the moment because looking through the menu with the white button isn't great in a pinch. Overall however UbiSoft did a nice job designing the control scheme.




REPLAY VALUE

SCORE: 9.5



One of the best aspects of Splinter Cell: Chaos Theory is its replay value. This is mainly due to the two multiplayer modes: Co-op and Spies Vs. Mercenaries. The Co-op mode puts you and a pal together, either using a controller or online via Xbox’s online service Xbox Live, playing through a completely separate campaign as two spies. The spies work for Third Echelon and their missions tie into the story with somewhat lesser importance than the one that Sam Fisher handles in the Solo-Campaign. The spies play similarly to Sam Fisher except that they can utilize moves that require both spies. For example, you can boost your spy friend up to reach a ledge that would otherwise be out of reach, or hold onto a rope so he can repel down a wall to reach the bottom safely. You can even throw your teammate a missile to knock out an opponent. These moves make the campaign completely original and fresh, as you must utilize them to succeed. This mode makes teamwork a necessity, which is a double-edged sword; it ’'s great when you have a person you know playing with you, but it’s horrible when you are matched up with a player online who will not cooperate or is generally no fun to go through an entire campaign with. The Co-op missions are a must for anybody who enjoys the solo campaign.



The second multiplayer mode was introduced with Splinter Cell: Pandora Tomorrow  (the second Splinter Cell game) and revolutionized multiplayer at the time. In the Spies vs. Mercenaries mode you are either a mercenary who plays in first person or a spy who plays like Sam Fisher. It is truly amazing and is great fun to play. The only drawback is there hasn’t been much added here and the mode is merely a graphically superior version of Splinter Cell: PT’s Spies vs. Mercenaries, with minor tweaks.

Splinter Cell: Chaos Theory has a lot more going on under the hood than the solo campaign. I commend it for its new Co-op mode that is in a word -- AWESOME.




BUGS AND GLITCHES

SCORE: 9.0



The only glitch I found is the occasional clipping. Clipping is when a solid object passes through another one. For example I could make Sam Fisher’s arm pass through a door. This type of glitch is very common in games; however it did not interfere with the game.




OVERALL

SCORE: 9.6



I really enjoyed this game -- it is another ace in Ubisoft’s already awesome hand. The gameplay is great, the graphics are stunning, and the story is engaging. I have no major complaints about this game; I recommend it to everyone except Rambo-style gamers. They should definitely try to get into Splinter Cell: CT as it will pay off for them. This is the best game I have reviewed this year.

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