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REVIEW: SPLINTER CELL: PANDORA TOMORROW
Splinter Cell: Pandora Tomorrow is regarded as a standard of graphical excellence for the Xbox market. With that in mind, Splinter Cell: PT boasts highly detailed character models that take full advantage of the Xbox. The models are extremely realistic, and the main characters reflect the general appearance of a Special Operations soldier.

In this review, I focus specifically on analyzing the character models, because of Splinter Cell’s prowess in this area. This way I can analyze the finer details that the graphics engine that powers Splinter Cell: Pandora Tomorrow, and discuss what works well and what needs further refinement. The new review style allows me to analyze graphics accordingly.

Splinter Cell: Pandora Tomorrow

  Overall Score  

Appearance 8.5


Expressions 6.0  

Movement 9.0  

     
 
Release Date:

March, 2004

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

Platform:
XBox




GENERAL APPEARANCE OF CHARACTER MODELS

SCORE: 8.5



Splinter Cell: PT uses the bump mapping capabilities of the Xbox to eliminate roughness and jagged lines to create a more realistic human character. The tight clothing the main character wears shows the details of muscle tone and body size which give the slick and cool impression of his character.




Here we see the main character standing in the power room of a train. Notice the reflections of light on the character, and the details of his gear. If you look in the window on the right side of the screenshot you can see a mirror image of him.

The gear the character model wears is realistically shown as well. His assault rifle is placed over his back when not in use and sidearm on his thigh is in a holster. Vision enhancement goggles rest on his forehead and the satchels on his belt flap up and down realistically when he moves.

Splinter Cell: PT also uses the lighting capability of the engine to increase the sense of realism. Light reflects from the character’s clothing in a realistic way; when he enters a darker area he is surrounded in a shade of darkness instead of completely disappearing as characters do in many current games.

When viewed in night vision, the character’s body appears in dark areas as visible but with a grainy effect, as though you are viewing him through a light enhancement piece of equipment. With heat amplification (thermal mode) turned on, the character is represented in brighter colors where heat signatures are higher. He rightfully appears in brighter colors where you would expect heat to be found, such as in the facial area. Also taken into account is the possibility of his gear getting in the way of the heat detection, as you will see a black area where his Kevlar bulletproof vest is positioned.


Here is the first of three screen captures of the same scene, using three different sensor modes; this one is normal, with no night vision or thermal goggles in use.


This is a screen capture of the same scene, with night vision in use. Notice the grainy affect and the amplification of the area of the previous screen capture that was almost completely black. Also notice that the image is distorted in the light area in the back of the scene.


Here is the same scene again with thermal goggles applied. Notice how the higher heat signatures are detected and displayed with brighter colors, such as shown on the hostage’s body. Also notice that the area around his satchel is darker because the satchel blocked the body’s heat signatures, thus the area does not appear as bright in thermal vision as the rest.

All in the all, realism and lighting of the general appearance and detail come together to make a remarkable character model.



FACIAL EXPRESSIONS

SCORE: 6.0


The movement of the character’s mouth when he speaks decently mimics the words being spoken. Unfortunately only the mouth moves and there are few other facial expressions that show reactions during conversation. It’s not a huge problem but a detail about the model’s facial expressions that definitely could be improved. If you look closely enough, you can see that the characters blink realistically. Also, if you can get a clear picture of the face, you’ll see him wincing in pain when he is shot or injured.


Notice the detail in Sam’s face; you can clearly see his determination to hack into the laptop without alerting the guard nearby.

Enemies have unique facial expressions as well such as the look of surprise on their faces when they are startled by a noise, or a slack face when they are simply standing. When you have the enemy in a choke hold, his face is contorted just as it would be if he were struggling to fight your hold. Civilians, however, show facial expressions of fear when they find you in the dark with a gun.

In my view, these expressions are adequate for a game, but not good enough to be memorable. The facial expressions exhibit nothing new or groundbreaking in Splinter Cell: PT.



CHARACTER MOVEMENT AND ANIMATIONS

SCORE: 9.0



Splinter Cell: PT has some really nifty animations for character movement including running, walking, moving in a crouched position for stealth and even gestures used in conversation. Something you may not think a lot about but really adds to a game’s graphical appeal is something as simple as the way the characters walk or run. Splinter Cell: PT does these animations remarkably well.

These animations of character movements are done smoothly. They have details such as having the whole body moving with the legs instead of what you see in characters in a lot of games where the chest stays in position as if the character has no spine. When a character is walking, his legs carry him and his arms move in unison to create believable movement. When he’s running, his chest leans slightly forward and his legs move up and down unlike the gliding you might see in characters in other games.

The other movement form is the stealth crouched movement a character uses to get around undetected. While he does this, he is slightly hunched over and moves slowly with a quiet and precise appearance. The characters also have animation to handle the transitions from one position to another. With this smooth transition in place you do not see the visual snap from position to position that is noticeable in other games.

An example of the stealth crouched movement a character uses to get around undetected.

Another example of the game's realistic character movement is the use of hand gestures. Try talking without moving at all -- it's pretty hard, huh? In the production of Splinter Cell: PT this is another detail Ubi Soft took the time to add to make the characters more realistic. As a character speaks, his hands move for emphasis. Small details like this one add realism, and make a good game a great game from a graphics standpoint.




TRADE-OFFS

NOT SCORED



Splinter Cell: PT was built for a console and Ubi Soft didn’t have to worry about consumers with different system specifications and PCs. Knowing that all users of the game would be playing it on an Xbox gave them an advantage. They could use every tool possible without concern for losing part of the game market to poor system performance.

In this game all the graphical areas are pretty equal in quality; there is no graphical trade-off between having strength in one area and weakness in another. Instead they took the time to push the Xbox to its limits, which is hard work and usually requires a team who has experience with the hardware (check), skill (check), and development time (check, considering that they used the same technology from the first Splinter Cell game).


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