Splinter Cell

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slefler
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Splinter Cell - Friday, January 31, 2003 3:16 PM
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How many on here are playing/have played Splinter Cell?

If so, what are your opinions of the game?

I know Ed has it. (Hey Ed, need any more help on some levels? LOL)

Stew

jeager
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RE: Splinter Cell - Tuesday, February 04, 2003 12:57 PM
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I played the demo and got so mad at trying to shoot the lights out I passed on buying it. I would aim right at the light..got it all lined up and Bam...nothing...stupidl ights.

slefler
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RE: RE: Splinter Cell - Thursday, February 06, 2003 12:47 PM
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Joe,

Some lights can' t be shot out!

Stew

bchapman
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RE: Splinter Cell - Monday, August 18, 2003 12:52 AM
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throw a can or a half-brick at them..<grin>..
Chaps

IT Contractor looking for Work
Brisbane, Queensland, Australia

mario.julia4
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RE: Splinter Cell - Friday, January 01, 2010 2:21 AM
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Splinter Cell is a series of video games endorsed by American author Tom Clancy. The success of the series spawned a novel series in 2004 written under the pseudonym David Michaels. The protagonist, Sam Fisher, is a highly trained agent of a black-ops division of the NSA, dubbed Third Echelon.

Splinter Cell, as a brand, is owned by Tom Clancy's company, Rubicon, and is licensed to Ubisoft to make the games. The characters of the game, as well as "Third Echelon" itself, were created by Ubisoft writer JT Petty.

Splinter Cell takes a lot of inspiration from other stealth-action series, Metal Gear and Thief: The Dark Project. As such, stealth is a critical aspect of gameplay; shooting and killing any civilians or enemy units may result in mission failure or increased difficulty (as guards may arm themselves or become more alert to better prepare for an attack). An alarm usually occurs if a non-player character spots a casualty, an unconscious person, or Sam Fisher himself. In the first two games, the mission is aborted after a set number of alarms have been triggered; sometimes only one will end a mission prematurely, depending on the mission. The third game features a new system, in which enemies move up to a new level of awareness for every alarm triggered. For example, after the fourth alarm is set off, enemies will fortify positions around the map and wait for the player.