This time around, the team are intent on making it more accessible to newcomers, offering visual instructions as to where you can go and what you can do as a spy for the first hour of play. Gone are the confusing and almost unworkable server interfaces, and arriving on the console train is an Xbox Live-style interface with optimatch and buddy list options. Other changes intensify the experience hugely, such as the spy's new-found ability to hack from a distance. Consider this situation I found myself in, sitting in complete darkness on some rafters, metres above a terminal I was hacking.
The hacked terminal alerts a mere, who enters the room - his Aliens -style proximity detector blipping away, letting him know I'm within ten metres of him.
I watch, he's standing next to the terminal and looking in every direction, shining his torch, searching for me - all I need is another ten seconds and I'm done. In previous games, I'd have to stand right next to the terminal as I hacked, and he would have found and killed me by now. Instead though, we're playing a game of cat and mouse; an online test of faith.
Around about that point the mere stares straight at me, and for a moment I'm unsure if I've been spotted. Just like when you can't tell if the old man with sunglasses on the bus is staring at your crotch, your flee or flee-harder instinct kicks in.
As a spy, your only defence is hiding in the shadows or running away. In this situation, the mere shot me right between the goggle-eyes, the game's newly developed killcam explaining why it happened - my electromagnetic hacking tools had shown up on his appropriate visor. Clever, clever, clever. At the end of the day, Martin Korda and I won wine and cheese for being the best spies there. Korda later called to explain it was meat, and not cheese. He sounded happy.
I was too. The multiplayer side of Double Agent will be the cheese or meat to the single-player's wine, and it shall make a glorious feast. The Beginning Of the end for the Splinter Cell series or the end of the beginning? Who knows what the next iteration will bring, but for now, this is the flawed gem that represents all that is good and bad with the series. The good being that the gameplay is just what you'd expect and is still great fun.
The bad is represented by the hideous bugs that, even now, rear their grotesque heads out of the screen and clamp their acid-dripping mouths over your poor, unprotected eyes. This was such a shame, as clearly there is just as much magic, if not more, in this game than there was in the other Splinter Cell games, it was just cruelly tarnished by the bug problem.
Such was the extent of the bug troubles that Ubisoft's reputation was perhaps forever affected in the eyes of thousands of consumers because of the state the game was released in. It was the ultimate game of cat-and-mouse until the mice ruined all the fun. It was ingenious a tense 2-on-2 mode where sneaky spies went on covert missions while heavily armed mercenaries hunted and gunned them down. But a funny thing happened: The mice got good.
The hardcore fans have gotten so good, they slaughter the newbies before they're given a chance to enjoy the game, the developers tell us. You don't say. It was obvious the multiplayer, while critically acclaimed, wasn't quite working when pro spies were going on the offensive and taking out mercenaries before they knew what hit them. The game failed the other way, too: It was near impossible for new spies to beat a couple of veteran meres.
It was enough to frustrate even the most seasoned of gamers. Now the developers are shooting for a more accessible, newbie-friendly 3-on-3 game in the Xbox edition of Double Agent tts also scheduled to hit PS2, Xbox, and GameCube with different feature sets.
It's the right idea, but will it turn off the hardcore fans of Pandora Tomorrow and Us sequel, Chaos Theory? Here's a look at what's new, what's out, and what's being done to give the cats and rookie mice a fighting chance in the world of Splinter Cell. Then: In Pandora and Chaos, spies were equipped to hold their own against the meres.
They had four slots to hold stuff like smoke grenades, flashbangs, or sticky cameras that emitted knockout gas to help get meres off their backs, and they had offensive help in a shocker gun and combat moves like an elbow smash or body-drop attack. Now The spies refam to do their good, government-approved deeds. But with the focus on simplifying the gameplay, the developers neutered these shadowy agents.
The shockergun, elbow smash, and most of the gadgets are out point being, these guys are supposed to be sneaking around, not charging in for battle. The spies only carry one gadget at a time, which they can pick at the start of the mission and swap out at the designated drop zone. These include smoke grenades, flashbangs, health needles to healyou ora teammate , and jammers which spook a mercenary into thinking a spy is somewhere that he's not.
The spies keep their drop attack and humiliation-inducing rear chokehold for the The spies are slightly more nimble than before, which helps alleviate the pain from the offensive castration.
Hitting the right bumper in certain places, for example, will allow spies to do a quick escape move, such as leaping through a window or sliding into an air vent. The spies also have an all-purpose hacking device they can use it to shoot out lights, mess up mercenary electronics, or grab computer files from a distance.
Then: Mercenaries were stacked Chaos Theory: three typ of guns and mines, spy traps, frag grenades, and so on. The also had several tools such as laser sights, flashlights, sound detectors, and a couple of different vision modes to track down well-hidden spies. Now: The meres lose most of their goodies, but they're well-equipped to deal with the government boys in tights only gun is the assault rifle with integrated grenade and sniper scope.
Instead of mines or spy traps or gas masks or flares or Oh, these things can be set to explode, too. But as far as gadgets go, the drone's it for this team. Mercs see the world in such a more simplified manner now. They can turn on an adjustable flashlight on their guns, but they no longer have a laser sight. The motion-tracking display is now built into the visor if the spies run around, they will appear highlighted to the mercenaries without the meres having to switch on a separate motion-tracking vision.
Splinter Cell: Double Agent v1. Play the Game! Extract the File Archive to the game directory - Overwriting existing files. Use an anti-blacklisting tool, like Y. None of the current patches v1. The files do not work for Multiplayer anymore though, but Y. An additional single-player mission with alternate ending, a new Spies vs.
Spies online mode, an extended co-op mode and LAN. The story has also been altered almost completely in these versions of the game; one change of note is inclusion of a HUD very similar to Chaos Theory's.
The player receives the SC Compact Launcher in a few missions, which shoots only non-lethal rounds. The PlayStation 2 version includes two exclusive "flashback" missions: one mission has Sam rescuing his daughter from a cargo ship the level design is borrowed from the Yugoslavia mission in Splinter Cell: Essentials , and the other has Sam escaping captivity from a German bunker level design borrowed from the SEALs mission in Essentials.
The PlayStation 2 version featuring exclusive levels is not new to the series. The decisions he has to make will become increasingly difficult as he progresses through the game. Earlier decisions, such as deciding whether or not to free all of the prisoners during the prison breakout, will just affect his score, but as the game progresses, Sam is faced with serious choices that could kill thousands if made wrong, but may blow his cover if he does not do it.
Despite this, Sam must make the JBA trust him, in order to gain access to the restricted areas of their base and complete NSA objectives. If he is seen in restricted areas before he is allowed to go there, it will dramatically affect his trust with the JBA. He is also watched by the JBA in most of his missions, if he is seen completing NSA objectives or is thought to be doing something out of the ordinary, his trust will go down.
Killing people apart from those ordered to be taken out will affect his NSA trust in the same way. The Xbox and PlayStation 2 versions have a Spy vs. Spy mode, with players able to play as Third Echelon or the Upsilon Force spies.
There are six Game Modes in these Spy vs. All, and Countdown. Team Hack has players trying to retrieve data by hacking into enemies computers and securing their own computers, similar to "Capture The Flag.
Key Run is similar to Team Hack, except retrieving a Key to hack into the other team's computer is the main item to capture. Sam Vs. All is reminiscent to Metal Gear Solid 3: Subsistence's Sneaking Mission game mode, in which one player who is Sam Fisher must play as a lone wolf and hack into computers defended by an Upsilon spy team. However, the key difference is that Fisher lacks the equipment from the single-player mode, and is nearly identical to normal spies.
Countdown is similar to Deathmatch, except players must outlast each other by getting more kills to extend their time limit. Like Chaos Theory , cooperative missions tie-in directly to the storyline.
They have the spies provide covert support for Fisher, either helping him with his objectives or acting on intelligence he has gathered. The first mission takes place in Iceland shortly after Sam Fisher is pulled out. The spies are sent in to complete Fisher's mission by blowing up the plant. Next, the spies go to Ellsworth Prison to start a riot, providing a distraction to allow Fisher and Jamie Washington to escape.
Thanks to intelligence provided by Fisher, the spies are able to sabotage the chemical bunker in Kinshasa owned by Tafkir and Massoud, as well as getting valuable intel. The last mission happens in conjunction with Fisher taking down the JBA. GameSpot gave the Xbox version a "Great" 8.
0コメント