After fixing the technical problems that come with its age through mods, the original Splinter Cell is a linear, unforgiving stealth experience that holds up surprisingly well – the occasionally frustrating moment notwithstanding Despite publisher Ubisoft [url=https://news.ubisoft.com/en-us/article/4adJLuhgYrPboHAPRfK7Oz/splinter-cell-remake-begins-development-at-ubisoft-toronto]announcing a remake of the first Splinter Cell game back in 2021, there hasn’t been much information about it since, apart from the hardly encouraging news that [url=https://www.videogameschronicle.com/news/splinter-cell-remakes-director-has-left-ubisoft/]the director of the remake has left Ubisoft only a year later. As the remake unfortunately hasn't made any (re)appearance yet and if you want to experience the first Splinter Cell game in the franchise, this original version from 2003 remains the only way to do so on PC - at least for the foreseeable future. Unsurprisingly, with a PC game that’s two decades old by now, some modding is required if you want to run the full game with modern resolutions and proper controller support. To begin with, for some reason the default Steam installation contains an old version of the game that’s missing three bonus levels from the Xbox version – fix this by manually installing the official [url=https://www.pcgamingwiki.com/wiki/Tom_Clancy%27s_Splinter_Cell#Patches]1.3 patch for the game . For widescreen support, install [url=https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/sc]ThirteenAG’s widescreen fix by downloading the .zip file from GitHub, extracting its contents and then copying them into the game’s directory (= where the .exe is located). Afterwards, if you want to play through the game with a modern controller, I also recommend using [url=https://www.moddb.com/games/tom-clancys-splinter-cell/downloads/controller-support-for-splinter-cell]vini1264’s controller support mod , which is once again a downloadable .zip file that should be extracted before copying its contents into the game’s directory. That’s thankfully all it took for me to play the game on a modern TV with an Xbox One controller (make sure you don’t use a Steam community controller layout!), with the only caveat being that the prerendered cutscenes remain quite small and are played back with massive black borders on all sides. Back in 2003, the PC version of Splinter Cell (originally an Xbox-exclusive title) received an impressive [url=https://www.metacritic.com/game/tom-clancys-splinter-cell/critic-reviews/?platform=pc]MetaCritic score of 91 and was a commercial success as well. Still, considering it has been more than two decades since its original release, the question of this review won’t be how good it was back then but rather how well it holds up now. The graphics for example, which were praised by critics back as cutting-edge back in the day ([url=https://www.gamespot.com/reviews/tom-clancys-splinter-cell-review/1900-2911182/]GameSpot : “possibly the best lighting effects seen on the PC to date”), obviously won’t be as much of a wow-factor nowadays, though they’re still holding up pretty well. Actually, “still holding up pretty well” can be attributed to almost the entirety of the game. Despite being a mostly linear affair in terms of levels and their structure, featuring no side objectives and only one possible path to the main objectives, Splinter Cell doesn’t feel outdated at all. This is mostly thanks to the wide variety of moves and gadgets protagonist Sam Fisher got at his disposal, which allows player to choose how to handle a situation – do they want to sneak around enemies, knock them out or shoot them from afar? From lockpicks to (smoke & frag) grenades, a silenced pistol or non-lethal ammunition, Splinter Cell offers enough options (if you’ve got the ammunition, that is) to still feel like a modern stealth game despite the linear level paths. A few sections in the game require a specific course of action (mostly forced, awkward gunfights) but it rarely happens. Splinter Cell offers a unique approach to stealth gameplay, with a visibility meter at its core. Depending on the brightness/darkness of the spot Sam Fisher currently finds himself in, the visibility meter increases or decreases, which allows the player to check just how good a hiding spot really is. In fact, it can get quite ridiculous, with guards not being able to spot Sam Fisher in total darkness even if he’s just crouching a few centimetres in front of them. However, since enemies are also very sound-sensitive, sudden movements in the shadows can still draw them to your position – they’re quite capable foes. That said, as good as it feels to evade enemies by shooting out the lights and sneaking past them in the darkness for example, Splinter Cell unfortunately has a few problems that make you thankful for the quick-save button. For one, even with the visibility meter, figuring out if an enemy can spot or hear you from a distance can result in a lot of trial-and-error – especially in places that are dimly lit but not entirely dark, since even slight position changes by a few centimetres can make a huge difference here. It also doesn’t help that some spaces don’t look at dark/bright on screen as the visibility meter makes them out to be, so it’s recommended to keep your eyes on the visibility meter even if you feel like a hiding place is dark enough. Couple that with the enemy AI behaving rather oddly at times, especially when it comes to hearing you move, and you’ll find yourself quick-loading quite a few times. Despite having a tutorial section, Splinter Cell also doesn’t tell you about certain mechanics, like wall-mines that can only be defused when pressing the action button at the small timeframe when they’re blinking green instead of red. Another problem are levels that force a game over screen if you’ve raised the alarm too many times, which can also happen if a dead body has been found. This doesn’t mean that you’re safe if you’ve knocked out all enemies in an area however, since the game performs an automatic periodic check to see if you’ve properly hidden all bodies in dark spaces, which I found out the hard way (fortunately it didn’t result in a game over for me). Still, most of the game offers great stealth gameplay in a variety of locations, that still holds up today bar a few frustrating moments. Keeping the entire game together is a typical Tom Clancy -style story from 2002, with American special forces saving the day from a new world war, chasing intel and targets across the globe. It’s the type of story you’ll either love or hate, depending on how you feel about this type of genre. I didn’t find it to be particularly engaging myself, with the gameplay being the only reason I played until the end of the game, which took me about 10h. Considering the small price of the game (4,99€ even without sale), that’s a decent deal as long as you’re open to older, occasionally frustrating PC titles.
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