TC's Splinter Cell: Blacklist
     
     
 
90
   
 
 
 
 
 
 
Release Date: 20-Aug-2013
 

Save System: Checkpoints

 
 
Nominated for Game of the Year 2013
 
Genre
RPG [  ] Racing (Simulation) [  ] Racing (Arcade) [  ] Puzzle [  ]
Open World [  ] Fighting/Combat [  ] Action [  ] Survival [  ]
First Person [  ] Third Person [] Shooter [] Horror [  ]
Wrestling [  ] Sports [  ] Stealth [] Turn Based [  ]
 
 
Download Save Files (PC)
File Size: 40 KB
Extract the downloaded rar file using Winrar or 7-Zip.
Paste the folder in My Documents > Ubisoft
Progress: Completed [Hard] [Undetected] [Ghost Mastery]
 
 
Review
+ Unpredictability - Guard movements are not fixed and scripted. Everytime you try you will get something different. They even change there pace (at all times) thus forcing you to improvise. Many games have done this before but not at this level.

+ Replayability - There are 3 play styles and you are given target to achieve mastery in all of them. Plus there are other targets like stay undetected which you may not achieve in first go. Each play style gives you different experience. It actually feels like a completely different game, easily allowing you to go through multiple playthroughs.


- Checkpoint System - There is a lot of waiting around in stealth games. You need to scout before you make your move. But in a checkpoint system you are forced to gamble your way out, do trial and error until you find the correct way or just get lucky. You never play it the right way especially when in next try guard movements would be completely different. So you just try to force your way out and find a strategy that works every time. There are so many solutions but devs don't try to implement any.
i. Unlimited Saves
ii. Save anywhere but for limited number of times like in old Hitman games.
iii. Fast forward - Why not? There is a lot of waiting around, why do I have to put controller down and stare at the screen? Test our strategy skills not patience level. There is a point in the game where everytime you reload checkpoint you have to first wait 90seconds before you can do anything and this is a tough part being stuck here even for hour is no big deal. The 90sec break starts feeling bigger and bigger everytime.

- Since guard moments are random things get real annoying at times as you may have to reload several times before you find the correct guard alignment to make your move.

- Bugs - Sometimes you do something in a mission but the results you get in the end say different story. e.g. I do a mission without raising any alarm, without any body found but result I get in the end is that I was detected. No red arrows were displayed during the mission which means detection ay enemy but still if something else amounts to detection at least notify me during the mission and not at the completion of an hour long mission.

- One button for all interaction - You interact with environment using one button 'A' whether you want to jump over a ledge or you want to close a door all interactions are mapped to A. The problem is that the system is very clunky, you are looking at the open door but instead of close door you get the option to jump up the ladder. You have to do a lot of wrestling to get what you want to do. Swiftly moving through is quite important when you are using a non-lethal approach. Any changes done by you in the area will be noticed by the guards. e.g. If you open a door you must close it otherwise enemy guards will take notice. So when time is of great essence it becomes quite frustrating. Even when the right option does show up, by the time you press A something else would happen because your slight movement on RS changed the earlier shown option. Game should detect the multiple interaction possibilities in your near proximity and assign one of the XYAB buttons to each. Ubi I am okay if I can't take cover while closing a door.

- The clunky A is also used to move between covers. You aim at the next cover, when A shows up on it you can move to it. But say I want to move around the pillar or a box so as to avoid seen by approaching guard, first I need to aim on the other side of the pillar if I am lucky A shows up and I can move ! Why not a simpler option like hold A for quick movement around the pillars without breaking your cover.

- Out of mission zone - You will see this message a lot if you use tri rotor a drone which helps you scout the area ahead. Now the basic rule would be to keep it as high as possible so that it's not spotted by enemies but game areas seem to have been created without considering the drone. You take it little higher and warning will pop up. Sometimes you have to fly it almost at ground level which is ridiculous.
   
   
       
       
       
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