Tom Clancy's Splinter Cell

Tom Clancy's Splinter Cell

released on Nov 12, 2002

Tom Clancy's Splinter Cell

released on Nov 12, 2002

Infiltrate terrorists' positions, acquire critical intelligence by any means necessary, execute with extreme prejudice, and exit without a trace! You are Sam Fisher, a highly trained secret operative of the NSA's secret arm: Third Echelon. The world balance is in your hands, as cyber terrorism and international tensions are about to explode into WWIII.


Also in series

Tom Clancy's Splinter Cell: Conviction
Tom Clancy's Splinter Cell: Conviction
Tom Clancy's Splinter Cell: Double Agent
Tom Clancy's Splinter Cell: Double Agent
Tom Clancy's Splinter Cell: Essentials
Tom Clancy's Splinter Cell: Essentials
Tom Clancy's Splinter Cell: Chaos Theory
Tom Clancy's Splinter Cell: Chaos Theory
Tom Clancy's Splinter Cell: Pandora Tomorrow
Tom Clancy's Splinter Cell: Pandora Tomorrow

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This game is jankier than I remember. It's got good aspects to it but its certainly weak compared to some of the later games. Much like the Hitman games, you can see a clear concept here that isn't quite realized. The platforming is broken as hell and there's moments here that force you into combat and it's quite rough.

The story of Splinter Cell is something I care so little for as well. It's never well written, I'm basically only here for the gameplay lol.

This game sucks to play on PC, it took me atleast 30 minutes to get this in a playable state.

Anyway, all in all. I don't think I recommend it? It's not very fun, but it's still impressive and unique for the time. Though, I think stealth involving usage of shadows was perfected in the Thief games.

I don't have the patience for stealth games.

Bello quando il tizio sputa nel pasto del militare georgiano con cattiveria tra l'altro.

Far too clunky, and very primitive in comparison to Chaos Theory so did not enjoy it. Very innovative for its time though, and a lot of the AI distraction techniques and shadow lighting as well as stealth ideas that I can appreciate in terms of impact on stealth games.

Easily one of the best if not the best stealth game of all time. One of my greatest experiences playing during the PS2 and to this day, I go on just to speedrun the game in its entirety whenever I have nothing else better to do.

Admirable, to a fault. Be highly wary of this: Painstakingly TOUGH detection minefields only achievable through heavy trial-and-error. F5 will be your greatest savior. Makes sneaking in Metal Gear feel like a walk in the park since SC trusts you to cross Fisher through strictly narrow hallways crammed with guards performing little to no-killing. A lot of the challenge comes by design flaws: Guards taking tricky, random turnarounds and horrid gunplay- Drunken accuracy that misdirects your shots ensuring one way to make hell rain all over you. That being said, the burdensome challenge is somewhat adorable for early blueprints of TPS stealth. A quasi-parkour mobility, lock-picking minigame tension and technological lookouts. It's a neat trendsetter of techno-noir. You're gonna shoot more lightbulbs than henchmen, and questioning guards in the dark provokes a badass cold-war dream come true. Charmingly pioneer, whilst feeling truly veteran in back-breaking difficulty even at it's easiest.