Post by school on Mar 30, 2009 3:42:32 GMT -5
Wrote this for the Revival Podcast figured I'd put it here as well. Original text from the post:
Just as a note: I played the 360 version. This is focusing on the single player aspect of the game. I will update it if I ever get the chance to play the multiplayer. Also this forum doesn't allow indentation, so I added a line between paragraphs. It is spoiler free (but does tell some of the locations in the game, if that bothers you), so feel free to read if you are interested in the game.
Splinter Cell: Double Agent casts you, as the name implies, in the role of a double agent: acting as a spy for one organization while in fact acting on behalf of the enemy. Working for both sides, the JBA and NSA, must be done stealthily like in past Splinter Cell titles. Being a double agent is a compelling concept that could lead to many tough choices and scenarios. Unfortunately, Double Agent does not capitalize.
Double Agent has all the great stealth gameplay the series is known for with plenty of tools to assist you. The levels you sneak through are generally well designed and allow for multiple pathways. There is plenty of variance in the levels which take place all around the world from a frigid Iceland to a war-torn West Africa to a New Year celebrating Shanghai and even a jail cell. Sometimes the transition from level to level is somewhat disconnected but returning to JBA headquarters between traveling to each location eases this.
The aforementioned tools and levels provide many options in how to play, which is something too few games do. You can take out foes one-by-one, in groups, with traps or a combination of styles. You can also be non-confrontational and just sneak past. The options allow the situation to be played as you see fit, requiring brainstorming for the best tactic. Newcomers to the series might have trouble executing on such tactics due to the poor tutorial, which only tells you which buttons do what actions and not how such actions could be done in the field. But once you learn how to sneak properly it can feel very rewarding. Occasionally the game will take away your freedom in tactics. For example, Ice Tanker stage, where you are required to take out a certain number of enemies or you can't be extracted.
In addition to the stealth gameplay, there are two main categories of mini-games: reoccurring (lock picking, cracking safes, hacking computers) and one-off (assembling bombs, decrypting emails). The one-off mini-games usually linger on for far too long; they are overcomplicated and lack proper explanation. But the reoccurring mini-games are fitting additions due to comparatively quick and simple nature. The reoccurring mini-games are performed in real time, usually with foes nearby, adding a layer of tension as you perform them.
This layer of tension is sometimes added artificially. For example, one optional objective is to get personal information on the JBA members. When snooping around in Moss's room he will appear instantly just outside of the door like a mage summoning a bear. Even if you look at the map beforehand and see he is not anywhere near his room this scripted event will still happen. Along with the issue of scripted events is the poor artificial intelligence. Many times the enemy will go on alert for no apparent reason. During this alert phase they go off their usual patrol routes but have pathfinding issues to get back on it. This can be seen as enemies continuously walking into and getting stuck on objects in the environment, such as a table. In some cases this error can make areas impossible to get through and requires reloading a save. But the save system is incredibly slow, often taking from thirty seconds to a minute to load or save. Also, there were four separate occasions where the game would refuse to recognize my save data requiring me to restart the mission from the beginning.
Double Agent is very bland narratively. Nearly every objective where trust is effected has no actual weight or it weighs in very minutely. You will come across many life or death decisions where you decide the fate of a character but almost every character that is put into this situation is either underdeveloped, or in some cases not developed at all. The only way the outcome of your choices is relayed to the player is via a bar graph. The bar graph tells a percentage of how much each agency trusts you. It makes your choices completely disconnected from the gameplay and removes the allure of the double agent theme. Only towards the end of the game there is a choice that makes a substantial difference and affects gameplay.
Splinter Cell: Double Agent is a double agent. It works for everything you love: deep and satisfying gameplay. And for everything you hate: meaningless choices and throwaway narrative. But neither the narrative side nor gameplay side outweighs the other, resulting in a very lackluster experience.
Just as a note: I played the 360 version. This is focusing on the single player aspect of the game. I will update it if I ever get the chance to play the multiplayer. Also this forum doesn't allow indentation, so I added a line between paragraphs. It is spoiler free (but does tell some of the locations in the game, if that bothers you), so feel free to read if you are interested in the game.
Splinter Cell: Double Agent casts you, as the name implies, in the role of a double agent: acting as a spy for one organization while in fact acting on behalf of the enemy. Working for both sides, the JBA and NSA, must be done stealthily like in past Splinter Cell titles. Being a double agent is a compelling concept that could lead to many tough choices and scenarios. Unfortunately, Double Agent does not capitalize.
Double Agent has all the great stealth gameplay the series is known for with plenty of tools to assist you. The levels you sneak through are generally well designed and allow for multiple pathways. There is plenty of variance in the levels which take place all around the world from a frigid Iceland to a war-torn West Africa to a New Year celebrating Shanghai and even a jail cell. Sometimes the transition from level to level is somewhat disconnected but returning to JBA headquarters between traveling to each location eases this.
The aforementioned tools and levels provide many options in how to play, which is something too few games do. You can take out foes one-by-one, in groups, with traps or a combination of styles. You can also be non-confrontational and just sneak past. The options allow the situation to be played as you see fit, requiring brainstorming for the best tactic. Newcomers to the series might have trouble executing on such tactics due to the poor tutorial, which only tells you which buttons do what actions and not how such actions could be done in the field. But once you learn how to sneak properly it can feel very rewarding. Occasionally the game will take away your freedom in tactics. For example, Ice Tanker stage, where you are required to take out a certain number of enemies or you can't be extracted.
In addition to the stealth gameplay, there are two main categories of mini-games: reoccurring (lock picking, cracking safes, hacking computers) and one-off (assembling bombs, decrypting emails). The one-off mini-games usually linger on for far too long; they are overcomplicated and lack proper explanation. But the reoccurring mini-games are fitting additions due to comparatively quick and simple nature. The reoccurring mini-games are performed in real time, usually with foes nearby, adding a layer of tension as you perform them.
This layer of tension is sometimes added artificially. For example, one optional objective is to get personal information on the JBA members. When snooping around in Moss's room he will appear instantly just outside of the door like a mage summoning a bear. Even if you look at the map beforehand and see he is not anywhere near his room this scripted event will still happen. Along with the issue of scripted events is the poor artificial intelligence. Many times the enemy will go on alert for no apparent reason. During this alert phase they go off their usual patrol routes but have pathfinding issues to get back on it. This can be seen as enemies continuously walking into and getting stuck on objects in the environment, such as a table. In some cases this error can make areas impossible to get through and requires reloading a save. But the save system is incredibly slow, often taking from thirty seconds to a minute to load or save. Also, there were four separate occasions where the game would refuse to recognize my save data requiring me to restart the mission from the beginning.
Double Agent is very bland narratively. Nearly every objective where trust is effected has no actual weight or it weighs in very minutely. You will come across many life or death decisions where you decide the fate of a character but almost every character that is put into this situation is either underdeveloped, or in some cases not developed at all. The only way the outcome of your choices is relayed to the player is via a bar graph. The bar graph tells a percentage of how much each agency trusts you. It makes your choices completely disconnected from the gameplay and removes the allure of the double agent theme. Only towards the end of the game there is a choice that makes a substantial difference and affects gameplay.
Splinter Cell: Double Agent is a double agent. It works for everything you love: deep and satisfying gameplay. And for everything you hate: meaningless choices and throwaway narrative. But neither the narrative side nor gameplay side outweighs the other, resulting in a very lackluster experience.