Splinter Cell: Blacklist Review
Upper Echelon
Hanging from a ledge on a balcony, I pressed the Back button on the
Xbox 360 gamepad and grizzled superspy Sam Fisher drew an armed guard
closer with a whispered a come-hither taunt. Decision time: do I toss an
incendiary grenade at his feet and watch the flesh cook off his bones?
Tear gas him and then run up and slit his throat? Simply aim my pistol
at his face and paint the wall with his brains? Nah, I’m an old-school
Splinter Cell purist, so instead I tapped the X button. Fisher reached
up, grabbed the bad guy by the shirt, and hurled him over the edge to
the concrete below. No one heard. That rush of having so many tools to
choose from and the intoxicating freedom to execute a plan as I saw fit
is the biggest part of what makes Splinter Cell: Blacklist the best game
in the series since 2005’s Chaos Theory.
Very obviously an olive branch to hardcore series fans like me who
were left dismayed by the franchise’s action-heavy pivot in 2010’s
Conviction, Blacklist gets stealth right. (In Conviction, scenarios like
the one described above don’t happen and features include built in a
win button called Mark and Execute that kills up to four enemies
instantly with no stealth or aiming required. Facepalming in your living
room is optional.) Blacklist still has the auto-kill move, but it
returns Fisher to his rightful place in the dark – though yes, there are
some daytime missions. The forgotten Splinter Cell element of
verticality is back, too, with ample ceiling-mounted pipes to shimmy
along and ledges from which to dangle above bad guys – all the better to
rain down a beating. Levels are laced with air ducts aplenty to crawl
through and multiple paths to explore, all of which combine to form a
sublime stealth sandbox.We’re effectively incentivized to play and replay in different ways by a post-mission scoring system – another feature clearly inspired by Chaos Theory – that tracks everything you do and
credits you points in one of three categories: Ghost (non-lethal stealth), Panther (lethal stealth), or Assault (loud and lethal), each with associated achievements/trophies.
It’d be a better system if cash weren’t handed out quite so generously. Particularly if you mix a few of the co-op missions in with your campaign playthrough, you’ll almost always be able to take the exact loadout you want into any mission. If it’s not going to make us choose between gear and make sacrifices based on budget, why have an economy system at all? Considering that this is a fairly easy campaign by classic Splinter Cell standards (even played on Perfectionist mode) it could’ve used that extra element of making tough choices.
The campaign only stumbles in a few areas – spots where we’re so outnumbered that it’s clear the designers intend for us to use Mark and Execute in order to thin the herd. Completing them non-lethally is an exercise in frustration for Ghost players, though it can be done. Fortunately, these moments are few and far between, and most are friendly to all styles of play.
Any character not named Sam Fisher is rather ugly, with very little facial detail and awful hair. That just can’t be ignored in the plentiful pre- and post-mission cutscenes, most of which suffer from rampant distracting screen tearing in the 360 and PS3 versions and framerate stuttering on the Wii U (Speaking of the Wii U, you're able to quick-select gadgets and weapons on the GamePad. It's quicker than the "hold the D-pad" method required on the 360 and PS3). Out on missions the environments look adequate, but Blacklist fails to impress, let alone dazzle.
At least it can claim story superiority over the rest of the series. Blacklist’s terrorism-in-America plotline is grounded enough to be believable and its villains developed and human enough to not seem cartoonish. It uses Splinter Cell’s continuity to great effect as well, bringing back characters and story threads from Conviction in a way that strengthens Fisher’s motivations.
New lead actor Eric Johnson can’t really be blamed for Fisher’s shortcomings. He’s saddled with a mediocre script, and in fact his only real crime is being miscast. He sounds 30 because he is (34, technically), despite Sam Fisher being depicted as a mid-to-late 40s combat veteran with graying temples and a daughter in her 20s. When Fisher’s on the phone with her, it just sounds...wrong.
Only once – when my partner and I had to simultaneously shimmy up pipes on opposite-facing buildings in order to coordinate a synchronized dispatching of snipers in windows who would’ve blown the opposite spy away had either one of us faltered – did I feel like I was truly cooperating with my partner. The rest of the time it felt like more of a two-player mode than a co-op one, though in Blacklist’s open-ended playground it’s still a treat to tag-team a group of bad guys. Yes, there are buddy moves like a boost and dual breach, but it’s nothing like the tight-knit teamwork required in Chaos Theory’s groundbreaking co-op mode.
It’s the long-awaited comeback of asymmetrical multiplayer mode Spies vs. Mercs – last seen in 2006's Double Agent – that’s likely to be the most enduring portion of the powerful Blacklist package. It pits Fisher-esque spies (playing in third-person view) against slower, well-armed Mercenaries (playing in first-person). In both the 2v2 Classic mode that mimics the original Pandora Tomorrow mode as much as possible and the new 4v4 Blacklist version (that adds customizable loadouts) the cat-and-mouse battles between the diametrically opposed classes makes for some of the freshest multiplayer in gaming today. You’re wholly dependent on your partner in Classic, though the larger player groups in Blacklist mode invite welcome chaos as the spies try to hack the terminal and the mercs try to stop them.
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