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Review: Splinter Cell: Conviction


But did it need to really change? This is probably a weird question to pose in a climate where reviewers are constantly dismissing sequels for their lack of innovation. You see, Splinter Cell was notoriously hardcore, along with its audience. It was rewarding to those who put the effort in, and it was one of the few stealth games that did the job well. It’s now time for change; no longer can big publishers afford to sell to niche markets. Conviction’s team have been pushing the changes to every Jack Bauer wannabe out there, and that really sums up what the game is: a mix of 24 and Bourne.

The menus, HUD and the armoury screens are all sleek and polished. The game looks amazing, from booting up the title screen to the in-game action. While the lip-sync could do with some fine tuning, Conviction does look fantastic and is a great visual competitor with other 360 titles on the market. Each level is beautifully designed and the animations are sleek, with an atmosphere that sometimes ends up with you holding your breath, so as to not alert any guards on screen.

Like 24 and Bourne, Conviction is a story of trust, which is what makes it intriguing. You find yourself wanting to find out what the hell is going on with Sarah once and for all, wanting to know who killed who, and who Sam can really trust after all. The single player lasts a slightly underwhelming 5-7 hours but then never felt overly repetitive. Each mission feels fresh and interesting, keeping you on your toes at each turn, something a lot more action shooters could learn from.

The stealth is still there though, switching the screen from colour to black and white when you hide in the shadows. Sneaking up to guards and taking them out silently is a real thrill and there is plenty of variety to play around with your prey: pull them out of windows, drop down on them from above, call them over to car alarms or gadgets. You can even grab a guard and hold him as a human shield while you get some shots on other guards around.

The M&E is even more interesting when used in the games co-op campaign, letting each player mark guards together and then, when both are in position, perfect a synchronised execution which looks amazing. The campaign, which lasts a good 6 hours, can be played split-screen or on Xbox Live. You play as Archer or Kestrel, both agents working for Third Echelon and the Russian Government, who are put together on a mission. Offering a bit more back story to Conviction’s main plot line, Deniable Ops is a great alternative to the more action focused experience with Sam.

So yes, it was worth the changes. It was worth going against everything fans originally were worried about. Conviction is in no way like the original Splinter Cells, but Conviction is the innovation and revival the series needed.
9/10
Lauren
Labels: Conviction, Lauren Wainwright, Review, Splinter Cell, Tom Clancy, Ubisoft, Xbox 360
- Lauren Wainwright
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