Hope you enjoy this one, guys! Thought it might be fun to just post a video out of nowhere after so long. As usual, for all $1 Patrons I have some "Additional Notes" you can read on my Patreon. This one is a little longer than most but as always is largely about extraneous stuff like the story, tone and soundtrack. Just loose thoughts that would drag down the pace or completely change the topic of the video but still stuff you might enjoy. As I said, this video was something I had said I'd do as a Patreon goal waaayyyy back, so I'm overdue on this. Big thanks to all the Patrons who helped me reach that goal in the first place, you guys rock. Plus a big thanks to all you subscribers who stuck around with the channel for all this time. Seeing some of the reactions to this surprise has really put a big smile on my face. Love you all.
Holy shit you're back. I found this channel about a year ago and watched every single one of your videos, it's amazing having a channel that really dives into the mechanics of these games rather than just talking about story. So glad you're back. Keep up the awesome work.
You're one of the handful of channels that I will forever stay subbed to because I know I'm going to come back and watch old videos from time to time and I'll definitely want to know if you upload something new, no matter how long it's been since the last one. So just take your time and keep up the good work! Also, I don't even care about Splinter Cell but I came straight here as soon as I got the notification that you put up a new video.
Omg i cant believe it im so happy that you came back I watched all your videos you are one of the only youtuber who create their content around action games and i thought you stopped creating videos I love your videos Thanks for coming back!
@UnBrokenMikrofone , ooh, I'll watch Keanu as Fisher, so long as it's not an action movie and it's actually about being unseen. I don't really trust anyone (but me) to make a good movie, though.
Oh wow this is going to be one of the first comments I'm ever going to write I haven't even started the video yet but I'm just happy that you're back I hope you were doing well
Yeah, SC Conviction was when they pretty much dropped the traditional nonlethal stealth elements in favor of action-based lethal stealth and open combat.
@@ventexovakon2178 Right, I knew that. Blacklist was when they tried to fix the flaws of Conviction, and I'd say they definitely compensated for the most part. Earning Ghost certifications for levels on the highest difficulty, Perfectionist, absolutely hit the perfect sweet spot that bridged Conviction and the older games.
Yeah, TurboButton returns! Just wanted to say, thanks for the God Hand video. I played it because of you and Sseth, and now it's one of my favorite games of all time.
he definetly sounds like him sometimes(especially with referencing god hand), but he still delivers a much denser more focused analysis than the gamingbrit.
Just replayed the first three games, and man, they're still so much fun, no matter how clunky at times. That purer stealth experience is sadly lacking in todays market. Guns and explosions sell baby, that's why the pure light and shadow stealth experience for splinter cell is most likely dead. I fear that even if they do bring it back, they'll bastardise it somehow, this is Ubisoft we're talking about.
Finally! One of my favourite youtubers made a come back and boi, he did it with a bang. I've been hardcore SC fan for years. Now lemme cut the chit-chat and roll over my fare share of thoughts. Firstly, i agree pretty much on everything you've statied about the SC's reverse evolution, so to speak. Blacklist was an incredible game, but it is surelly still too plain safe in many aspects. I actually think that this franchise should take notes from the MGS: Ground Zeroes level design approach, but with more focus on infiltrating enemy buildings. Imagine, if you can start a mission by sea like in next-gen Double Agent! Guards are scouting the area for any intruders on their boats and you need to constantly avoid a light from a lighthouse, but water takedowns are still at your disposal. SC has been always giving so much moves for player, but they were restricted by the level design alone: iconic split-jump can be useful approximately 1-2 times for the whole game, optional interrogations point out exact spots for supplies, cool 360 degree shooting from a rope from next-gen SCDA is useful one time. The main issue with the SC series, despite it's perfect gameplay, is it's limitation, getting rid of it can make this franchise a trully perfect open-ended stealth-game like Thief 2. But oh well, we got new hobo Fisher DLC in Tom Clancy's Fortnite.
As someone who uploaded one of the biggest "no traces" runs of the game you have no idea how much it means to me that someone would make this. Thank you.
It's good to have an option to go "boom boom bang bang" for people who like this style in Blacklist, but I personally really struggle with it. Maybe I'm just suck at it, but Fisher dies after 2-3 shot even with the best armor. Cover system can help, but unless I'm hide somewhere out of reach, I have no time regenerate health. Doesn't help that enemies now have some basic tactics to deal with cover system and will actually tries to cooperate when fighting you. About the subject. There is one thing I came to realise when I recently for the first time played Hitman Absolution. Stealth games not by series, but as genre in general can't be everything at the same time. It was refreshing for when guard in Hitman Absolution didn't automatically attacked me and alarmed other guards around. I always wished for any Splinter Cell's guards to react if you shoot their legs or hands like in MGS2 or be able to hold them by pointing gun at them. For MGS I liked to have a crouch walk and more realistic guard behavior. There's really no ultimate stealth game that have absolutely every mechanics to cover every playstyle. Currently Splinter Cell sits in such position where Ubisoft can either try to make a game that combine best elements from Blacklist and Chaos Theory and try to create entirely new Splinter Cell game with new mechanics which hopefully will resemble the best parts of previous games.
Personally, I think Ghost Recon: Future Soldier came close to merging both styles. If Ubisoft would add awareness to light and sound like in Chaos Theory, didn't design the levels with that sync shot mechanic in mind and add basic parkour (hanging from ledges, crawling through vents, using pipes etc.), it could be a great stealth and not half-bad action game. But I understand your grivances.
Makes me smile seeing how many people are just absolutely excited about a new video from you, even after 2 years, these lads are still sticking around. And it seems the wait was well worth it :) Hope you’re doing well Turbo
Nice video. I definitely disagree on quick saves being bad for the games. It was one of the biggest things I disliked about Blacklist. You can just choose to use them less often. The bank and Site F are two of my favorite Splinter Cell missions of all time. I've pretty much given up on another new Splinter Cell ever being released. It's hard to believe there's been almost as much time since Blacklist as the time span between the first game and Blacklist.
I just want Amon Tobin's Atmospheric Music, Michael Ironside's dry humor, likable guards who were basically working 9 to 5 jobs, and the light/darkness meter to come back so I can be two inches in front of a guard who is squinting to look for me. I like how slick Blacklist feels to control, but the tone is off. Sam Fisher became commander Shepard, and the guards are generic irredeemable hostage-killing water-poisoning crooks, so there is no reason to be nonlethal about it.
Blacklist claimed to have three playstyles to master but it is not so. There are three loadouts to collect. - Stealth is not a skill, it's a stat and you need the ugly plastic ghillie suit to sneak around, on top of not being able to master timing because some moron decided to add rotating scenarios on checkpoint and not on playthrough. The stat isn't even maxed out, probably to "keep it fair" but "stealth = crouching" is so broken it's not even fun. You get the best stealth suit by playing the toughest stealth missions, which you wont play again because why tf would you? The crossbow is OP AF, noise makers, emp, shockers **AND** sleeping gas? Also getting "ghost" points for knocking everyone out? Why? - Panther is clearly the intended way to play, it is encouraged from the get go and pretty much every tool at your disposal points you that way, except that unless you are going for crazy arbitrary combos, there is no need to rush and once again there are clear items and weapons that you **need** to play this way. A silenced sniper and the prototype pistol, occasionally the SC-4000 is good but the snipers one hit the heavies. "Mark and play for me" gets refilled with gun kills as well as melee, making the high risk, high reward scenario non-existent. You re-purpose the best stealth suit for panther. - Assault is broken af, instant detection(not alarmed state) down to coordinates, on gunshot. Did you kill the only witness? To bad mate, ten guards are on the way to shoot up at the balcony from which you were hanging while pointing a pistol to your lower left. Yet again, your gear is predetermined. There is only one assault pistol. The assault suit(highest armor rating) is unlocked by playing a horde mode... in a stealth game. Absurd amount of lethal "gadgets"(sticky cam, drone, mines, frag grenades, incendiaries). Mark and play for me. Dumbing down of hip fire, which was reliable in Conviction because C.A.R system a.k.a John Wick grip. All of the other gear wont be touched, ever. I have yet to get a single kill with any of the shotguns or any of the Black Market guns because why would I handicap myself when I can use the best stats- I mean, "master" a playstyle.
Higher difficulties in SCCT have a lower detection threshold for detecting Sam in darker, but not completely dark lighting- and also longer distances for sight as well.
I can't state this enough, playing Watch Dogs 2 felt like playing Blacklist. Ghosting one of the main missions with effectively using my gadgets was one of the most satisfying things in 2017 for me. Give it a try, and do a gadgets only playthrough.
By the way, you'll be glad to know that Watch Dogs: Legion development is lead by Clint Hocking - Chaos Theory's creative director, lead level designer and writer, and the guy who designed Chaos Theory's Bank - Mathieu Berube - is Legion's lead game designer.
@@KenTWOu So Ubisoft wastes their talents on a GTA game with one-button hacking mechanic instead of letting them make a proper Splinter Cell game. Disappointing, but not suprising.
@@Ziomaletto First of all, Clint Hocking (Chaos Theory creative director) once said that he don't want to make another Splinter Cell, he won't be able to make a better game than Chaos Theory, that's why he did Far Cry 2, Legion, and now he's working on Assassin's Creed Hexe. Second, as a stealth game Watch Dogs: Legion is absolutely fantastic because of multiple reasons. The most important one is enemies don't pull out guns first, so it you holster your weapon they'll use against you melee combat only. That makes the game more like a stealth with occasional H2H combat rather then a cover based shooter as soon as you failed at stealth. Only a guard who notices you knows about you, not all of them magically like in WD2. By the way, even if that guard loses patience and decides to start shooting at you, you can hack his gun. Because you're playing as a team of characters you can literally die in the game, which makes its stealth way, way more thrilling and rewarding (especially on Resistance difficulty) than in WD1,2 or any other Splinter Cell game, where your death means nothing. The point is Watch Dogs: Legion brought new really cool and exciting ideas to the stealth genre. The next Splinter Cell won't be able to do that, because they're too afraid to alienate fans even more. That's why right now they're doing the safest thing possible - a remake of original Splinter Cell instead of a completely new game.
3:18 Im surprised they didnt give the player a button that would instantly headshot all enemies on the map, through walls, with tranq darts, out of a completely silent weapon Blech
Funny enough Double Agent PC added back airfoils only stunning enemies if it hits their body. But besides that I would hardly say Choas Theory is more streamlined compared to the first two. But airfoils and shockers are way too overpowered, mainly cause they don't make enough noise.
Great to see you back! On the subject of saving killing tension, I really like Hitman/2's Professional/Master Mode system - you get one save in the level, anywhere you want. That allows a compromise between endlessly repeating the same sequence of gameplay, and allowing you to dumbluck your way through the level with infinite saves. I'd really like to see other games incorporate a similar system, even if just as a challenge mode like with Hitman. Otherwise it might make the games less accessible, and I'm fine with activating the extra hardcore mode to appease my stealth masochism.
What you said about Chaos theory difficulty just changing the amount of damage taken isn't true, a see a lot o people making the same mistake. Normal and hard pretty much just changes the amount damage taken, but on expert mode enemies become more aware, they can hear you from really far away and you must be always in pitch black dark on the bottom of the visibility gauge.
Speaking of Stealth Games, one series I feel does not get enough attention (and is "deader" than Splinter Cell) is Tenchu. I figured it would start getting attention when Sekiro came out, but it feels like the world doesn't even know that Tenchu inspired so much of that game. Like, I feel like people know more about King's Field than Tenchu. I miss stealth games, but it feels like their legacy has slipped into the shadows.
I think the latest Hitman reboot games do a good job regarding quicksaves vs checkpoints. It's all in the difficulty: you play on lower difficulties, which have quicksaves to let you experiment to your heart's desire. And each level/segment is self-contained, so you don't have to feel bad about mistakes made in previous levels. If you finally feel hardcore enough, you raise the difficulty to remove quicksaves (I'm not sure if checkpoints exist at this stage, though, since I don't have any of the games, sadly).
Splinter Cell lost it's pizzazz when it stopped having cool subtitles like "Pandora Tomorrow" and "Chaos Theory" and went with generic titles like "Double Agent", "Conviction", and "Blacklist"(though Blacklist was actually really good gameplay wise imo).
9:05 That is actually incorrect. Higher difficulty has a massive effect on enemies On normal, being anywhere within the first quarter of the detection will make you invisible, but on expert, if it's not hugging the very bottom, enemies will "notice" you, getting suspicious. Since its very easy to make them suspicious then, you will yave some enemies permanently semi-alert, making life...hard
23:42 yes, i totally agree with that all and the silly Snake's gone line, mostly I can say they're puppeteering Tom Clancy by slapping his name on their multiplayer, online only corporate greedy cash grabs of software.
Conviction gave us 8 stages (12 with dlc) and 3 or 4 sections each. All of which could be played solo or co-op in any mode such as infiltration, Hunter, Last Stand, etc. Not to mention a co-op campaign on top of the single player story mode. That is what I want and also why blacklist was so disappointing. Very few options for co-op, like two stages each that could only be played one way. It had souch less replay value than conviction. Me and a friend played conviction on and off for about a years. My daughters played it religiously for a few years lol.
In Chaos Theory/ Last-gen at least Double agent, Guards do actually get better vision/eyesight on the Expert Difficulty, basically any light at all on the meter makes Sam easy to see at close range, also at least one version of Double Agent actually has Ring-Air foil rounds function like in the first two games. I do agree that Expert should have just had only one Alarm stage, it's seriously hard to get the alarm stage to 4 even if you're trying in certain stages.
Turbo, I think you might want to try the Thief games out (except the reboot, of course, but I only played the first two), since they kind of have what you want, on harder difficulty levels enemies are much more numerous and you have to complete more objectives per mission, and killing any human being gives you an instant game over on Expert, encouraging you to either knock everyone out cold or ghost the entire level. And speaking of levels, they have a lot of emphasis on verticality thanks to Rope Arrows that stick to literally any wooden surface, meaning you can be an absolute madlad and throw a wood box on top of a metallic/stone ledge above you, stick a rope arrow on that box it and climb it, those games give you a ton of freedom on how you approach those objectives. They still have quicksaves though, so it may not satisfy your StealthMaster boner.
Dude that sentence is just a setup for me to immediately say how I was wrong for assuming you can't go through the main entrance! Also, there's a reason I mentioned "if he sees something suspicious before checking it out". Seems that guard is programmed a little differently to most others in that if you try and lure him (sticky cam noise, whistling etc) he actually has to hit the button and close the doors before he investigates it, so you can't get through the doors without either letting him spit you as you sprint past or knocking him out.
unpopular opinion; I wouldn't call Kojima a "legendary" director at least in the sense of his stories. The dude simply doesn't know what the term "PACING" means. or "SHOW DON'T TELL", or "LESS IS MORE."
with blacklist, the ending basically sucks, why give downed dude the rifle? keep it and make sure the bastid is captured. shot to knee.. the blah blah reminded me of ending of conviction more blah blah..
A bit of an aside and I might be wrong but Splinter Cell was the first game in 3rd person view that had direct camera control via the right analogue stick and player movement via the left analogue stick.
See my video of Kobin's Mansion to see why the cover system is not important in the more recent Splinter Cell games. In fact, it's so sticky and unpredictable, I ended up avoiding it like the plague so I don't get pulled towards a wall that leads into the line of fire rather than away from it
I never bother to comment on videos but I’m super glad to see your video back. You and whitelight are the best videos on UA-cam. Hope you keep uploading :)
You have good points, but something i disagree is the need to get rid of quick saves. Or anything else that makes the game easier in a non-intrusive way. Chosing an easier difficulty, or being able to quick load after mistake is optional after all, so there's really no need to get rid of those. I understand why locking game in a certain difficulty or limiting those options works, but i also believe that people should be able to enjoy games in whatever way they prefer.
Bloody hell! I finally finished the original Splinter Cell two years ago. I was surprised to hear they used such an awful mechanic to trigger alarms (the invisible boundary), but some of my failures really make sense now. I agree it has untapped potential, but Chaos Theory is really hard to surpass - it's still an exemplary game in its genre. I doubt a big publisher like Ubi will want to approach it again though, it's probably too hardcore for a mainstream market (even streamlined as it is which you mentioned); games today expect a combination of stealth and action. I do have hope for the indie space though which is doing more and more sophisticated 3D games.
The whole zeitgeist around stealth changed after Chaos Theory. We even got the grandfather of gadget stealth 007 replaced with parkour Daniel Craig in Casino Royale. I'm hoping both Theif and Splinter Cell will return to what made them popular but I can't see Sam returning without Michael Ironside.
I never played the PC version of Splinter Cell but I do remember that the saving mechanic feeling more punishing and therefore created more tension on the console version. One of the later levels was almost rage quit inducing how far back it would make you restart from. I believe it's when you're trying to sneak into one of the CIA buildings. I feel like Splinter Cell with save scumming takes an awful lot out of the experience.
Hot take: I wish Splinter Cell Blacklist would stop capturing so much flak. Is it the best Splinter Cell? No, Chaos Theory still is. But is it the worst? Absolutely not. Hell, it's arguably the best Splinter Cell since Chaos Theory. It's a huge improvement over Conviction and Double Agent (version 1). It provides more freedom of choice to approach levels, than most other games in the series. The level design and A.I. are still extremely impressive. I love the first two Splinter Cells, but let's face it. They were WAY too linear, and FAR too trial-and-error heavy. They didn't allow the player to have the freedom to experiment, like you would in other stealth games (Thief, MGS, Hitman, Tenchu, etc.). Splinter Cell Blacklist is a really underrated and awesome game. You guys can send you hate flame replies.
Totally agree. When Blacklist is just giving you uninterrupted stealth, it's really great stuff, only let down my the streamlining of mechanics making it a little tempting to go guns blazing. Honestly most of Blacklist's faults as a Splinter Cell come down to its extraneous stuff like the tone and characters being way off, or the fairly frequent interruptions with setpieces or cutscenes. If it was just the actual stealth sequences and had the charm of Chaos Theory it'd be pretty sick.
There's a video I remember praising alot from a very small youtube channel that covered alot of issues plaguing SC BL's reputation. Like how a binary light and dark system is bad because of how inconsistent it is with whether you're truly hidden or not. This was never an issue with the older games brightness meter. Found it have a look if you're curious. Granted this is the xbox version of the title I don't know if patches addressed some of the issues found in this video > ua-cam.com/video/_ZkIuF4HNYs/v-deo.html
Blacklist is not better than double agent, conviction maybe. And honestly in hindsight, conviction was a good game just not a good splinter cell game. Also blacklist had the 2nd worst arguably worst splinter cell multiplayer and definitely the worst spies vs mercs.
This is the absolute BEST overview I've ever seen of the Splinter Cell series. Even tho Chaos Theory is GOAT, I do appreciate you criticism to some of the flaws that the series could have perfected. A hard-core mode, with no quick save, 1 alarm puts guards into full alert with reinforcments, and adjusted gadget functionality, BOOM, borderline perfection. I think that, plus making the story and each level connected, where you can fail the missions, and it's not game over, but rather influences how the rest of the game progresses, would be the perfect game. Every action or failed action would change the out come, giving the game much more replay ability. And of course, the ultimate goal and achievement would be a full ghost play thru, no detection, no restarts. And also, Blacklist was good, but I agree with the streamlining impacted the VIBE that being a Splinter Cell had. But it was a good game. I think it's time for a new protagonist, that might have been the most off putting part. Having new mechanics, with a new generation of Splinter Cells, I think would have gone over much better.
Imagine a Splinter Cell game that fully utilizes the power of Ray Tracing? Like a technology built on light and a game series built on light. It would be amazing.
Airfoil rounds? You should have used sticky cameras to bounce off enemies heads as they're reusable, at least from a certain range. Seriously, though, good to see another one of your videos. Nice timing for me too, as I'm replaying all the Splinter Cell games on Xbone BC. Going thru both versions of Double Agent now. One thing that really annoyed me in the newer Splinter Cells, is that it seemed like the area that an interactable item gets activated is much larger than before and sometimes competes with others. A lightswitch next to a door or window can seem like a gamble which one will activate, especially at the highspeed the games seems to be meant to be played in. That, the mark & execute, jump prompts instead of actual jumps, and the aim-assist kind of make them feel like games that are playing themselves. Which kinda feels like the way Ubisoft was moving towards many of their games in the 7th gen.
So good to see you back. I found that I only started properly enjoying Blacklist when I started playing it as a sort of stealth platformer? like it felt in closer to Prince of Persia 3 than any splinter cell game from that same era. Lots and lots of verticality and solid options for finding parkour routes around enemy encounters rather than directly engaging with them. Honestly, it wasn't a bad game at all, I think it's just that Ubisoft's weirdly pro-war approach to war stories was REALLY starting to get quite unpleasant. Also I know this is petty but I never got over the new voice actor.
This is what i want most in a new splinter cell. You become the ghost no bodies. I want all the mechanics of chaos theory fleshed out properly and at least the graphics of black list, also the verticality of black list with similar level design to chaos theory. A few different options to handle a mission and a mission fail state like that of chaos theory where it will never just out right say you failed but instead squeeze you more and more as more dead bodies keep being left behind making it harder to complete the mission and hopefully the people you talk to during your missions can get noticeably angry angry at you when you are careless with your stealthiness. This is why we need a new splinter cell game. Also I don’t mind the cover to cover system in blacklist too much at least on the rolling around. That could be made reminiscent to deus ex HR. And then you could have a third state like in mgs where you can get on your stomach and slowly but very quietly move to certain parts of cover. And rolling into adjacent cover.
I love how Turbo honestly criticizes Blacklist for its janky and oversimplified mechanics. Especially to the point of taking away all the originally good mechanics like the light gradient and mostly-nighttime missions. I have Blacklist and hate it with a passion for being everything SC isn't supposed to be. Third person shooting with cover is just lame, and so is the lack of scroll-wheel for variable speeds. It has its moments, and I liked those moments, but the overall sum experience is not favorable to me. No, it's not a crappy game as a whole. But yes, it's an awful SC game. If I wanted to play a third person stealth game with plenty of options and guns but isn't SC, I'd play a Metal Gear game.
Quite a few of Blacklist's missions are night time though. London mill, Paraguayan estate, Guantanamo bay, Iranian embassy, Denver airport bunker, Chicago water plant, Louisiana natural gas terminal.
Ashley Thomas The problem with the night missions in Blacklist was that the flaring lights on Sam’s back were totally misleading. If those lights flared, then theoretically, he’d be completely in the shadows and invisible. But I’ve had far too many inconsistency issues where the game was telling me that Sam was in the dark but enemies still saw him anyway. This issue didn’t pop up in Conviction, despite sharing the same engine.
@@TrueMentorGuidingMoonlight I haven't played Conviction so I can't comment on that but I would've preferred the old light and sound meter to be present in Blacklist, yeah.
On chaos theory bank level, there are actually 3 routes for entry instead of 2, besides front door and roof, there is actually a back door on the right side of the bank(I think its on the same path if you want to take the roof route)
Correct me if I'm wrong here but the fire escape (which is what I assume you mean here) right next to the ladder leading to the roof can actually only be used to leave the bank, rather than enter it. I think it's the only (?) one-way door in the game.
Hope you enjoy this one, guys! Thought it might be fun to just post a video out of nowhere after so long.
As usual, for all $1 Patrons I have some "Additional Notes" you can read on my Patreon. This one is a little longer than most but as always is largely about extraneous stuff like the story, tone and soundtrack. Just loose thoughts that would drag down the pace or completely change the topic of the video but still stuff you might enjoy. As I said, this video was something I had said I'd do as a Patreon goal waaayyyy back, so I'm overdue on this. Big thanks to all the Patrons who helped me reach that goal in the first place, you guys rock.
Plus a big thanks to all you subscribers who stuck around with the channel for all this time. Seeing some of the reactions to this surprise has really put a big smile on my face. Love you all.
Holy shit you're back. I found this channel about a year ago and watched every single one of your videos, it's amazing having a channel that really dives into the mechanics of these games rather than just talking about story. So glad you're back. Keep up the awesome work.
You're one of the handful of channels that I will forever stay subbed to because I know I'm going to come back and watch old videos from time to time and I'll definitely want to know if you upload something new, no matter how long it's been since the last one. So just take your time and keep up the good work!
Also, I don't even care about Splinter Cell but I came straight here as soon as I got the notification that you put up a new video.
Omg i cant believe it im so happy that you came back
I watched all your videos you are one of the only youtuber who create their content around action games and i thought you stopped creating videos
I love your videos
Thanks for coming back!
Oi Sam's not dead they just added him to Siege, so potential game soon?? maybe
My dad was a gay man who loved Mexicans
Turbo Button only returned because he found a way to cram God Hand into another video.
lol how funny would if there was a series which is solely focused on "how ___ is like god hand"?
I knew I wasn't subbed to a dead account.
Holy crap, just subbed to you a couple weeks ago, hoping you’d return some day. What a surprise!
Thank u based Charlie for single-handedly bringing our boi back.
The return of the king
Metal gear?
" He played us like a damn fiddle!"
You jinxed it
.
They turned my boy into John Wick when all I wanted was more Chaos Theory.
They were good games, but they weren’t good Splinters Cell games.
@UnBrokenMikrofone , ooh, I'll watch Keanu as Fisher, so long as it's not an action movie and it's actually about being unseen. I don't really trust anyone (but me) to make a good movie, though.
@@Jay_Sullivan
And with your extensive and popular catalog of movies, I don't trust you either.
@@EnLaMatrix1 , that's fine, but that lack of faith is why we'll never have a great SC movie.
Oh wow this is going to be one of the first comments I'm ever going to write I haven't even started the video yet but I'm just happy that you're back I hope you were doing well
You're due for an upload. Every two years
Hey, to be fair Sam Fisher was doing the whole John Wick thing before John Wick even was a thing.
Yeah, SC Conviction was when they pretty much dropped the traditional nonlethal stealth elements in favor of action-based lethal stealth and open combat.
@@NexusKin Bruh. Blacklist. Literally get the most points for being non-lethal and straight up ignoring enemies.
@@ventexovakon2178 Right, I knew that. Blacklist was when they tried to fix the flaws of Conviction, and I'd say they definitely compensated for the most part. Earning Ghost certifications for levels on the highest difficulty, Perfectionist, absolutely hit the perfect sweet spot that bridged Conviction and the older games.
Yeah, TurboButton returns! Just wanted to say, thanks for the God Hand video. I played it because of you and Sseth, and now it's one of my favorite games of all time.
Did Turbo always talk like The Gaming Brit? It's been too long, I don't remember.
he definetly sounds like him sometimes(especially with referencing god hand), but he still delivers a much denser more focused analysis than the gamingbrit.
people are easily influenced. but as far as I can remember, yea.
Just replayed the first three games, and man, they're still so much fun, no matter how clunky at times. That purer stealth experience is sadly lacking in todays market. Guns and explosions sell baby, that's why the pure light and shadow stealth experience for splinter cell is most likely dead. I fear that even if they do bring it back, they'll bastardise it somehow, this is Ubisoft we're talking about.
nice to see you again
Finally! One of my favourite youtubers made a come back and boi, he did it with a bang. I've been hardcore SC fan for years. Now lemme cut the chit-chat and roll over my fare share of thoughts.
Firstly, i agree pretty much on everything you've statied about the SC's reverse evolution, so to speak. Blacklist was an incredible game, but it is surelly still too plain safe in many aspects. I actually think that this franchise should take notes from the MGS: Ground Zeroes level design approach, but with more focus on infiltrating enemy buildings. Imagine, if you can start a mission by sea like in next-gen Double Agent! Guards are scouting the area for any intruders on their boats and you need to constantly avoid a light from a lighthouse, but water takedowns are still at your disposal. SC has been always giving so much moves for player, but they were restricted by the level design alone: iconic split-jump can be useful approximately 1-2 times for the whole game, optional interrogations point out exact spots for supplies, cool 360 degree shooting from a rope from next-gen SCDA is useful one time. The main issue with the SC series, despite it's perfect gameplay, is it's limitation, getting rid of it can make this franchise a trully perfect open-ended stealth-game like Thief 2. But oh well, we got new hobo Fisher DLC in Tom Clancy's Fortnite.
As someone who uploaded one of the biggest "no traces" runs of the game you have no idea how much it means to me that someone would make this.
Thank you.
It's good to have an option to go "boom boom bang bang" for people who like this style in Blacklist, but I personally really struggle with it. Maybe I'm just suck at it, but Fisher dies after 2-3 shot even with the best armor. Cover system can help, but unless I'm hide somewhere out of reach, I have no time regenerate health. Doesn't help that enemies now have some basic tactics to deal with cover system and will actually tries to cooperate when fighting you.
About the subject. There is one thing I came to realise when I recently for the first time played Hitman Absolution. Stealth games not by series, but as genre in general can't be everything at the same time. It was refreshing for when guard in Hitman Absolution didn't automatically attacked me and alarmed other guards around. I always wished for any Splinter Cell's guards to react if you shoot their legs or hands like in MGS2 or be able to hold them by pointing gun at them. For MGS I liked to have a crouch walk and more realistic guard behavior. There's really no ultimate stealth game that have absolutely every mechanics to cover every playstyle.
Currently Splinter Cell sits in such position where Ubisoft can either try to make a game that combine best elements from Blacklist and Chaos Theory and try to create entirely new Splinter Cell game with new mechanics which hopefully will resemble the best parts of previous games.
Personally, I think Ghost Recon: Future Soldier came close to merging both styles. If Ubisoft would add awareness to light and sound like in Chaos Theory, didn't design the levels with that sync shot mechanic in mind and add basic parkour (hanging from ledges, crawling through vents, using pipes etc.), it could be a great stealth and not half-bad action game. But I understand your grivances.
Makes me smile seeing how many people are just absolutely excited about a new video from you, even after 2 years, these lads are still sticking around. And it seems the wait was well worth it :)
Hope you’re doing well Turbo
Bro I legit GASPED I thought I was hallucinating. Welcome back
New Turbo and Pokey in the same week this is getting scary
Also DemoD coming back earlier this year
@@Finalblue1234 Inactive accounts coming out of graves
Nice video. I definitely disagree on quick saves being bad for the games. It was one of the biggest things I disliked about Blacklist. You can just choose to use them less often. The bank and Site F are two of my favorite Splinter Cell missions of all time.
I've pretty much given up on another new Splinter Cell ever being released. It's hard to believe there's been almost as much time since Blacklist as the time span between the first game and Blacklist.
It would be really cool to watch a video from you talking about DMC 5. Your content is great
To be fair the airfoil round will cause the around enemies to go into full alert and start shooting you, while the sticky shocker is completely silent
I just want Amon Tobin's Atmospheric Music, Michael Ironside's dry humor, likable guards who were basically working 9 to 5 jobs, and the light/darkness meter to come back so I can be two inches in front of a guard who is squinting to look for me.
I like how slick Blacklist feels to control, but the tone is off. Sam Fisher became commander Shepard, and the guards are generic irredeemable hostage-killing water-poisoning crooks, so there is no reason to be nonlethal about it.
Blacklist claimed to have three playstyles to master but it is not so. There are three loadouts to collect.
- Stealth is not a skill, it's a stat and you need the ugly plastic ghillie suit to sneak around, on top of not being able to master timing because some moron decided to add rotating scenarios on checkpoint and not on playthrough. The stat isn't even maxed out, probably to "keep it fair" but "stealth = crouching" is so broken it's not even fun. You get the best stealth suit by playing the toughest stealth missions, which you wont play again because why tf would you? The crossbow is OP AF, noise makers, emp, shockers **AND** sleeping gas? Also getting "ghost" points for knocking everyone out? Why?
- Panther is clearly the intended way to play, it is encouraged from the get go and pretty much every tool at your disposal points you that way, except that unless you are going for crazy arbitrary combos, there is no need to rush and once again there are clear items and weapons that you **need** to play this way. A silenced sniper and the prototype pistol, occasionally the SC-4000 is good but the snipers one hit the heavies. "Mark and play for me" gets refilled with gun kills as well as melee, making the high risk, high reward scenario non-existent. You re-purpose the best stealth suit for panther.
- Assault is broken af, instant detection(not alarmed state) down to coordinates, on gunshot. Did you kill the only witness? To bad mate, ten guards are on the way to shoot up at the balcony from which you were hanging while pointing a pistol to your lower left. Yet again, your gear is predetermined. There is only one assault pistol. The assault suit(highest armor rating) is unlocked by playing a horde mode... in a stealth game. Absurd amount of lethal "gadgets"(sticky cam, drone, mines, frag grenades, incendiaries). Mark and play for me. Dumbing down of hip fire, which was reliable in Conviction because C.A.R system a.k.a John Wick grip.
All of the other gear wont be touched, ever. I have yet to get a single kill with any of the shotguns or any of the Black Market guns because why would I handicap myself when I can use the best stats- I mean, "master" a playstyle.
Higher difficulties in SCCT have a lower detection threshold for detecting Sam in darker, but not completely dark lighting- and also longer distances for sight as well.
I can't state this enough, playing Watch Dogs 2 felt like playing Blacklist.
Ghosting one of the main missions with effectively using my gadgets was one of the most satisfying things in 2017 for me.
Give it a try, and do a gadgets only playthrough.
By the way, you'll be glad to know that Watch Dogs: Legion development is lead by Clint Hocking - Chaos Theory's creative director, lead level designer and writer, and the guy who designed Chaos Theory's Bank - Mathieu Berube - is Legion's lead game designer.
@@KenTWOu thank you for this info!
If they use the Watch Dogs Legion engine on a Reboot of the series that would be cool.
@@KenTWOu So Ubisoft wastes their talents on a GTA game with one-button hacking mechanic instead of letting them make a proper Splinter Cell game. Disappointing, but not suprising.
@@Ziomaletto First of all, Clint Hocking (Chaos Theory creative director) once said that he don't want to make another Splinter Cell, he won't be able to make a better game than Chaos Theory, that's why he did Far Cry 2, Legion, and now he's working on Assassin's Creed Hexe.
Second, as a stealth game Watch Dogs: Legion is absolutely fantastic because of multiple reasons. The most important one is enemies don't pull out guns first, so it you holster your weapon they'll use against you melee combat only. That makes the game more like a stealth with occasional H2H combat rather then a cover based shooter as soon as you failed at stealth. Only a guard who notices you knows about you, not all of them magically like in WD2. By the way, even if that guard loses patience and decides to start shooting at you, you can hack his gun. Because you're playing as a team of characters you can literally die in the game, which makes its stealth way, way more thrilling and rewarding (especially on Resistance difficulty) than in WD1,2 or any other Splinter Cell game, where your death means nothing.
The point is Watch Dogs: Legion brought new really cool and exciting ideas to the stealth genre. The next Splinter Cell won't be able to do that, because they're too afraid to alienate fans even more. That's why right now they're doing the safest thing possible - a remake of original Splinter Cell instead of a completely new game.
Imagine the amazing potential of the amazing raytracing technology of light and sound in Unreal Engine 5 and the new hardware of next gen.
I was thinking about that, but I don’t know that it will help the gameplay.
3:18 Im surprised they didnt give the player a button that would instantly headshot all enemies on the map, through walls, with tranq darts, out of a completely silent weapon
Blech
Chaos Theory is still my favorite stealth game of all time...still not sure why I havent bought it again lol
Funny enough Double Agent PC added back airfoils only stunning enemies if it hits their body.
But besides that I would hardly say Choas Theory is more streamlined compared to the first two.
But airfoils and shockers are way too overpowered, mainly cause they don't make enough noise.
11:15 To be fair a hacking mini game is harder when you hack it remotely, it gives you less time and fewer locks.
And Turbo button returns to the shadows again lol.
Look who is back! At least a nice thing happened today
"I'm talking about godhand again" literally 2 years ago
Great to see you back!
On the subject of saving killing tension, I really like Hitman/2's Professional/Master Mode system - you get one save in the level, anywhere you want.
That allows a compromise between endlessly repeating the same sequence of gameplay, and allowing you to dumbluck your way through the level with infinite saves.
I'd really like to see other games incorporate a similar system, even if just as a challenge mode like with Hitman. Otherwise it might make the games less accessible, and I'm fine with activating the extra hardcore mode to appease my stealth masochism.
What you said about Chaos theory difficulty just changing the amount of damage taken isn't true, a see a lot o people making the same mistake. Normal and hard pretty much just changes the amount damage taken, but on expert mode enemies become more aware, they can hear you from really far away and you must be always in pitch black dark on the bottom of the visibility gauge.
Brilliant, had a feeling this channel wouldn't die. Hopefully it stays that way, but thanks for this new video at least
Speaking of Stealth Games, one series I feel does not get enough attention (and is "deader" than Splinter Cell) is Tenchu. I figured it would start getting attention when Sekiro came out, but it feels like the world doesn't even know that Tenchu inspired so much of that game. Like, I feel like people know more about King's Field than Tenchu.
I miss stealth games, but it feels like their legacy has slipped into the shadows.
That was an unexpected notification, damn. Welcome back!
Ubi should learn from Hitman reboot
I think the latest Hitman reboot games do a good job regarding quicksaves vs checkpoints. It's all in the difficulty: you play on lower difficulties, which have quicksaves to let you experiment to your heart's desire. And each level/segment is self-contained, so you don't have to feel bad about mistakes made in previous levels. If you finally feel hardcore enough, you raise the difficulty to remove quicksaves (I'm not sure if checkpoints exist at this stage, though, since I don't have any of the games, sadly).
Turbo returning is a step in the right direction to this disastrous year we've had.
Damn Blacklist still kickin nice visuals even in 2020, for momemt i thought the footage was just promotional material
That Amon Tobin soundtrack stays unmatched as of 2020
Splinter Cell lost it's pizzazz when it stopped having cool subtitles like "Pandora Tomorrow" and "Chaos Theory" and went with generic titles like "Double Agent", "Conviction", and "Blacklist"(though Blacklist was actually really good gameplay wise imo).
Please come back
9:05
That is actually incorrect. Higher difficulty has a massive effect on enemies
On normal, being anywhere within the first quarter of the detection will make you invisible, but on expert, if it's not hugging the very bottom, enemies will "notice" you, getting suspicious. Since its very easy to make them suspicious then, you will yave some enemies permanently semi-alert, making life...hard
Aifoil rounds also dont KO in the chest btw
23:42 yes, i totally agree with that all and the silly Snake's gone line, mostly I can say they're puppeteering Tom Clancy by slapping his name on their multiplayer, online only corporate greedy cash grabs of software.
I wish you'd return again, I really love your videos on Game Design. Hope everything's alright
Conviction gave us 8 stages (12 with dlc) and 3 or 4 sections each. All of which could be played solo or co-op in any mode such as infiltration, Hunter, Last Stand, etc. Not to mention a co-op campaign on top of the single player story mode. That is what I want and also why blacklist was so disappointing. Very few options for co-op, like two stages each that could only be played one way. It had souch less replay value than conviction. Me and a friend played conviction on and off for about a years. My daughters played it religiously for a few years lol.
In Chaos Theory/ Last-gen at least Double agent, Guards do actually get better vision/eyesight on the Expert Difficulty, basically any light at all on the meter makes Sam easy to see at close range, also at least one version of Double Agent actually has Ring-Air foil rounds function like in the first two games.
I do agree that Expert should have just had only one Alarm stage, it's seriously hard to get the alarm stage to 4 even if you're trying in certain stages.
Turbo, I think you might want to try the Thief games out (except the reboot, of course, but I only played the first two), since they kind of have what you want, on harder difficulty levels enemies are much more numerous and you have to complete more objectives per mission, and killing any human being gives you an instant game over on Expert, encouraging you to either knock everyone out cold or ghost the entire level.
And speaking of levels, they have a lot of emphasis on verticality thanks to Rope Arrows that stick to literally any wooden surface, meaning you can be an absolute madlad and throw a wood box on top of a metallic/stone ledge above you, stick a rope arrow on that box it and climb it, those games give you a ton of freedom on how you approach those objectives. They still have quicksaves though, so it may not satisfy your StealthMaster boner.
17:32 Wrong. There is a button on the front desk next to the pc. Lure the guard away and use it. The door will be open/close then.
Dude that sentence is just a setup for me to immediately say how I was wrong for assuming you can't go through the main entrance!
Also, there's a reason I mentioned "if he sees something suspicious before checking it out". Seems that guard is programmed a little differently to most others in that if you try and lure him (sticky cam noise, whistling etc) he actually has to hit the button and close the doors before he investigates it, so you can't get through the doors without either letting him spit you as you sprint past or knocking him out.
unpopular opinion; I wouldn't call Kojima a "legendary" director at least in the sense of his stories. The dude simply doesn't know what the term "PACING" means. or "SHOW DON'T TELL", or "LESS IS MORE."
with blacklist, the ending basically sucks, why give downed dude the rifle? keep it and make sure the bastid is captured. shot to knee.. the blah blah reminded me of ending of conviction more blah blah..
A bit of an aside and I might be wrong but Splinter Cell was the first game in 3rd person view that had direct camera control via the right analogue stick and player movement via the left analogue stick.
They put him in Siege but took away his cool goggles, probably going to sold back as a 20$ cosmetic.
Love blacklist and chaos theory for sure but they are all good. Blacklist far over conviction.
Splinter cell from chaos theory to blacklist best games ever made except close tie with conker live and reloaded original xbox
i fucking loved chaos theory back in the day! played with a buddy when we both were at the german air force. those where the days.
Glad you're back! And with awesome content as usual, no less!
Just dont make it an open world customise your character rpg and we'll be fine
Did Covid get this guy?
See my video of Kobin's Mansion to see why the cover system is not important in the more recent Splinter Cell games. In fact, it's so sticky and unpredictable, I ended up avoiding it like the plague so I don't get pulled towards a wall that leads into the line of fire rather than away from it
Any problem with dead account can be solved with nercomancy.
Who's here from GMTK?
I never bother to comment on videos but I’m super glad to see your video back. You and whitelight are the best videos on UA-cam. Hope you keep uploading :)
Welcome Back SiR, This is the Time I Need You & you're BACK
I'm so LUCKY
You have good points, but something i disagree is the need to get rid of quick saves. Or anything else that makes the game easier in a non-intrusive way. Chosing an easier difficulty, or being able to quick load after mistake is optional after all, so there's really no need to get rid of those. I understand why locking game in a certain difficulty or limiting those options works, but i also believe that people should be able to enjoy games in whatever way they prefer.
Bloody hell! I finally finished the original Splinter Cell two years ago. I was surprised to hear they used such an awful mechanic to trigger alarms (the invisible boundary), but some of my failures really make sense now.
I agree it has untapped potential, but Chaos Theory is really hard to surpass - it's still an exemplary game in its genre. I doubt a big publisher like Ubi will want to approach it again though, it's probably too hardcore for a mainstream market (even streamlined as it is which you mentioned); games today expect a combination of stealth and action. I do have hope for the indie space though which is doing more and more sophisticated 3D games.
The whole zeitgeist around stealth changed after Chaos Theory. We even got the grandfather of gadget stealth 007 replaced with parkour Daniel Craig in Casino Royale. I'm hoping both Theif and Splinter Cell will return to what made them popular but I can't see Sam returning without Michael Ironside.
I never played the PC version of Splinter Cell but I do remember that the saving mechanic feeling more punishing and therefore created more tension on the console version. One of the later levels was almost rage quit inducing how far back it would make you restart from. I believe it's when you're trying to sneak into one of the CIA buildings. I feel like Splinter Cell with save scumming takes an awful lot out of the experience.
Anyone else notice the ‘Somebody’s Watching Me’ instrumental? Very punny...
When did you start sounding like the gaming brit?
Why did you completly forget Pandora Tomorrow?
My guy I miss you
Was I just not paying attention or was there no mention of Ironside?
He protec
He attack
But most importantly he bac
Surprise, surprise, the king is back!
We didn’t go hollow for nothing guys
so... you kinda want Thief?
Awesome video Jon! Say hi to Martha and the kids for me! Love Jake xx
And when are you also coming back:')
@@730g9 after capitalism ends
HES BACK AFTER 3 YEARS. IVE BEEN REWATCHING ALL YOUR VIDEOS LATELY THIS IS PERFECT TIMING.
Hot take: I wish Splinter Cell Blacklist would stop capturing so much flak.
Is it the best Splinter Cell? No, Chaos Theory still is. But is it the worst? Absolutely not. Hell, it's arguably the best Splinter Cell since Chaos Theory. It's a huge improvement over Conviction and Double Agent (version 1). It provides more freedom of choice to approach levels, than most other games in the series. The level design and A.I. are still extremely impressive. I love the first two Splinter Cells, but let's face it. They were WAY too linear, and FAR too trial-and-error heavy. They didn't allow the player to have the freedom to experiment, like you would in other stealth games (Thief, MGS, Hitman, Tenchu, etc.). Splinter Cell Blacklist is a really underrated and awesome game.
You guys can send you hate flame replies.
Totally agree. When Blacklist is just giving you uninterrupted stealth, it's really great stuff, only let down my the streamlining of mechanics making it a little tempting to go guns blazing. Honestly most of Blacklist's faults as a Splinter Cell come down to its extraneous stuff like the tone and characters being way off, or the fairly frequent interruptions with setpieces or cutscenes. If it was just the actual stealth sequences and had the charm of Chaos Theory it'd be pretty sick.
There's a video I remember praising alot from a very small youtube channel that covered alot of issues plaguing SC BL's reputation. Like how a binary light and dark system is bad because of how inconsistent it is with whether you're truly hidden or not. This was never an issue with the older games brightness meter.
Found it have a look if you're curious. Granted this is the xbox version of the title I don't know if patches addressed some of the issues found in this video > ua-cam.com/video/_ZkIuF4HNYs/v-deo.html
i think that the cover system is what ruined it for me. Hope the new game (if it even exists) use more modern approach to it.
pandora tomorrow is the first splinter cell to give player multiple paths, not every mission but some.
Blacklist is not better than double agent, conviction maybe. And honestly in hindsight, conviction was a good game just not a good splinter cell game. Also blacklist had the 2nd worst arguably worst splinter cell multiplayer and definitely the worst spies vs mercs.
A faint pulse is heard...
He's finally back, to kick some tail!
Forget about Pandora Tomorrow?
This is the absolute BEST overview I've ever seen of the Splinter Cell series. Even tho Chaos Theory is GOAT, I do appreciate you criticism to some of the flaws that the series could have perfected. A hard-core mode, with no quick save, 1 alarm puts guards into full alert with reinforcments, and adjusted gadget functionality, BOOM, borderline perfection. I think that, plus making the story and each level connected, where you can fail the missions, and it's not game over, but rather influences how the rest of the game progresses, would be the perfect game. Every action or failed action would change the out come, giving the game much more replay ability. And of course, the ultimate goal and achievement would be a full ghost play thru, no detection, no restarts. And also, Blacklist was good, but I agree with the streamlining impacted the VIBE that being a Splinter Cell had. But it was a good game. I think it's time for a new protagonist, that might have been the most off putting part. Having new mechanics, with a new generation of Splinter Cells, I think would have gone over much better.
Imagine a Splinter Cell game that fully utilizes the power of Ray Tracing? Like a technology built on light and a game series built on light. It would be amazing.
Airfoil rounds? You should have used sticky cameras to bounce off enemies heads as they're reusable, at least from a certain range. Seriously, though, good to see another one of your videos. Nice timing for me too, as I'm replaying all the Splinter Cell games on Xbone BC. Going thru both versions of Double Agent now. One thing that really annoyed me in the newer Splinter Cells, is that it seemed like the area that an interactable item gets activated is much larger than before and sometimes competes with others. A lightswitch next to a door or window can seem like a gamble which one will activate, especially at the highspeed the games seems to be meant to be played in. That, the mark & execute, jump prompts instead of actual jumps, and the aim-assist kind of make them feel like games that are playing themselves. Which kinda feels like the way Ubisoft was moving towards many of their games in the 7th gen.
So good to see you back.
I found that I only started properly enjoying Blacklist when I started playing it as a sort of stealth platformer? like it felt in closer to Prince of Persia 3 than any splinter cell game from that same era. Lots and lots of verticality and solid options for finding parkour routes around enemy encounters rather than directly engaging with them. Honestly, it wasn't a bad game at all, I think it's just that Ubisoft's weirdly pro-war approach to war stories was REALLY starting to get quite unpleasant. Also I know this is petty but I never got over the new voice actor.
YOOOOOOO JOOOOOON THERE YOU FUGGIN GO MAN BACK AT IT, good tah see yah posting again man, hope all is well ♥
He's actually alive? This just saved my friday.
This is what i want most in a new splinter cell. You become the ghost no bodies. I want all the mechanics of chaos theory fleshed out properly and at least the graphics of black list, also the verticality of black list with similar level design to chaos theory. A few different options to handle a mission and a mission fail state like that of chaos theory where it will never just out right say you failed but instead squeeze you more and more as more dead bodies keep being left behind making it harder to complete the mission and hopefully the people you talk to during your missions can get noticeably angry angry at you when you are careless with your stealthiness. This is why we need a new splinter cell game. Also I don’t mind the cover to cover system in blacklist too much at least on the rolling around. That could be made reminiscent to deus ex HR. And then you could have a third state like in mgs where you can get on your stomach and slowly but very quietly move to certain parts of cover. And rolling into adjacent cover.
I love how Turbo honestly criticizes Blacklist for its janky and oversimplified mechanics. Especially to the point of taking away all the originally good mechanics like the light gradient and mostly-nighttime missions. I have Blacklist and hate it with a passion for being everything SC isn't supposed to be. Third person shooting with cover is just lame, and so is the lack of scroll-wheel for variable speeds. It has its moments, and I liked those moments, but the overall sum experience is not favorable to me.
No, it's not a crappy game as a whole. But yes, it's an awful SC game. If I wanted to play a third person stealth game with plenty of options and guns but isn't SC, I'd play a Metal Gear game.
Quite a few of Blacklist's missions are night time though. London mill, Paraguayan estate, Guantanamo bay, Iranian embassy, Denver airport bunker, Chicago water plant, Louisiana natural gas terminal.
Ashley Thomas The problem with the night missions in Blacklist was that the flaring lights on Sam’s back were totally misleading. If those lights flared, then theoretically, he’d be completely in the shadows and invisible. But I’ve had far too many inconsistency issues where the game was telling me that Sam was in the dark but enemies still saw him anyway. This issue didn’t pop up in Conviction, despite sharing the same engine.
@@TrueMentorGuidingMoonlight I haven't played Conviction so I can't comment on that but I would've preferred the old light and sound meter to be present in Blacklist, yeah.
On chaos theory bank level, there are actually 3 routes for entry instead of 2, besides front door and roof, there is actually a back door on the right side of the bank(I think its on the same path if you want to take the roof route)
Correct me if I'm wrong here but the fire escape (which is what I assume you mean here) right next to the ladder leading to the roof can actually only be used to leave the bank, rather than enter it. I think it's the only (?) one-way door in the game.
Turbo Button ooops, sorry I remembered it wrong
Thank god you re back
Splinter cell vr soon 👀
1 major issue, no way modern day Ubisoft would ever make something like old SC that appeals to a neessh market and god for bid is challenging
Mann, I am back to rewatching Turbo Button Videos. They never fail to be awesome!