What did worry me was the frighteningly high level of expertise shown by some players when I briefly ventured off-message and online making me all the more grateful to get back to the ham-fisted, amateur hour buffoonery displayed by Team ZONE.
Pissing About Potential : Pissing about often ends in alarms being slammed and Fisher getting angry. Best avoided really. Sam Fisher Has saved the world more than a few times now, but we regard his biggest and best adventure so far as last year's Chaos Theory, which saw the superspy stuck in the middle of a massive global information war. Before Sam gets a new hairdo and goes all bad in Double Agent, we managed to get an audience with series producer Mathieu Ferland right , who gave us the lowdown on the making of Splinter Cell: Chaos Theory - and more importantly, his attempts at finding girlfriends for two members of the development team Our basic intention for the game was to provide the best quality in every element of its design - those that have real meaning to gamers.
To achieve this, we read a lot of fan forums and conducted research to clarify what elements gamers most appreciated and to discover what content is less popular. From these observations and based on our own instinct, we identified many features to focus on in Chaos Theory, and our mindset and main objective was to include them all so we could make the best Splinter Cell ever. Implementing this was such a challenge in a game like Splinter Cell because it deeply affected many gameplay elements, and so forced us to think of all possibilities and make things work whatever the player did.
We wanted to improve the general tension in the game based on proximity and provide contextual cool situations to deal with, but also to equip the player with appropriate skills and tools, like Sam's knife and close-combat abilities. We wanted to provide a real next-gen feeling on current generation hardware.
The technology had been developed early enough in development to switch to production quite efficiently. However, it was a real challenge because tools to produce such quality visuals were not totally optimised at the time. More importantly, we realised that creating such high levels of detail was time consuming and very costly for the project Still, we wanted every level to be different and every zone to be unique.
We'd never have reached such quality were it not for the massively motivated efforts of the whole team. Globally, we were more restricted by animations than by actual gadgets. Considering the new systems and gameplay possibilities, we had to make choices with the player's weapons and abilities.
For example, the 'SWAT turn' was removed in Chaos Theory, but we tried to design the game so that players didn't feel the need to do it - and they didn't miss it as a result. We did increase the gadget and weapon possibilities though, especially for fire-fight situations such as the shotgun and sniper rifle.
We were able to keep most of our original weapon list, but we had to 'organise' them appropriately in different weapon's attachments to keep the controls simple. In fact, the team had to fix more bugs than in any other Ubisoft game ever: more than 50,! Bugs or quality issues were mostly coming from the non-linear navigation.
There was often a new context found by the QA team that we needed to deal with. Moreover, because of the high quality of the graphics, we needed to match many other elements like sound effects, animation, interactive objects or simply to improve collision detection, otherwise we could have seen a quality gap between the elements making up the game.
Unfortunately, some of these gaps were unpredictable, since many parts of the game were put together late in development. Just as an example, we wanted to have more special features for the top alert level; when Al is in the highest level of stress, looking for you and firing at you. The Al was supposed to build barricades and use it as cover while shooting, stuff like that. We had to give up this feature though, for both technical reasons and time.
Still, we were satisfied with the results on Al. Also, I wish we could have developed more co-op missions in the game, but I m pretty pleased with how they turned out because they proved to be very popular with gamers. In Chaos Theory, we wanted to add an extra dimension to the game by adding the ability to play with a partner using the core solo mechanics. The pace of Splinter Cell, with its large number of slow animations and tactics was a perfect match for a nice co-operative experience, especially with the nice third-person camera angles.
I really do think there's a lot of potential for co-op games in the videogames market, as long as you can match the interest with core gameplay mechanics. After development on the original Splinter Cell finished, there was no time for Sam Fisher to don a pair of loafers and smoking jacket and gently slip into an alcohol-induced coma. No easy life for our Sam - he was sent straight back into the field to be put through his paces by Ubisoft France for Pandora Tomorrow.
And if that wasn't enough, he was also limbering up for his third outing Splinter Cell: Chaos Theory - courtesy of a strong team at Ubisoft Montreal. As the title suggests, this particular outing for Sam Fisher revolves around the idea that small things can have a big impact, and the game has a much more of an up close and personal approach.
This will see players drowning in the stench of sweat and Hai Karate as Sam gets closer to his enemies than ever before. You have to make a tough decision as to whether you stay hidden in the dark or come out into the light to perform a specific action.
This is what we've tried to build the game around. Now Sam has never been much of a man for procrastination, but this new approach to the gameplay gives him a lot more split-second options when faced with either the front or back of a nearby enemy. Thanks to Sam's newly acquired and much-asked-for knife, he can now do a lot more interrogating than ever before. You already own this product! Receive discounts and updates on this product by turning on the notification settings on you wishlist page.
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Out of stock :. Get it for free. Add to Wishlist Add to Wishlist. Subscribe now. As the enemy evolves, so must you. Requires sneaking into enemy camp, hacking terminals and locks, use night vision devices, etc. It is recommended that you do not engage in open confrontation with your enemies. Adventure characters: Sam Fisher is the protagonist, a seasoned veteran and professional spy. Download torrent. The site administration is not responsible for the content of the materials on the resource.
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Your property was freely available and that is why it was published on our website. It's available for users with the operating system Windows 98 and prior versions, and you can download it in many languages like English, Spanish. About the download, Splinter Cell: Chaos Theory is a reasonably light game that doesn't need as much storage space than the average game in the section PC games.
It's a game mostly downloaded in countries such as India, Nigeria, and Serbia. Since we added this game to our catalog in , it has already achieved , downloads, and last week it achieved 26 downloads. Citywide blackouts To prevent these attacks, operatives must infiltrate deep into hostile territory and aggressively collect critical intelligence, closer than ever to enemy soldiers.
To achieve your mission you will kill from close range, attack with your combat knife, shoot with the prototype Land Warrior rifle, and use radical suppression techniques such as the inverted neck break. Also take on cooperative multiplayer infiltration missions, where teamwork is the ultimate weapon.
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