In the world of video games, the Splinter Cell series has to come pretty damn close to being the definition of cool. No other game gives you such complete control over a single characters movement, at least none that immediately spring to mind. When you start to play a Splinter Cell game, you ARE Sam Fischer, the games main protagonist, a super spy working for a right wing secret organisation of the American government that call themselves Third Echelon. Your mission is to save the world from terrorist threats using technology so advanced it hasn't even been created yet, and employing lethal brutality to achieve your goal at any cost.
But I'm getting ahead of myself.
For those who have never played a Splinter Cell game, think of it like a cross between Tomb Raider, Thief, and James Bond. You are a one man army, playing from a 3rd person perspective (but changing to practically 1st person when holding a weapon), and you must rely on stealth and patience to progress your way through amazing levels, strung together by a politically charged storyline curtesy of Tom Clancy himself. It really is as good as it sounds.
The first thing you will notice, as with any game these days, is the graphics. This is another Xbox game to add to your collection of 'show-this-to-sceptical-friends' list. While playing it, our housemate Jess, who is as non-gamer as they come, actually sat and watched me play for a good 10 minutes. Mesmerised, she said 'This is unreal, it's like watching a movie', and she isn't far off the mark. Every surface is bump mapped and rendered to push the Xbox to its limits. The levels are sometimes dense with jungle foliage, or reflective with shiny floors and walls. Subtle touches such as dissolving walls and dense fog to Not-so-subtle effects like massive sunsets and gloomy lighthouses will have you impressed every step of the way. The character models deserve a special mention, with body movement practically seamless from one animation to the next. The faces are smooth and lifelike, and the clothing effects are fantastic, as evidenced when walking through the rain, Sam's suit becomes wet and slippery, and you can see the individual rain drops spattering down on his shoulders.
The level designs deserve special mention all on their own as well, seeing as you will travel to such exotic locations as china, panama, and even to New York City. The plot allows for some very imaginative situations to put you into, none impressed me as much as when you are walking through buildings that have been smashed to pieces by falling bombs and explosions, and you have to make your way up, down, around and through them. It felt amazingly fluid and intuitive, and finding the path through the mess was one of the more enjoyable parts of the game.
This, of course, is because of the wide range of moves our hero has. You can crouch, jump and run of course, but add to that climbing, split jumps, hanging from the ceiling, crawling up drainpipes, barrel rolls, rappelling, climbing and sliding along ropes, shimmying, crawling through air ducts, and grabbing bad guys. Oh yes, not just grabbing bad guys, but Sam now has a new policy when it comes to violent behaviour towards the enemy, and its ironic that the latest weapon that shows off his new attitude is so simple: the knife.
This basic addition makes a HUGE difference to the overall game. For players of the previous Splinter Cell games, let it be said you no longer feel like your tiptoeing through levels, saving at every turn and replaying each level over and over until you find that 'sweet spot'. Having a knife at your disposal makes you feel like you OWN any level you are playing on, because all you need is darkness and your knife and you are an unstoppable killing machine. If you want to play the game that way of course, it's up to you, which is exactly how it should be.
However, that also leads to the biggest problem in the game; a problem that was in the previous Splinter Cell games but never to the extent that it is here. That is that it's far too easy to get lost or confused in practically every mission.
Now, I know my memory isn't as good as it used to be, almost a decade of substance abuse that would make Hunter S. Thompson go 'slow down kid' will do that to the brain. And I know I'm part of the stigma that is generation X, all about fast food, instant communication and attention spans that last seconds. However, I like to think when it comes to games I give them as much attention and effort as I can because I want to get the most rewarding experience from the time I spend with them. But this didn't stop me getting halfway through most missions, stopping and asking myself 'where the hell am I, what the hell am I supposed to be doing, and why am I reading all these pointless computer messages?'
I honestly feel this is probably due to the fact that there is a little bit TOO much freedom allowed in where you can go and what you can do. I'd much prefer some of the levels to have a bit more direction, then walking into a room thinking 'I'm sure I've been here before'. It's also very easy to get lost and disorientated with the combination of the almost perfect camera system and the different viewing modes, which while having a rock/paper/scissors kind of feel about them, still manage to make the game slightly more frustrating than it should be.
Frustrating, but not difficult, in thanks mainly to the enemy A.I., which is terribly predictable, although this has never really been much of an issue in any of the Splinter Cell games, since the appeal is sneaking up behind said enemies or hiding in the darkness to take them out when they get close. It doesn't get much more technical than if you make a noise, the bad guy will come slowly looking for you, which really isn't that threatening since you can be 2 feet away from them and they still won't see you, as long as you are in the darkness. Unfortunately, even THAT can be slightly confusing sometimes, for while your darkness meter will always be accurate in regards to detection, it's not always consistent with the game world you are walking through. There were a few occasions where I would slide along what looked like a fully lit wall, only to see in my darkness meter that I was apparently in full darkness.
These really are minor technicalities compared to the game as a whole, and should be taken with a grain of salt, since this game really is a satisfactory continuation of a series which is now established in game culture.
Finally, special mention has to be given to the multiplayer aspect of Chaos Theory. Although the main spy vs. mercenary mode hasn't changed much from Pandora Tomorrow, the exciting addition is the co-op mode. You and a mate, either via Xbox live, system link or split screen, can team up to work through completely new custom levels. Not only that, but you also get a whole bunch of new moves that can be accomplished by teaming up together, such as giving your team-mate a leg up to reach high places, one person lowering the other down via a cable ala Mission Impossible (the first movie, not the dodgy sequel with the lame Aussie accents), launching one another across the room, and more. It's more just the fact that you have another person with you who can provide you cover when you walk into a room, can snipe enemies from afar while you take out enemies up close, or just share your frustrations of getting lost halfway through a level :)