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Tuesday, December 14, 2010

Splinter Cell: Conviction Dissected

Find out what went right and what went wrong in the last Splinter Cell, Conviction, and why you're favorite features like lock picking and body moving weren't in the game.

In the latest issue of Game Developer, Ubisoft Montreal's Patrick Redding, Alex Parizeau and Maxime Beland wrote a piece on the trials and tribulations they went through with Conviction.


"Even though the 'panther' concept was envisioned and documented relatively quickly, implementation could only be accelerated by so much. Many features that are a given in a Splinter Cell game, such as dynamic lighting, two-handed weapon firing, and gadget management literally needed to be recoded from scratch. Any new mechanics needed to sit on top of these must-have features, putting further pressure on the timetable and creating considerable bug risk."

They explain why features weren't added and why it was so difficult to nail down Conviction's concept. Excerpts from the piece can be found in the link below but for the full article you need a copy of Game Developer magazine.

Exclusive: Behind The Scenes Of Splinter Cell: Conviction Via Gamasutra

2 comments:

  1. I believe that if Ubi reintegrates some of the features of earlier Splinter Cell titles ( moving bodies, and most importantly, the option to remain stealthy ), while keeping the strengths of this title ( the ability to deal with being spotted as competently as Sam Fisher SHOULD be able to, and as showcased in this title ), they would have a great new kind of Splinter Cell that would hopefully appeal to both sides of the fence.

    I've been an SC fan since the beginning, and I would love to see them blend the concepts of both beasts into a comprehensive Splinter Cell experience.

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  2. Yea, I completely agree. Hopefully, that's what the next game will be.

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