Test: Splinter Cell: Blacklist (PS3, Xbox 360, PC)

in #gaming7 years ago (edited)

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Sam Fisher is not one to leave things to chance. So after having changed his mind with Conviction, to take an ever more focused on the action, it comes back in a particularly complete opus that meets all expectations from the point of view of content. But as in all the missions that finish well, nothing happens completely as planned..


With a plethoric content, SCB is undoubtedly the most expanded title of the series. An interesting competitive multiplayer, co-op gameplay, online or split-screen, and a solo adventure of more than a dozen hours (it all depends on the level of difficulty) make up an offer that we rarely see in a game infiltration. But let's start with the main adventure that is the mainstay for lovers of stealth game alone.


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Hypertension


Sam has the profile of the guy called in case of emergency and this is again the case in Blacklist since it embodies the only way to counter a major terrorist attack against the United States. In possession of the Blacklist (list of secret activities and US agents infiltrated abroad) madmen, calling themselves Engineers, claim the withdrawal of troops of Uncle Sam posted in the world, "otherwise he will there are deaths ". So even if I'm a fan of this kind of tense atmosphere, needless to say, it's already seen and despite the palpable efforts of Ubisoft Toronto to propose a convincing story, especially within the team that surrounds Sam , no bouncing will make you fall off your couch. The tension24h Chrono is there, but the characters, often not very credible (especially in French), as well as situations, seem generally forced, even if the most tolerant will probably return in this story not surprising. It's all the more unfortunate that the "hub", embodied by the plane that serves as a base of operations for Sam and his comrades Echelon 4 (the "Paladin"), was a good way to get into the atmosphere.


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Crossed Paladin


So it is aboard an ultra-modern, hyper-connected cargo plane that Fisher and his team will solve this crisis by traveling around the globe. This is one of the particularly pleasant elements of SCB : all game modes (solo, coop and multi) and customization options can be accessed directly through the Paladin through a computer, or by chatting with colleagues. Too bad, however, that cinematics lack punch and that the tearing (tearing of the image in two parts from one frame to another) is too much present. This brings us back to another problem: the overall realization of the game, not very homogeneous, but nevertheless endowed with beautiful special effects (rain, water, lights, smoke, etc.). With a slight aliasing, unimpressed textures and some slowdowns here and there, this is a weak point of Ubi Toronto's title. It's amazing for an end-of-generation game, but that's probably due to the sheer amount of detail in the sets,Blacklist in terms of gameplay. Proof that even with all the goodwill of the world, we can not ensure on all fronts


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The Blacklist is for everyone


Failing to propose a landmark achievement, the great strength of this opus lies in its gargantuan offer since in addition to a solo adventure of size, Sam can participate in side missions that expand the universe, talking with Grim, the woman strong tailor, Charlie, the computer geek or Briggs, his co-op partner. Exchanging with them in the Paladin supports the scenario but especially offers particular challenges such as purely infiltration levels, in which to be identified is synonymous with Game Over, arenas, in which one must survive waves of successive enemies, or still special levels, playable solo or in coop, with Briggs as a partner. Additional content that allows you to vary the pleasures and activities, all through scripted challenges that fill the main frame. A good point!

Of course, in addition to this, competitive multiplayer content with the famous Spies Vs. Mercs modes allows you to compete against 4 against 4. The idea here is to relive the trip initiated by Pandora Tomorrow , the second episode of the series, ten years ago. The Spies are played like Fisher, in the third person, are discreet and exploit the verticality of the sets; while the Mercs are super-armed security guards, played in the first person SPF way, who tend to stay on the ground. Two different views for two different ways of playing that will alternate from one round to another. The purpose of the Spies is to hack computer terminals that the Mercs must protect at all costs. The "Classic" mode, with gadgets imposed for both sides. Even if some details have changed compared to the original, the system still works perfectly and the varied architecture of the cards gives rise to beautiful clashes that recall without difficulty those of 2004. Mission successful so, just as for the other mode main, the Spies Vs. Modern Mercs, says "Blacklist". It is played at 4 against 4 and the pace is more dynamic with confrontations more brutal than we have to a wider range of weapons than in classic mode. In other words, the strategies, group coordination, the variety of maps and the multiple configurations of armaments and possible equipment ensure a wide variety of strategies and promise dozens of hours of play. And then we must recognize that this kind of multiplayer, focused on infiltration, is rare enough to deserve attention, especially since there is really content, again, with some customizations welcome through more classic modes in which we can, for example, switch from Merc to Spy, and vice versa, whenever we get cool. You have entered: a deep multi, varied and interesting that completes a solo already very consequent. every time we get cold. You have entered: a deep multi, varied and interesting that completes a solo already very consequent. every time we get cold. You have entered: a deep multi, varied and interesting that completes a solo already very consequent.


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Sam, man of action or discretion?


Let's go back now to the main adventure in which everything depends on the way you play and on your own. Indeed, after insisting on the action in Conviction, Ubisoftthis time broadened the possibilities by introducing three ways to exploit the solo, "three different ways of playing". Either by being of the Ghost genre, by pacing the levels like an invisible spectrum that never kills anyone, or by becoming a Panther, an undetectable predator that slaughters everyone, or in Assault soldier mode by taking out noisy weapons at the slightest opportunity. Three styles of game that you graft equipment, to improve your statistics of accuracy, discretion and control of weapons, or add weapons through a huge arsenal to unlock. To summarize, there is a lot of choice to customize Sam and it's up to you to determine your style based on missions and situations. Let's note Besides the way you play, and the talent with which you exploit each style, are sanctioned at the end of the mission by a cash reward to use to recover new equipment and even develop gadgets specific to the aircraft. Suffice to say that you have work to do to unlock everything!


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Fisher Price (less)


You will understand, SCBreally in the pants in terms of content and the heart of the action you do not miss opportunities to survey levels often well built and obviously enjoying alternative routes. Mark & ​​Execute systems (marking targets to shoot them down simultaneously), cover (you almost automatically go from one box to another if you're just aiming for it) or hide-and-seek game in the shadows are still working good and often give intense pleasure, when one is about to knock out or kill a target. A delight ! Similarly with the qualities of acrobatics of Sam, always ready to exploit the verticality of places, like a contortionist cat that nothing stops in infiltration mode. And we also appreciate the refinement of the Artificial intelligence depending on levels of difficulty for the solo, although some guards sometimes seem lacking in judgment and compensate for their stupidity by the number in low difficulty levels. If in easy, or medium, we can play the stuff, we have to get the neurons in realistic or perfectionist modes. Without going into detail each guard, patrol or security system becomes a real challenge and only seasoned players will have a chance to make perfect runs in the most arduous mode. Once again you have to get the neurons out in realistic or perfectionist modes. Without going into detail each guard, patrol or security system becomes a real challenge and only seasoned players will have a chance to make perfect runs in the most arduous mode. Once again you have to get the neurons out in realistic or perfectionist modes. Without going into detail each guard, patrol or security system becomes a real challenge and only seasoned players will have a chance to make perfect runs in the most arduous mode. Once againSCB succeeds in offering challenges based on the type of player, beginners, seasoned or distracted. Yes because it must be recognized: in the easy and medium modes, it's the ballad and the game no longer has the same flavor...


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I love when a plan goes without a hitch


As I told you, SCB's offeris bloated, it overflows everywhere, but unfortunately, the title sometimes pays a high price its ambition a disproportionate. Indeed, it is difficult not to be surprised at several imperfections of the solo that come a little spoil the whole. Pell-mêle, we find characters who slide on the ground without moving their legs, dozens of alert guards who forget you in the second when you change your area (the places are partitioned and sometimes passes by compulsory paths to progress, d where the reaction of the sentinels), some lookouts (the snipers especially) who sometimes see you through the walls, security guards whose flashlight cones pass through closed doors, etc. Small bugs, certainly, but annoying in the long run ... even if we imagine that a good part will be corrected through updates. And then the worst is the lack of precision of certain sequences of actions still difficult to achieve when time is running out. To be clear, the pure playability ofSCB is a little archaic, too decomposed, and you have to constantly press a button to interact with the environment in different ways. If it happens when the action is calm, it quickly becomes complex when enemies stick to the train. And do not talk about the combined actions (shooting, acrobatics, use of gadgets, etc.) when you are in danger. Let's say that all this lacks fluidity compared to an Assassin's Creed for example and that, once again, the most seasoned, and especially the most patient, will take the time to master this system a bit old to really exploit it. As for the others, they may suffer a bit of a gameplay that could have changed with the times and sometimes lacks precision for a game of 2013.


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In the end this episode is undoubtedly the most complete of the saga. The challenges (solo co-op and multi) are numerous and the challenge to go for the hard-core, as for beginners, who take advantage of interesting customization tools to enjoy the adventure Blacklist . Too bad, however, that some details come to spoil the party with, in particular, a realization in withdrawal, a storyline and a narration too conventional, some bugs and slowdowns or a playability a little old game (x), even if it can be mastered with the fury. In the end Splinter Cell Blacklist manages to convince and is rather good, although it is clear that the series must now evolve and that the ambition of this title was such that several finishes are apparently passed to the ... Vivement la next-gen!


Sam Fisher resumes service in an extremely complete episode that offers many opportunities in solo, coop or multiplayer. Despite an aging gameplay and sometimes imprecise, the title still manages to convince, including through well-done missions and customization options (difficulty, style of play, gadgets, challenges) that make the experience interesting alone or between friends on the Web. But we can only balk at a certain lack of finishes or a script and narrative archiclassiques who struggle to think outside the box despite good ideas. A perfectible but generous game that suffers from an ambition may be a bit too big to ensure on all levels.
by Aymeri


WE LIKEWE DO NOT LIKE
* Generous overall content* Achievement indented
* All in one (solo, multi and coop)* Old and rough playability in some situations
* The Spies Vs Mercs in multi* Classic Scenario and Forced Actor Games
* The three ways to approach each level







1-6 IMAGECREDIT


THANKS FOR READING, ALSO CHECK OUT MY PREVIOUS TEST ON Test: Hitman Absolution (PC, PS3, Xbox 360)



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thank you, i will take note.