Tuesday, April 20, 2010

Ageless Superspies

Hey, guys!

Okay, first thing's firt, if you don't know about Condition 2 Productions hop on over here to learn more!

Now that that's out of the way, let's talk about something with a little more Conviction! Hahaha! See what I did there...no? Anyway, as the bad joke suggests, I've recently been playing Spinter Cell: Conviction (that's Tom Clancy's Splinter...oh that is just too much to say). And I have to say, aside from my shared opinions on certain aspects of the game, I am digging it quite a bit. Now, as always, that's not to say it's not without flaws in both gameplay design and story elements, though, as a complete package, I am finding it head-and-goggles better than Ubisoft's last itteration.

To be fair, Double Agent started off really well, and actually had some solid ideas and a potentially decent story. But, in the end, the game was ripped apart by its own convolution; the player was bogged down by continuously conflicting objectives to the point where trying to maintain the right balance was simply no longer fun. Conviction doesn't suffer from this problem; the story is all Sam-kicking-ass all the time. It's not a perfect story, to be sure, but it's far more entertaining when you're playing a guy who doesn't have to worry about who he needs to please and how much. It's pretty straightforward: complete your mission and kill any mouthy asshole who gets in your way.

As far as gameplay goes, Ubisoft has pretty much stripped Sam's world down to the bone and started rebuilding it. I stress rebuilding here because it really felt that this outing was more of a pilot episode for a relaunch of the franchise than an actual sequel of sorts. Ubi has obviously decided to go in a completely different direction--reimagining the steal shooter--and, to me at least, Conviction came off as a kind of "test run" rather than the next installment in the series. Backing up my theory is the fact that Sam's part of the game (the main story, if you will) is extremely short--it took me roughly 5-6 hours to complete--and, though it doesn't feel rushed and there is definately a complete story, it's fairly obvious that we haven't seen the last of Sam Fisher. The actual meat of the game, however, can be broken down into three things: Mark & Execute, Projection Tech, and the P.E.C. Challenges.

Mark & Execute is pretty much what it sounds like. The player is able to "mark" a number of enemies (depending on the weapon, that number varies) and, after performing a Hand-to-Hand Takedown (if you can't figure out what this is, I can't help you) Sam is then able to swiftly and silently "execute" those unsuspecting foes the player marked. It's a little different at first, but is easily mastered and, during later parts of the game where things like the Sonar Goggles (Sam's new toy) come into play, is quite possibly the most fun I've had in a game like this in a long time. I often found myself happy I died in an area simply for the chance to re-do one of my previous M&E moments!

The Projection Tech isn't really part of the gameplay, per se. It's more like Ubisoft's new, and interesting, way of displaying Sam's objectives--and sometimes even his thoughts and/or memories--in the gameworld without disrupting the flow of gameplay. They even go so far as to allow you to project your objective at will; a simple press of the Back Button will cast glowing white words at Sam's feet.

The P.E.C. (which stood for Persistant Elite Creation in Rainbow Six Vegas 2) is a series of challenges given to the player--which can be accessed either through the main menu or the pause screen in-game--which offer up varying amounts of points upon completion. You can then take these points and spend them on things like weapon and gadget upgrades (granting things like extra Marks on certain weapons) as well as new "uniforms" for multiplayer and their subsequent upgrades. A good deal of these challenges will be obtained throughout a normal playthrough and I think this was done so that casual players could upgrade weapons without setting specific goals for themselves to complete, thus, possibly, degrading the imersion factor. That said, I personally think the P.E.C. is a fantastic way to get more bang for your buck on such a short game.

Like I said, the game is short. But, for me, the fun didn't stop at the single player game. There is so much more offered in the multiplayer modes and I will have more on those later on. For now, I have to be going.

See you in the shadows...or will I?

--Ray