Last January I posted an article
ranking all the Splinter Cell games. And I was an idiot. At
the time I didn't know that there were differences between the 6th
and 7th generation versions of Double Agent (2006),
the game I ranked as the worst of the series. Having played only the
Xbox 360 version of the game, I was unimpressed with its gameplay and
level design. It wasn't until a few weeks after writing the article
that I learned the generation 6 version of the game is very
different, with the G6 version designed by Ubisoft Montreal and the
G7 version made by Ubisoft Shanghai. I've now finally gotten around
to playing that version of the game (on Xbox original) and I've got
to say I prefer it over the generation 7 version. However, it's not a
complete improvement. So let's take some time to discuss which
version of the game does Splinter Cell best.
Let's begin with a video game's most
important aspect: gameplay. The G6 version looks and feels almost
exactly the same as the previous game, Chaos Theory. Since
Chaos Theory was the best game in the series, this is a welcome
trait. Generation 6's version retains CT's user interface, HUD,
opsat, weapons, gadgets, and controls. The only differences are that
the G6 version has noticeably worse graphics, save states (which are
pointless because you can still quicksave whenever you want), and a
different hacking minigame (which I suck at). The in-game-engine
cutscenes here are laughable, like something from a Nintendo 64 game.
The G6 version of the game also has no stealth score/success rating
at the end of each mission which decreases the game's replay value
and destroys the incentive to play perfectly stealthily.
The generation 7 version on the other
hand does have a stealth score, but it sucks. The score you'll get
for any mission in particular will be a total crapshoot; it's
unpredictable and unfairly harsh so it almost doesn't matter that the
ratings are included. The G7 version of Double Agent seems to
share only animations and in-game dialogue with Chaos Theory.
The graphics, UI, opsat, and much of the gadgets are brand new. The
game does away with the HUD, replacing it with regenerating health
and a green-yellow-red system (for light exposure). As for masking
your noise, you're on your own. There's no indicator for that!
There's also no hacking minigame; hacking is now done automatically
with gadgets. Also, Sam Fisher doesn't wear his ops suit very much in
the G7 version which is lame. Oh yeah, and the dang thing is fairly
buggy too.
As I mentioned in the rankings article,
the levels in the G7 version suck. There's four levels that
take place at the JBA headquarters in New York City and they mostly
consist of doing mundane tasks (often involving minigames) on a time
limit. The only good thing about them is that you get to see the
characters more and hear some decent dialogue. Really there's only
two missions that are remarkable enough to make you want to replay:
the cruise ship at Cozumel and the hotel skyscraper in Shanghai. The
levels in the Generation 6 version are retooled and sometimes
completely different. In the G6 version, there is no Shanghai level,
there's only two JBA HQ missions (and they play more like traditional
Splinter Cell levels, no undercover stuff), and the Kinshasa level is
much more bearable this time. There's now a level where Sam Fisher
robs a money train, and the last level takes place across the NYC
cityscape. Also, the JBAs headquarters are now in New Orleans.
Now on to the plot, and this is where I
think things start to even out a bit between the two versions. The
plot of each game is basically the same: Sam Fisher poses as a member
of a terrorist group in order to stop it from bombing major US
cities. Along the way he is forced to make choices that will either
end up harming people or risk blowing his cover. These decisions that
the player must make were marketed as being a big part of Double
Agent, but unfortunately only one version of the game did them
right. Each game uses the “trust meter” to illustrate how much
your actions impact your standing with the NSA and the JBA. In the
6th generation version, there is only one trust meter
which has both of the two organizations on either side. So basically
the trust is a zero-sum game in the G6 version since pleasing one
group will automatically displease the other. This makes no sense
because half the things you do for the NSA are done in secret! The
JBA gets mad at you for no reason! But you know, this pretty much
doesn't matter because if your trust meter goes too far in one
direction you'll be given a “go here before the time runs out”
task which isn't too difficult to accomplish. Not exactly punishing.
What's worse is that the decisions the player makes have no real
bearing on the plot; the G6 version has the same ending no matter
what (assuming you disarmed all the bombs, and why wouldn't
you do that?). It just doesn't feel like there's consequences for the
choices you make.
This is where the 7th
generation version of Double Agent succeeds. The decisions you
make have real consequences on the plot. For example, if the player
chooses to prevent the detonation of the bomb aboard the cruise ship,
Emile Dufraisne kills Enrica Villablanca, a JBA member that the
player has the option to romance. Compare this to the G6 version, in
which the same choice will result in a cutscene where Emile just
beats Sam and Enrica up and threatens them. Not as powerful a
reaction, eh? Not only that, but if you choose to blow up the cruise
ship in the G6 version, nothing happens! In the G7 version you are
rewarded with a cutscene of the ship blowing up and the JBA dudes
congratulating you. There's more the G7 version offers: more
decisions, a bonus end level (if you do everything right), and even
multiple endings! Sure, the endings aren't exceptionally
great, but this is what I want to see in a game that promises to give
the player agency regarding the plot. Additionally, the 7th
generation version of this game has two trust meters instead of one.
There's one bar for each organization, making it easier to please
both; it's not a zero-sum situation like in the G6 version.
As for the actual story being told in
these games, they each have their ups and downs. The G6 version has
what's probably the better ending – which fits in better with the
beginning of the next game in the series, Conviction – even
if it's one you have no control over. (Just for the record though,
Sam choosing to shoot Lambert in the G7 version ended up becoming
official canon.) Still, it doesn't make any sense how the JBA found
out Sam was a government agent. One minute Emile is praising Sam
saying that none of this would have been possible without him and
then the next minute he's barking orders to kill Sam Fisher on sight.
The 7th generation version's story and characters are
generally more interesting (partially because the player can
manipulate them more than in the G6 version of the game). Each
character is given more screen time and backstory, thus giving them
more personality. The G7 versions of Carson Moss and Jamie Washington
stand out more since we get to see them at work and during their free
time. You'll get to know people better in Double Agent's G7
version.
I think it's also worth mentioning that
the generation 6 version has a strange framing device. Each level
begins with a sort-of cutscene (hidden load screen) in which Fisher
is being interrogated by some guy named Williams (I think he's
supposed to be the assistant director of Third Echelon, but it's
never made clear). These scenes – which presumably take place after
the game's events – simply recap the previous level's events and
set up the next one. But these cutscenes are pure bullcrap. Williams
is played as a one-dimensional angry boss character and he's always
mad at you regardless of the decisions you made. If you blow up the
cruise ship, he's mad at you. If you don't blow up the cruise ship,
he's mad at you. At the game's end, Fisher blames Williams for
Enrica's death and vows revenge. Williams promises that 3rd
Echelon will find him first. Umm... you guys are aware that you're in
the same room, right? Presumably this means that Sam has already been
captured, so... This is stupid.
But the G7 version's biggest success
against the G6 version is in its ability to really bring the
undercover experience to life. As much as I dislike playing G7's JBA
HQ missions, I have to admit that they do add a lot to the feeling of
being somewhere you're not supposed to be, of tiptoeing amongst
wolves who at any moment could discover that you're not one of them.
This is where a lot of the non-player character development comes
from as well. While the JBA HQ missions in the 6th
generation are more playable, they reduce the undercover element of
the plot to just a handful of choice moments and communiques which
don't end up amounting to much. These HQ missions have you doing only
3rd Echelon stuff (no JBA stuff), so it comes across as
just another level that could've been in any other Splinter
Cell game.
Does this mean that the 7th
generation version of the game is comparable to the 6th
generation version? No way! Although it has the slightly inferior
story and it fails in the “undercover” department, the G6 version
of Double Agent is far more enjoyable to play. When it comes
to video games the most important thing is playability, and that's
why the G6 version wins. If I were to update my rankings list from a
year ago, I'd probably list it as the 4th (or possibly
3rd) best Splinter Cell game after Chaos Theory,
Black List, and the 2002 original. But when looking back and
writing this article, it seems that maybe the G7 version of Double
Agent isn't as bad as I once gave it credit for... but it's still
quite low on the rankings list. Tough luck, bub.
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