I hope this one will be as good as CT.
Lto_thaG
Couple of paragraphs from the hands on. I'm going out on a limb and say SCC will be the best yet............
Although Ubisoft is quiet on exactly what happens next, production manager Andréane Meunier says the action switches to Washington for the "majority" of the game thereafter. While it's never an open-world stealth title like Assassin's Creed, individual levels will be vast and non-linear, and Meunier says to expect new gadgets at intervals, but fewer and better than before.
That's a reaction to past criticism, and in many respects Conviction is as a whole - whether it was criticism from without, as at Ubidays, or from within. Sam's new life away from civil service may follow familiar themes, but it's a personal journey designed to breathe life into the character, as he dices with the slick new Third Echelon director Tom Reed (not Kristan Bramwell?), and typically for a Ubisoft Montreal game, Meunier's presentation focuses on how the studio retreated to first principles and re-evaluated the genre before committing to gameplay concepts.
!['Tom Clancy's Splinter Cell: Conviction' Screenshot 4](http://images.eurogamer.net/assets/articles//a/7/0/2/1/2/5/a_med_SCC_Sam_Panther.jpg.jpg)
Sam's abilities are based on Mossad's Krav-Maga self-defence techniques, which were motion-captured for the game.
That's been true of games like Assassin's Creed and Prince of Persia, too, but while those were criticised in some quarters for falling into repetitive cycles, Meunier believes Conviction will evade the trap. "If I compare to Assassin's," she says, "you would talk to that person, assassinate that guy, and do that, which are very mechanical ways of doing things. Our gameplay is more philosophical. Analyse the situation, do your thing, and then vanish. Even if I do that 100 times, I think there are 100 ways to do it." Meunier talks about the "prepare, execute and vanish" gameplay loop, but planning alone may involve L-trigger stalking, marking enemies, clambering over pipes for vantage points, distracting guards to reach sub-objectives, or many other approaches. Pace has also been a key consideration - not just in doing away with standing for minutes in the darkness, but in quickly evading enemies once detected. It's much easier to control the situation when it starts going against you
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