The Best Levels from the Splinter Cell Series

I recently got my Xbox 360 out of storage solely for the Splinter Cell series.

A stealth series endorsed by author Tom Clancy and featuring super-sneaky-solider Sam Fisher, it’s a landmark for both the stealth genre and for its cutting edge lighting and physics wizardry.

Even the original game that came out in 2002, still convincingly pulls off light and dark better than AAA games to do this day.

And so after playing through all the main line titles of the series, I thought a little review of the best levels from each was given. Let’s start!

Splinter Cell – CIA HQ

Despite being over twenty years old at the time of writing, the first Splinter Cell gives players one of the best locations of the series.

The first few levels of the game have been okay, Sneaking through the back streets of Georgia, infiltrating a government office building and police station, and working our way around an oil rig; it’s been fun but nothing truly awe-inspiring.

But when Sam’s investigation leads to a possible leak from the Central Intelligence Agency, he is tasked with breaking into the mainframe so his team can trace it back to its source.

Already, the set up is amazing. Being a stealthy ninja and getting to break into probably one of the world’s most guarded buildings is a dream scenario for a stealth game. But the fact it is another US spy agency pushes it higher than all the other levels in the game.

The development and exploration of the level is cool, with the initial break-in through the cooling system (lined with razor-sharp bladed fans), through the basement and main lobby, then up the elevator to the office cubicles, each location is a playground for sneaking around.

When breaking into the mainframe, the floor is made of light panels, meaning it is impossible to sneak in via the shadows, and the player must time it correctly so the they aren’t spotted by any of the workers.

And the cherry on top, Sam doesn’t have his trusty pistol to take out any lights. Nearly the entire level has to be done without a side-arm, meaning the player has to trust their own sneaking skills, rather than make their own path of shadows.

Source: YouTube (Centerstrain01)

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Splinter Cell: Pandora Tomorrow – LAX International Airport

Pandora Tomorrow, the second game in the series pushed the boundaries for the Splinter Cell series by placing a focus on highly-populated areas, as opposed to the mostly military locations in the first game.

The night time streets of Jerusalem, a TV station in Jakarta, and a overnight train heading from Paris to Nice (which Sam has to both climb under and on top of to reach his goal). Pandora Tomorrow takes these normal locations and makes them the battleground for the fate of the world, with “LAX” being the pinnacle of the game.

Terrorists have infiltrated Los Angeles airport and are intent on releasing a smallpox virus inside the terminals. Sam must kill all the terrorists and stop the virus, all while not being spotted.

Starting outside the service gate, Sam has to make his way through the parking, baggage drop off, offices, and eventually into the lounges and terminals. It’s a great blend of real life normalcy and high-tech zones, with Sam having to use moving cargo trucks or luggage on conveyer belts as cover.

The terrorists are disguised as airport staff, but have all been recently vaccinated against smallpox, leading them to have higher body temperatures than those around them. It’s a great way of utilising Sam’s goggles outside of their standard gameplay loop, making the player study more than just their opponents movements.

The final section is brutal, with the terrorist leader, an ex-CIA spy, using night vision goggles to spot you hiding amongst the shadows as you plot your way to intercept him.

Pandora Tomorrow has some of the best levels of the series, but “LAX” tops them all with its pulse-pounding action. 

Source: YouTube (Centerstrain01)

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Splinter Cell: Chaos Theory – MCAS Banco De Panama

Splinter Cell: Chaos Theory is widely regarded not only as the best game in the series but of stealth games in general.

The graphics, gameplay, and art design all got overhauled from Pandora Tomorrow, presenting breathtaking locations, satisfying stealth, new mechanics like a sound meter, and some of the best level design period. Case in point, “MCAS Banco De Panama”.

MCAS Banco De Panama shows you what Sam might turn to if he wasn’t a spy. Following a terrorist lead from a previous mission, Sam has to break into a high-security vault to follow the trail of their account transactions. To make sure the bad guys don’t get suspicious, Sam also has to steal $50,000 and plant emails to make it look like an inside job.

The skills of a top-secret agent seem to gel well with the high-concept criminal life; scaling around the building, rappelling through the skylight to the lobby floor, disabling security lasers and finally a flashy electric pulse to unlock the vault (with some expert assistance from a incarcerated bank robber directing Fisher from his prison cell).

It’s a great concept for a mission and the banter between Fisher and his team makes it seem like they don’t have a care in the world; breaking in is a piece of cake and the hired goons guarding it are in no way a threat.

There is also a nice little reference to Sam having previously raided this bank back in 1989 while he was with the Navy SEALs, giving a little indication of Sam’s life before Third Echelon, and Grim remarking that while he was in a ditch during the Gulf War she was still in tenth grade.

The funny lines keep coming when the laser grid for the bank comes online. Grim says lasers reminder of the 90s, but Sam says that laser remind him of the 70s, before he chastises Grim for making him feel old.

Once Sam is in the vault and holding $50,000 worth of currency, he negotiates a pay raise from his boss Lambert.

“Hm…twenty-five cents an hour and not a penny more.”

“Deal.”

Source: YouTube (Centerstrain01)

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Splinter Cell: Double Agent (Version 1)Shanghai, Jin Mao Hotel

There were two versions of Double Agent that were released in 2006, one for the “last-gen” of consoles (such as the PS2 and Original Xbox) and one for the at-that-point cutting edge of technology, the Xbox 360. The 360 version is known as Version 1.

The team at Ubisoft Shanghai knew they needed to show off the incredible graphical capabilities of the new generation and crafted some beautiful levels, like the opening geothermal plant in Iceland or a cruise ship off the coast of Mexico. But I’m going for the height of spectacle.

“Shanghai” tasks Sam with listening in on a terrorist weapons deal and steal notes containing valuable intel, pretty standard stuff. The problem is the meeting is taking place in the 88-floored Jin Mao Hotel (a real-life location). Fisher isn’t present for the meeting, so he has to climb along the outside of the hotel and record through the windows. Tom Cruise eat your heart out.

The scenery is stunning, taking place on Chinese New Year, the city and sky awash with bright colours, while light rain lashes against Sam as he descends to the meeting room. Once Sam has successfully recorded the meeting he then has to infiltrate the hotel room of his target for intel.

The New Year party continues inside, with a giant illuminated dragon filling the atrium and guards patrolling the circular walkways surrounding the sculpture.

I always liked how Splinter Cell locations were grounded; office buildings, embassies, skulking through city streets. But every now and then the series pulls a stunner out of the hat, and “Shanghai” takes the title of “Best Looking Level” in the entire series.

Source: steamcommunity.com

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Splinter Cell: Double Agent (Version 2)New York City

Version 2 of Double Agent is quite different to Version 1. While they follow the same basic story beats, the missions and intricate story parts are much more varied, with certain levels being exclusive to either version. “New York City” is a mix between both, having similar gameplay but a different location.

The story of Double Agent is exactly that, Sam going undercover as a double agent, infiltrating a terrorist organisation and tasked with taking down from the inside. Throughout the game Sam has to keep both the terrorists and the NSA happy, with a trust meter tallying whether he is a traitor or not.

The opening cutscene for “New York City” ends with Sam’s cover being blown and the terrorists knowing he is coming to stop them. The small set-up is excellent with the already nervous terrorists now or high-alert about the traitor close by.

When Sam grabs enemies they cuss him out and fire off sarcastic insults, but the best interactions are when Sam has to deal with the friends he has made in the organisation. The first two characters that Sam has to kill are Sykes and Jamie.

Sykes is the tech nerd of the group, not a hardened terrorist like his comrades and he begs for his life and for Sam to let him escape. It’s rather uncomfortable to witness his desperation.

Jamie was Sam’s ticket into the terrorist organisation, helping him break out of a prison in one of the earliest missions.

When Sam grabs Jamie here, Jamie believes they are still friends and that the boss, Emilie, is wrong. He tries to get Sam to be reasonable, but Sam has to break Jamie’s illusion that they are friends. Again, it’s uncomfortable to see Jamie’s convictions fall away as Sam must do what needs to be done.

Another terrorist member, Enrica, has begun a small romance with Sam throughout the game. They plant to run away together at the end, but another Splinter Cell agent kills her before they can go. Sam then kills the other agent in a fit of rage.

It’s a great character moment, of Sam stepping fully over the line, seeing the cool and collected spy we know break down, before fleeing into the darkness at the end of the game.

Source: YouTube (Centerstrain01)

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Splinter Cell: Conviction – Kobin’s Mansion

While Splinter Cell: Conviction is seen as a lesser game by hardcore fans due to its faster pace and focus on action rather than stealth, it still has its fair share of well-designed playgrounds of fun.

Late-game missions like Third Echelon HQ (where Sam has to infiltrate his old company) or the delightfully absurd finale in the White House are fun locations, but the best is actually the second level, “Kobin’s Mansion”.

Following the trail of his daughter’s killers, Sam with infiltrating a mansion in Malta that has been taken over by arms dealer and all round scumbag Andriy Kobin.

Starting in the street outside, the level is reminiscent of levels like Georgia’s Old Town or Jerusalem from he first two games. Sam can recon around the mansion, finding the best entryway into the building, using a broken car-door mirror as a makeshift snake cam.

The mansion, having at one time been a fortress on the Valetta coast, is a perfect blend of old and new, glass panelling alongside Renaissance architecture. Exposed piping and inconsistent lighting  fixtures allow Sam to slip by unseen, and his acrobatics are on full display as he climbs outside the building on numerous occasions to get the drop on enemy guards.

The final room where Kobin and his goons are waiting is great climax, with the best players being able to methodically take out the entire room in a few quick motions (bonus points for using the shotgun like John Wick) and then interrogating Kobin, smashing his head against a grand piano.

Source: gamebomb.ru

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Splinter Cell: Blacklist – American Consumption

Splinter Cell: Blacklist was seen as a return to form for the series, bringing Sam Fisher back into the spy world as the head of the new “Fourth Ecehlon” team.

The story concerned itself with a new terrorist group called The Engineers, former spies that began waging a secret war against the United States, called The Blacklist.

The Blacklist is focussed on American interests, each with a name. “American Fuel” targeted a natural gas terminal, “American Freedom” focussed on travel links. The best mission, and best Blacklist attack is the first one; “American Consumption”.

Terrorists have taken several hostages in a shopping mall and are negotiating with police, giving Sam enough time to slip in and stop the Blacklist attack.

It’s the first night-time mission of the game, with the shopping mall decorated for Christmas. Diary lights dangle from beams, fake snow litters the ground, and a little wooden village has been set up in the main hall.

It’s the perfect playground for Sam, climbing across the rafters to avoid detection or sliding from gingerbread house to model train, hiding in the shadows for a goon to pass by.

Sam quickly saves the hostages being held, and feels the mission is too simple and obvious for the Blacklist.

Fourth Echelon do some quick research and realise that the shopping mall is next to the city’s water filtration station The terrorists have taken over the station and are planning to dump chemical weapons into the city’s water supply (a nice twist on the meaning of “American Consumption”).

The filter station is a maze of ladders, walkways, and tunnels, with zero solid cover. Not to mention that the terrorists have positioned two chemical dumps at either end of the station, leading Sam to have to make a mad dash to stop both bombs in time.

Splinter Cell: Blacklist blended the faster pace of Conviction with design reminiscent of Chaos Theory, making “American Consumption” one of the best levels in the series.

Source: YouTube (Centerstrain01)

Banner Photo Source: altarofgaming.com

007: Nightfire’s ‘The Exchange’ and Player Induction through Level Design

I recently finished reading the first James Bond book, Casino Royale. Despite being a 007 fan for as long as I can remember, I had never actually gotten round to reading the classic stories by Ian Fleming.

While I was obviously introduced to the series with the films (every week I would head to Blockbuster and get a new one to watch), I think I truly became a fan when I was introduced to the games.

Picture the scene; it is 2003. I am seven years old. Our household console, the original PlayStation, ups and dies. We upgrade to the PlayStation 2 which is few years into its lifespan. We get three games with the PS2; FIFA, a Dave Mirra game, and James Bond 007: Nightfire.

The latter is the first FPS (first-person shooter) I play, and I become both a lifelong fan of the genre and the character.

There are no nostalgia goggles when I say Nightfire is one of the best games of the sixth generation. I have bought that game several times for different consoles, playing it well into my adult life. And I think that it all comes down to the excellent opening of the game, ‘The Exchange’.

This level features so many variations and little things to help a new player immerse themselves into the world of 007, so I thought I would take a look back and analyse how it creates and inducts the player into the gameplay.

Now, pay attention 007!” – How ‘The Exchange’ Teaches Players Mechanics Through the Level Design

‘The Exchange’ is the second level of 007 Nightfire. The first level, ‘Paris Prelude’, is strictly an on-rails/driving affair with ‘The Exchange’ being the game’s first proper FPS mission.

If a player has not played the game before, ‘Paris Prelude’ starts. Aiming is computer-controlled; the player just has to shoot using the R1 button (the button is helpfully flashed on-screen when it is needed).

Nightfire Paris
‘Paris Prelude’ acts as a tutorial to Nightfire, teaching driving mechanics as well. (Source: superadventuresingaming.blogspot.com).

Even if the player has not got to grips with all the controls (by reading the game manual) then they know at least one button and what it does.

‘The Exchange’ begins with 007 on a mission to infiltrate an enemy castle in Austria. Bond starts a few hundred metres away from the front door on top of a guardhouse. This starting placement is important.

This guardhouse allows the player that has never played a game before to get used to the movement controls. This is a safe space. There are no enemies patrolling, nothing shooting at you, it is nice and calm. The game even allows you to fire your weapon once just to try the controls out. If you fire a second shot then a guard will investigate the sound (a good way to discipline the player for forgetting what the button does).

Bond’s placement on top of the guardhouse also helps player navigation. The end of the opening cutscene and the player starting position draw the eyes forward to the large castle, pointing the way forward. The player can venture backwards on the road, but will find the path blocked by a locked door, forcing them to have to move towards the castle.

Exchange Opening
The opening section of ‘The Exchange’. Notice how we are guided towards the castle. (Source: infinitemirai.wordpress.com).

This is such a small thing, but it helps aid movement. Imagine if the player started inside the guardhouse. It would be a more claustrophobic start instead of the freedom of the open environment. It would be counter-intuitive to player guidance by not showing us the way forward.

Once the player has got the hang of the controls there are three main ways to get into the castle; one aggressive, two stealthy. We will go with aggressive first.

Aggressive

The player makes their way down the stairs of the guardhouse and sees a bad guy stationed just outside the door. This is the first enemy of the game. This set-up allows us to be ushered into combat without being overwhelmed. The guard is facing away, allowing the player to play at their pace.

This is where knowledge of shooting comes back. Guns and bullets are player interaction at its purest. The guard must be dealt with to proceed, but since he is unaware of the player, the player can take their time to line up a shot. If the player has tinkered around on the roof, they may have found Bond can punch or use a stunning gadget. If the player accidentally wanders out of the guardhouse, Bond will make the guard surrender, a safety net for those still struggling with the controls.

And to top it all off, this guard is a singular entity. Unless the player completely messes up and doesn’t deal with him, he cannot alert other guards.

Nightfire First Enemy
The first enemy of the game, allowing the player to get to grips with the game before entering combat. (Source: oocities.org).

Subduing this guard will net us a new weapon, a sniper. The other enemies at the beginning of this level are visible in the distance (white outfits against a black/grey backgrounds), and so the sniper can be used to pick enemies off. Again, the player knows the shoot button and will use it to interact with the world.

The guards further up the road are stationery and will not notice the player until they get close. This allows the player to find an unobstructed viewpoint (the middle of the road) to survey the bad guys. The sniper is also silenced, allowing for players to take down bad guys without alerting others.

As the player moves up and dispatches the bad guys, they may acquire another new gun, a machine gun. This brings Nightfire’s weapon matrix into play. Now we have three distinct weapons. They each have their own strengths and weaknesses in regards to damage and range. After the player takes the machine gun, there are two more enemies in this starting area that it can be used against, allowing the player to familiarise themselves with the new weapon.

From there, the player heads to the main door and once they have found the action button, they continue to the next section.

Stealth 1: The Wine Truck

If the player waits on the roof, they can use the wine truck method. When the truck passes through the guardhouse, it will stall for a period of time. This allows the player to hop into the back from the roof and get inside the castle without killing any guards.

Nightfire Truck
It is such a classic Bond moment, one that isn’t signposted and just requires the player to mess around to find. (Source: superadventuresingaming.blogspot.com).

This is one of those moments that reward the player’s imagination. If the player thinks they can do it, then they quite possibly can in Nightfire. It is such a long way from the funneled systems of many big budget games of this generation where a mission will fail if you step an inch outside of the creator’s vision.

Stealth 2: The Castle Wall

Continuing the jumping aspect, if the player jumps from the roof to the rocky cliff face (the same way if they were to head backwards) they will find a footpath that leads to a ravine.

Nigthfire ravine
The ravine is another stealthy way into the castle and gets the player closer to the next objective. (Source: cheatcodesgalore.com).

If they continue, a pop-up in the corner of the screen indicates there is a grappling station nearby. If the player looks around with their grapple equipped they can see a white target reticle. Focussing in on the reticle with the grapple turns it green (the universal colour of ‘go’). Once the player has used the grapple they have to make their way around the outside of the castle, sneaking past other guards.

Nightfire Stealth
You have to monitor enemy movement to sneak past the windows. If you don’t, several bad guys will spawn in. (Source: cheatcodesgalore.com).

This path introduces the (optional) contextual movement aspect where the player can traverse a wall or zipline by shimmying along. These are some serious stealth strategies though and failure will lead to heavily armed goons coming to take you down. This is for a player that has mastered the controls and locates the opportunity.

However…

There is another contextual movement section before the one previously mentioned.

After the player has got through the first wave of bad guys but before the main door, there is a little path leading off to the left.

Nightfire Pathway
Notice the pathway to the left, highlighted by the wooden handrail. (Source: xTimelessGaming, YouTube).

Heading down there allows the player to scale around the wall. During the cutscene Bond moves through some crunchy snow (5:28). The guards at the door (if they are alive) will come and investigate, but soon head back to their post. This introduces sound into a larger gameplay loop.

If the player has gunned their way to this section, they already know about sound and its role in alerting guards. This gameplay section highlights that quick movements can give you away and that slow movements (such as when the player is crouching) can make you silent and less easy to detect.

Each one of these variations on infiltrating the castle starts you in a different place during the next section. If you came in with the wine truck you start near the wine cellars. If you walked through the main door you are a few corridors away. And if you took the ‘Stealth 2’ route you start in a guard tower.

Nightfire Castle
The different play styles net different rewards and new locations, making each style feel unique. (Source: infinitemirai.wordpress.com).

Even better, all these other places are available to visit. If you came in via the castle wall you can find the truck and where it ends up. It’s almost like reverse engineering, seeing where certain gameplay decisions spawn you.

Conclusion

I am going to finish this piece here because I don’t want this article to run long, but I will give a few bullet points as to what the next gameplay sections deliver.

  • A non-violent social stealth element where the player must work their way through the environment (useful in later levels like ‘Night Shift’).
  • Bond uses his micro-camera in two cutscenes. Its appearance shows it can be used for surveillance and to complete objectives (like in ‘Chain Reaction’).
  • We are barred from following the bad guys, so we go another way to rendezvous with another agent. On the way back, the barred section is open. As it is now unlocked, we can follow it. This is a perfect way to guide players in a non-linear fashion.

Nightfire Interior
The player is familiarised through non-violent gameplay sections before the level opens up. This allows for the game to guide the player without needing waypoints. (Source: infinitemirai.wordpress.com).

  • After some shooting we get another weapon (an unsilenced machine pistol, another element added to the weapon matrix).
  • We head back outside and encounter a contextual zipline. Like the guardhouse there are no enemies shooting at us, so we can find the button that makes the zipline work without the worry that we will die.
  • Alternatively, the player can stay inside and get to the next objective quicker.
  • Alternatively, if we did go outside we would be awarded with another weapon (a machine gun with a silencer) and a stun grenade. These weapons make quick work of the guards at the objective, as they use cover and have machine pistols.
  • When the player completes the objective by retrieving a suitcase, they also pick up a rocket launcher. It is impossible to pick up the suitcase without also getting the launcher.
  • Once the player has got to the cable car station (which they would have visited if they went outside, but is also in a straight line if they stayed inside), a helicopter shows up. What do we have that can take down a helicopter? The rocket launcher.

Nightfire Helicopter
Bond in combat against the helicopter. (Source: superadventuresingaming.blogspot.com).

  • The cable car has several windows. These can be shot out with regular ammo, allowing an almost perfect 360 degrees view.
  • The rocket is automatically on guided rockets, so when a player first shoots one they control its destination. While this may seem confusing on the first shot, the player’s previous movement controls come back into play and they can deliver several follow up shots on the helicopter.
  • The rocket launcher has full ammo capacity so even if the player misses a few shots, they will have enough to finish the mission.

Each following level takes one of the aspects from the ‘The Exchange’ and expands it, whether that is close quarters combat (‘Double Cross’), stealth (‘Night Shift’) sniping (‘Chain Reaction’) or all-out action (‘Phoenix Fire’).

While there might be some stealth in ‘Phoenix Fire’ or action at the end of ‘Night Shift’, these are only very small elements. This allows the levels to have their own distinct tones and themes. But that is why ‘The Exchange’ is a perfect opening. It allows for that difference in playstyle but also player freedom, educating them on how to play the game.

Newer 007 games like Blood Stone and Goldeneye Reloaded also have this balance of stealth and action in their opening levels, but none of them give the freedom of Nightfire, instead they railroad you through a directed experience.

That is not to say that strict linear games are bad. On the contrary, I love Blood Stone. But I think that freedom gives ‘The Exchange’ and Nightfire an excellent sense of character and gameplay. And that is why it is so fondly remembered.

And it doesn’t hurt that they absolutely killed it with the multiplayer. ‘Skyrail’ anyone?

Banner Photo Source: techraptor.net.