Review by AlterEgo99
"A game worthy of your attention, but made imperfect by the little things"
We've got used to Splinter Cell games being amazing stealth adventures from start to finish; picking locks, creeping in the shadows, throwing bottles to attract attention and peeking round corners with sticky cameras should be familiar experiences to everyone. But what about drowning people in fountains, hacking a computer from the other side of the room, throwing someone off a lighthouse or hanging upside down from a pipe by your legs and breaking someone's neck? There's a new one for you.
So it's the year 2007. What's the threat this time? Nuclear bombs, deadly viruses, assassinations? Well, no. It's a computer algorithm that can cause chaos all across the world and there's only one man who can stop it. James Bond? Fisher, actually. Sam Fisher.
Plenty of changes come with the third in this series, including an added electro vision mode, the ability to hack keypads and retina scanners, new SC-20K attachments and a knife. What's that? Yes, a knife, the most silent weapon ever to appear in a Splinter Cell game. Now you can slice open tents, smash locks, cut wires - or slash throats. When interrogating people, Fisher will whip out his trusty blade and press the edge against their neck. When you've got the intel you need, you can choke him by squeezing your arm around his throat - or use your new weapon for a bloodier alternative.
Killing people won't fail the mission this time around, and neither will the alarms, but they will reduce your grade at the end of the mission. Completed the game? Try it with 100% on each mission and we'll see who's the real man. The graphics are looking very nice too - you can even see the guards' expressions on their faces, and the world is lighter too meaning you can appreciate the visuals in all their glory instead of squinting through black-and-white night vision (which is now black and green instead).
But the game isn't perfect. The sniper scope refuses to zoom in this time, defeating the purpose a little, and strangely the roles of the Square and R2 buttons have been switched. Square now equips or holsters your weapon, while R2 will open the inventory. Confusing? Just a little, especially when you go back to previous SC games and get your buttons all wrong again. There is now a sound meter, which, while it can be useful, shrinks the light meter considerably, making it harder to read at a glance.
Overall, Chaos Theory works, but, as is all too often the case, it's the little things that annoy you rather than the major things. It should be fine, it should feel right, and it's a shame Ubisoft had to go and fix what wasn't broke. Still, it's a worthy addition to an already excellent series of games. Go get it.
Reviewer's Score: 8/10 | Originally Posted: 07/21/05
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