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	<title>Comments on: Splinter Cell: Chaos Theory</title>
	<link>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/</link>
	<description>Random babblings from a few digitally inclined people</description>
	<pubDate>Tue, 06 Jan 2009 23:37:11 +0000</pubDate>
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	<item>
		<title>by: Kelmon</title>
		<link>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-647</link>
		<pubDate>Mon, 04 Apr 2005 11:02:50 +0000</pubDate>
		<guid>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-647</guid>
					<description>This goes back to the discussion of stealth games, but this really isn't my cup of tea.  I just don't have the patience for these games and get frustrated by them too easily.  I'm much happier with the likes of UT2004 and Call of Duty, and exploration nature of Metroid Prime really appeals.  In fact, I'd like to see more shooters going the way of Metroid so that more emphasis is placed on seeing the environment and rewarding those that are prepared to go hunting.  The important point is that when the shit hits the fan, in those games you can hold your own and can have some fun whereas in most stealth games that I've played, you're immediately dead.

Splinter Cell looks cool but I just know that I'll hate it and end up throwing the controller across the room.</description>
		<content:encoded><![CDATA[<p>This goes back to the discussion of stealth games, but this really isn&#8217;t my cup of tea.  I just don&#8217;t have the patience for these games and get frustrated by them too easily.  I&#8217;m much happier with the likes of UT2004 and Call of Duty, and exploration nature of Metroid Prime really appeals.  In fact, I&#8217;d like to see more shooters going the way of Metroid so that more emphasis is placed on seeing the environment and rewarding those that are prepared to go hunting.  The important point is that when the shit hits the fan, in those games you can hold your own and can have some fun whereas in most stealth games that I&#8217;ve played, you&#8217;re immediately dead.</p>
<p>Splinter Cell looks cool but I just know that I&#8217;ll hate it and end up throwing the controller across the room.
</p>
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		<title>by: Holliday</title>
		<link>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-644</link>
		<pubDate>Sun, 03 Apr 2005 19:33:58 +0000</pubDate>
		<guid>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-644</guid>
					<description>Last night three friends and I (Flip, wolfy and freestyle) played a couple hours of adversial.  Flip (a pandora vet) made a couple comments about how much smoother the online ran than PT.  The maps are indeed polished to an extreme degree.  Everything flows rather well.  It is rather apparent that a lot more thought was put into the PC version of the game.  Not just because the PC version has 3 extra maps but it doesn't feel like a console game ported to PC.  After a string of pretty poor ports from the consoles to PC (Halo, BiA) its nice to see some progress.

Upon hearing that the adversial game mode would not use the new graphics engine I was pretty bummed.  For a while it made me loose interest in the title all together.  When the versus demo appeared I did give it a good play with some friends but the visuals were very sorely lacking.  The game looked worse than I remember the original.  The gameplay of the demo was enough to keep me playing but not to purchase.  I am pleasently surprised how goregous the final version is.  

I have no idea why they released such an ugly map for the demo, the rest of the maps are oozing with visual treats.  The lighting (of course) is great and there is a ton of environmental and visual effects that I haven't seen done so well before.  The rain and water effects stand out the most.  When a merc goes outside in the rain droplets collect on his visor.  And if he goes back inside it fogs up a bit which eventually wears off.  The spy's suit gets slick and more reflective if he spends time in the rain.  Little things like that add advantage/disadvantage at times.

Today I dove deep into adversial, but not online.  The developers must have realized how steep the learning curve was the the versus mode so they took a good amount of time in supplying learning tools.  There is a whole section crammed with tutorials on every aspect of the game.  From the basics to the most advanced moves.  Also (the most needed aspect) is the ability to not only visit a map alone (as either class) but to have map based context help and suggested travel paths all throughout.  When you visit a map it REALLY helps to learn how things works.

I took a good 30 minutes or so with just one map learning all the ins and outs and what can change during the game.  The new maps are highly dynamic and the gameplay will shift throughout.  Basically as spies make progress certain things change.  The goals are a lot more strategic than 'neutralize 3 points'.  Each objective has ramifications throughout the map.  Neutralizing an objective usually triggers a level-wide change and since there are always more objectives than needed for victory you can neutralize them in different orders to get advantages elsewhere.

For example.  On the map I Was checking out 1 objective caused a power failure in certain parts of a level.  This made an objective that was previously rather difficult to get around to a lot easier (without being seen that is).  Another objective (a bombing) causes these stream tanks to overheat and explode pumping smoking out into the ventillation system.  So at center points the level there is a cloud of smoke to use for cover.  Another objective disables the map's laser trip lines.  And the objective in the previously well-lit room opens the sealed off area to the objective with the steam tanks.

So you can see (I left one out even) that the objects can be taken in certain ways depending on your strategy and what you deem is more effective.  This doesn't even take into account the mercs who are setting their own traps and trying to kill you.  Mercs will do well to know the maps too so then can better protect objectives that are more important to them.  Not so good at catching spies in the dark?  Make sure the light objective is well protected.  Hate coughing in a cloud of smoke? etc.  Theres even a spot where you can seal off another player in a tunnel (works for both).

The more I think about the layout and objectives and level specific events the more strategies I can see forming.  Truly a game that rewards crafty wit.</description>
		<content:encoded><![CDATA[<p>Last night three friends and I (Flip, wolfy and freestyle) played a couple hours of adversial.  Flip (a pandora vet) made a couple comments about how much smoother the online ran than PT.  The maps are indeed polished to an extreme degree.  Everything flows rather well.  It is rather apparent that a lot more thought was put into the PC version of the game.  Not just because the PC version has 3 extra maps but it doesn&#8217;t feel like a console game ported to PC.  After a string of pretty poor ports from the consoles to PC (Halo, BiA) its nice to see some progress.</p>
<p>Upon hearing that the adversial game mode would not use the new graphics engine I was pretty bummed.  For a while it made me loose interest in the title all together.  When the versus demo appeared I did give it a good play with some friends but the visuals were very sorely lacking.  The game looked worse than I remember the original.  The gameplay of the demo was enough to keep me playing but not to purchase.  I am pleasently surprised how goregous the final version is.  </p>
<p>I have no idea why they released such an ugly map for the demo, the rest of the maps are oozing with visual treats.  The lighting (of course) is great and there is a ton of environmental and visual effects that I haven&#8217;t seen done so well before.  The rain and water effects stand out the most.  When a merc goes outside in the rain droplets collect on his visor.  And if he goes back inside it fogs up a bit which eventually wears off.  The spy&#8217;s suit gets slick and more reflective if he spends time in the rain.  Little things like that add advantage/disadvantage at times.</p>
<p>Today I dove deep into adversial, but not online.  The developers must have realized how steep the learning curve was the the versus mode so they took a good amount of time in supplying learning tools.  There is a whole section crammed with tutorials on every aspect of the game.  From the basics to the most advanced moves.  Also (the most needed aspect) is the ability to not only visit a map alone (as either class) but to have map based context help and suggested travel paths all throughout.  When you visit a map it REALLY helps to learn how things works.</p>
<p>I took a good 30 minutes or so with just one map learning all the ins and outs and what can change during the game.  The new maps are highly dynamic and the gameplay will shift throughout.  Basically as spies make progress certain things change.  The goals are a lot more strategic than &#8216;neutralize 3 points&#8217;.  Each objective has ramifications throughout the map.  Neutralizing an objective usually triggers a level-wide change and since there are always more objectives than needed for victory you can neutralize them in different orders to get advantages elsewhere.</p>
<p>For example.  On the map I Was checking out 1 objective caused a power failure in certain parts of a level.  This made an objective that was previously rather difficult to get around to a lot easier (without being seen that is).  Another objective (a bombing) causes these stream tanks to overheat and explode pumping smoking out into the ventillation system.  So at center points the level there is a cloud of smoke to use for cover.  Another objective disables the map&#8217;s laser trip lines.  And the objective in the previously well-lit room opens the sealed off area to the objective with the steam tanks.</p>
<p>So you can see (I left one out even) that the objects can be taken in certain ways depending on your strategy and what you deem is more effective.  This doesn&#8217;t even take into account the mercs who are setting their own traps and trying to kill you.  Mercs will do well to know the maps too so then can better protect objectives that are more important to them.  Not so good at catching spies in the dark?  Make sure the light objective is well protected.  Hate coughing in a cloud of smoke? etc.  Theres even a spot where you can seal off another player in a tunnel (works for both).</p>
<p>The more I think about the layout and objectives and level specific events the more strategies I can see forming.  Truly a game that rewards crafty wit.
</p>
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		<title>by: Thornhillboy</title>
		<link>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-643</link>
		<pubDate>Sun, 03 Apr 2005 18:36:36 +0000</pubDate>
		<guid>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-643</guid>
					<description>I bought Pandora Tomorrow for the PS2 and to be honest, it bored me. So I probably would not get Chaos Theory for the PC. Although I do wish I had more decent online PC games...</description>
		<content:encoded><![CDATA[<p>I bought Pandora Tomorrow for the PS2 and to be honest, it bored me. So I probably would not get Chaos Theory for the PC. Although I do wish I had more decent online PC games&#8230;
</p>
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	<item>
		<title>by: Cyrris</title>
		<link>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-642</link>
		<pubDate>Sun, 03 Apr 2005 01:59:04 +0000</pubDate>
		<guid>http://www.aelon.net/2005/04/splinter-cell-chaos-theory/#comment-642</guid>
					<description>&lt;blockquote&gt;It really requires you to get into the game and know the maps and utilize every action and gadget available to you. While that may turn some people off to the game I am rather excited about diving in. Its nice to know that within a couple months the community will be based primarily on hardcore players who know how the game should be played.&lt;/blockquote&gt;

That's an interesting one. I'd imagine that quite a few prospective multiplayer newbies could be turned off by that. Maybe it's what games like Counter-Strike need. A certain few new gametypes that really require some more careful thinking to do well in, so those of lesser intellect don't bother filling those servers with their stupidity. </description>
		<content:encoded><![CDATA[<blockquote><p>It really requires you to get into the game and know the maps and utilize every action and gadget available to you. While that may turn some people off to the game I am rather excited about diving in. Its nice to know that within a couple months the community will be based primarily on hardcore players who know how the game should be played.</p></blockquote>
<p>That&#8217;s an interesting one. I&#8217;d imagine that quite a few prospective multiplayer newbies could be turned off by that. Maybe it&#8217;s what games like Counter-Strike need. A certain few new gametypes that really require some more careful thinking to do well in, so those of lesser intellect don&#8217;t bother filling those servers with their stupidity.
</p>
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