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The story is set long after the last delivery, with Sam Fisher shattered by the death of his daughter at the hands of a driver who fled after running her over. Lives embittered by memories, but everything changes when he finds a clue that leads him who murdered and decides to go looking to exact his revenge, aided by a former classmate named Grim. Although no longer with Third Echelon, Sam still has his skills, which together guide will now only revenge makes him more dangerous than ever. And the Sam Fisher Conviction is wilder than ever, and no doubt beating a man to take him to the brink of death to confess. As we saw in the demo, how to tell the story will be very special, as well as some flashblack, we find that at times scenes of things that had happened at another time or souvenirs on a wall projected as whether to depart from a film projector. It certainly is an original action, which will be present throughout the game and show us important scenes.
Which Sam Fisher is a darker character not only impact on the script of the game, but will have a direct impact on the gameplay, making their actions more severe than before or that at times stealth skip (although it will always be important Face to discover our enemies off guard). In this section, the game brings interesting news. The first is the “last known position” when it makes us discover our silhouette appears in the last place you’ve been spotted.
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From that moment, the enemies in the area will be heading towards that silhouette and even trigger on it at times, assuming we’re still around. From the point of view playable this has many possibilities as we can play with that last bit we have left to get away from the rear pillar and those who persecute us. The other big news of the title is “mark and execute” a new skill that will allow us to eliminate several targets quickly. To achieve this we first have to kill someone using our hands, allowing us to activate the ability. After that, we locate our targets, two on top (that’s what allowed us the demo), but as we go through the game it seems that this figure will be implemented. When the whites are marked symbol on enemies, white will appear means they are too far away to be executed and red can do it, and once everyone is in that color, will press ‘Y’ and Sam Fisher, automatically, you’ll end up with them two shots. The beauty of this system is that we can kill very quickly, so that the guards are alerted to the deaths.
Moreover, in times when we should face multiple enemies at the same time, it is extremely useful, because we can take from several at once. Furthermore, the system is well balanced, because we can not use it whenever we want, but only after causing a death with our hands.
Apart from these developments, Splinter Cell: Conviction remains true to most of its hallmarks. It remains vital to hide in the shadows to go unnoticed. When we do, the screen will go black and white to indicate that no one can see us. To achieve these shadows will be important to play with the environment, either by turning off lights or destroying them directly. We may also interact with the scenario in other ways, for example by breaking a lamp to fall on our enemies or making noise (something that will be discovered) if we throw our enemies on certain surfaces, like a car (your alarm is activated) or a table full of bottles. Throughout the game, Sam Fisher will be finding a good arsenal by the way, which may improve in return will gain points as secondary objectives of the mission, as deftly evade or kill some concrete form are met.
But though the weaponry available allow us to go for the kill and if we are good, survive, things are much easier if we carefully and make sure before entering each room One way to do it is using a mirror under the door This will allow us to know the situation accurately and be prepared. A curious thing is that all the game’s tutorial messages and directions of the mission are integrated with the stage, so that the text appears on the walls or on certain objects. Certainly a very interesting detail. Graphically the game looks great, with a modeled both Fisher and enemies, very good. Of the latter we have to say that we find enough variety in their faces and their clothes, which helped to give more realism to the situation. Moreover, Sam looks better than ever, with even more carefully animations.