Splinter Cell: Blacklist footage, lots of details
Splinter Cell: Blacklist was on display at the MCM London Comic Con just a few days ago. Art director Scott Lee hosted a stage demo at the event and shared some information about the game.
Videos and details from the stage show can be found below:
-Paladin (hub) overview with other NPCs (starts around 4 mins in)
-customization system briefly shown off, many options to allow different gameplay modes (starts 7 minutes in)
-certain equipment pieces allow for different gear loadouts; more pistol/2-handed weapon ammo, gadgets, etc, also stealth/armour ratings different
-also plenty of cosmetic options, e.g. goggle colours, camo styles
-all upgrades/weapons have physical representations in the Paladin
-SMI – new menu system shown off, how it links SP/Co-op/MP together
-pre-order bonus (Upper Echelon suit) is the Chaos Theory suit for those that want it
-can hop inbetween game modes on the fly, no need to dig through menus
-14 co-op maps, all SP/co-op/MP maps are original, no reused content (except maybe barrels and crates)
-taking lessons from older SC games, admits the last few SC games were a bit weak
-emphasis on mini sandbox-style levels
-showing an older build from january
-showing off mission briefing for the first mission (Benghazi, day time mission), some game play, secondary objectives – starts around 19 mins in
-Sam no longer the lone wolf with the handler; has to lead a team from the start, eventually watch the 4E team grow
-perfectionist difficulty – stripped abilities, not simply difficulty ramp up
-cannot execute, no frontal takedowns allowed, no sonar goggles (see through walls), one-shot one-kill
-can see difference b/w armour types, more stealthy armours look lighter
-room at 12 min in, can be entered in multiple ways
-all lights in the game are dynamic – can be switched off by switch, destruction or EMP
-levels have multiple approaches, in instance of the mill, multiple connected floors, can climb around it outside to approach it differently
-possible to bypass all enemies, can finish the game with no kills, maybe some segments that might require you to neutralize enemies to proceed (non-lethal a possibility of course)
-heavy archtype enemy, cannot be attacked from ahead, requires more effort to disable (possibly the same in co-op that requires well-timed mark and executes to kill)
-forced stealth segment during London mission – cannot be detected, no enemies touched
-co-op has split screen
-BL’s story will standalone, written so that old games are not required reading in a sense
-graphic novel is lead-in into the game for the game