Splinter Cell: Blacklist hands-on - multiplayer stealth remastered

Xecuter

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Top TX Brass
Dec 6, 2002
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As the sun beats down over an abandoned factory, we find ourselves crouching behind a broken-down truck, wondering how this scene in Splinter Cell Blacklist is going to go down. After some deliberation, our demo partner - playing as Sam Fisher - breaks left, slinking into the nearest building. Once inside, it takes just a moment for the guard posted outside to be grabbed by the throat, hauled through the open window, and quietly knocked out. The ruthless efficiency happens just in time, too - a sniper's laser sight sweeps over the spot where the guard used to be, reminding us that any false moves could cost us. At this point, we set to work; as Isaac Briggs, we launch a small UAV equipped with a stun gun to take out the sniper who's set up residence in the tower across the courtyard. In short order, the remote-controlled copter has zapped the rifleman into submission, allowing us to rendezvous with our buddy and move inside the building.

Of the 14 co-op missions in Blacklist, we're tackling one of the most difficult. Its sunny setting requires us to time our attacks with our co-op partner precisely, to ensure we don't set off any of the alarms during the stealth-only mission. One slip-up, and we're done. Moments of frustration crop up as we work our way through the level with the looming spectre of instant failure shadowing us.
But the successful moments of teamwork balance the tension - like when Briggs shoots out a light with his silenced pistol, and Fisher quickly climbs past the formerly lit spot to hang from a sewer pipe on the ceiling. Then there are the simultaneous takedowns, which you can set up via the Mark and Execute system, that also add a measure of satisfaction to our efforts to push forward.
Longer, story-centric missions also exist - like the second of our two co-op missions, which involves sneaking into an Indian missile plant to prevent Russian spy agency Voron from stealing a nuclear warhead. Rather than focus on a single location and give the pair of secret agents the ability to figure things out, this one's a more linear, directed mission.
We easily sneak past a group of guards, zap a few snipers guarding the entrance of the facility, and stroll right into the plant - then run right into the Vorons. That's when things get messy. No skulking about here; the Russians want a fight, and we give it to them. Dropping our silenced pistols and tasers in favour of assault rifles and magnums, we go to war - and have it proven to us that this Splinter Cell will provide ample variety.
Blacklist also marks the return of Spies vs. Mercs. Missing-in-action since 2006's Double Agent, the asymmetrical multiplayer mode sees the Spies controlled from the third-person perspective, whereas the Mercs put you in first-person shooter mode, which significantly hinders your vision but hands you far superior firepower. It's the Spies' job to use their mobility and vision to get to and hack consoles, while the Mercs attempt to stave off their infiltration by investigating every inch of each map.
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Previously a 2v2 affair, Blacklist offers its own twist on the mode. Now, up to eight players can play on maps and can even customise their loadouts, something not available in previous Splinter Cells. Also, spies can now utilise a pinging ability that lets them know where the opposing gunmen are; the Mercs, however, can go right back at them via their UAVs and EMP grenades. It all feels much more chaotic and intense than ever before. Four players per side means far more firefights, backstabs, and general insanity. Of course, the original mode still exists, but for those who want something more fast-paced, Blacklist's changes are for you.
Source: OXM[SUP][1][/SUP]
[h=3]References[/h]
  1. [SUP]^[/SUP] Source: OXM (www.oxm.co.uk)



Thanks to: Rheena.com