Some quick marking, a slick hand-to-hand murder, and a zoom-zoom-zoom execution is an effective way of eliminating the threat.Ĭonviction tries its hand at other explosive moments, but these don't come together in such a dramatic way. For example, a roomful of guards aware of your presence might be flanking your location. In fact, most of the campaign's best moments come from clever use of execution tactics. It's a little disconcerting when a target moves behind a wall during an execution and your bullet clips right through it, but as a rule, the slick camera moves and audio cues make executions fun to pull off. Time slows a bit, the camera zooms toward each enemy in turn with a subtle swoosh, and your victims crumple to the ground, no match for a trained killing machine with a chip on his shoulder. Once you've taken down your initial target, the execution is ready, and as long as each of your targets is in range and not obscured by some object or another (you know it's a go when the tag markers turn red), all you need to do is press a single button. To pull off a mark-and-execute maneuver, you first have to perform a close-quarters kill. To this end, you can mark multiple enemies at once (up to four, depending on which weapon you're packing and whether you've upgraded it) and then execute them in a single move. But in Conviction, Sam conducts business on his own terms and is therefore far more aggressive than before. Sam is still vulnerable you can't just wander into a horde of hired guns in broad daylight.
The black-and-white effect can obscure things a bit much sometimes, but overall, these are sensible interface elements that toss you important information with a minimum of distraction.īut you won't spend as much time in the shadows in Conviction as you did in previous games. Warning alerts appear and sound if you are caught or are in immediate danger of being caught. If you're seen, a ghostly image of your form will remain at your last known location, and the AI will direct its attention there. If you're shrouded in darkness and invisible to your enemies, everything turns black and white, aside from targets and important environmental objects. You get some good interface tools to help you get your bearings when trying to stay out of sight. It's an intuitive system, and you can use it to quickly position yourself in all the right ways, often so you can clock a wandering guard over the head as he passes by without being seen by his cohorts in crime.
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You may then slip quickly to the next cover spot, assuming the visual indicator appears at the cover spot you want to zip to next. You can take cover and press against any vertical surface easily, from walls and curbs to vehicles and filing cabinets. Sam can still crouch and slink of course, but Conviction's stealth is centered around its cover system.
That something has changed is clear from the moment you lead Sam through the initial level. The supporting cast keeps up with him, making it easy to identify with the old acquaintances that have his back. Actor Michael Ironside again does a good job as Sam some scenes are thick with his desperation and exasperation. This environmental integration is remarkably effective, broadcasting updates and emotional states as if they are burned into his soul and then etched directly onto his retinas.
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("Anger," indicates one display "Guilt," shows another.) Black-and-white flashbacks play out on certain surfaces as if someone is broadcasting Sam's thoughts through an old movie projector. The text of your current mission is stretched across walls and angled up pipes, as are simple indications of Sam's emotional state. You encounter a few legitimate surprises along the way, though the story isn't as intriguing as the way in which it is told. A few old friends put Sam on the trail, but that trail isn't a straightforward one (is it ever?), and Sam soon finds himself wrapped up in a conspiracy far greater than it first appears. The murder of his daughter Sarah has siphoned away the hope and joy in Sam's life, and he's left with a single focus: find her killer. Sam Fisher is the gravel-voiced protagonist who is as much a part of Splinter Cell's identity as goggles and guns.