Un poco de info sobre el juego.
Projected Texts/Movies:The game is centered on our main character, Sam Fisher. The narrative is something we wanted to spend a lot of time on to make sure we properly communicated the story and Sam’s emotional state of mind. We had to find new ways to get the player’s attention without breaking the immersion with the game world. We achieved that by following a more cinematographic approach. The game tells its story in real time through projected movies and texts on the walls. We seamlessly transport the player to different locations while the story of the game unfolds before them.
Last Known Position:The Last Known Position is really similar to one of the things Splinter Cell has always been about, creating distractions and drawing enemies out of position. Now, we are visualizing it, we are making it so you can see what they are thinking and what they are doing. As soon as you create a Last Known Position, you can start using stealth to get away from that position and then reenter combat with the upper hand because of your stealthy actions. The Last Known Position is a way for us to introduce stealth into combat and to really blend action and stealth together.
Interrogation:Sam is on a personal quest to find his daughter’s killer, and he’s been trained to know the limits of human capability. He is an expert at getting information out of people.During each Interrogation, you have total control over the scene; you get to choose how the action plays out. You can move around in the environment and use anything you see to help get the information out of your target. Some moves are more brutal than others, and every interrogation will be unique. It also serves an important narrative purpose: it allows the player to learn more about the story and his objectives. These are real interactive narrative moments.We did lots of motion capture sessions for these, with tons of different interactions with the environment (animations, destructions…) specific to the location where the interrogation is being held. Each interrogation will be a memorable moment for the player!
Mark & Execute:Mark & Execute comes from the desire to make you feel like an elite operative that can take down several enemies in an instant, while giving you access to an all new layer of strategy and tactics when approaching situations.
The most important thing to understand about the feature, is it’s a reward you get from performing a stealth action, you can’t use it all the time. Deploying it properly involves skill: observing the situation, acquiring targets, waiting for the right moment to strike, linking it to Sam’s other abilities and gadgets, etc. The enemy AI is ruthless, and a messy execute is just as bad as storming into a room full of enemies without thinking. But when done properly, it is immensely satisfying to pull off.
Of course we also make sure that Mark & Execute remains fresh and challenging as you progress through the game. First off, it is linked to Sam’s weapons. For example, in the demo map, your pistol gives you 2 marks, whereas the shotgun gives you 3 marks. The shotgun gives you an edge, but its drawback is that it’s very loud – so using it draws attention and puts your enemies into an alerted state. On the other hand, your pistol has a suppressor, so you might eliminate less people, but silently… Enemy setups also get increasingly challenging as you progress through the game, forcing you to think and adjust your tactics if you want to remain undetected.
Sam as a Panther:We wanted to expand the stealth genre and bring the franchise into new territories. We are keeping what we love about stealth games (e.g. the tension, the suspense, the quiet kill), but increased the pace and the number of innovative features. We believe we have found a good balance that contains all the traits our long time fans have come to love, but packaged it in a revolutionary manner.
Y capturas de pantalla para acompañar la info.