![]() Author Appeal: The game has this, though unusually for such a trope, the effect is not so much on story or themes so much as on gameplay.Ascended Extra: Anna "Grim" Grímsdóttir goes from being a Voice with an Internet Connection to a main character here, though she still keeps some of her old role.The only one that isn't is highly fictionalized. All of the guns are called by their Real Life names. Actionized Sequel: Due to the emphasis of the "Mark & Execute" feature, and the reduction/removal of features used to distract and incapacitate rather than kill.The fiction includes all the relevant plot points of the series' past without the Tom Clancy technobabble that bogged down previous entries.This game provides examples of the following tropes: At the same time, this is a great jumping-on point for newcomers. ![]() Fans who have been at Sam's side since day one should walk away with a sense of closure and optimism for future installments. "Conviction" isn't the series' high point, but it does get the franchise back on track. Ubisoft has included a one-on-one, spy-versus-spy competitive component, but it lacks the flair and depth of previous installments' - spies-versus-mercenaries - mode. But "Conviction's" multiplayer disappoints outside of the co-op. This co-op only experience is heavy on action. The game's second campaign focuses on two characters named Archer and Kestrel. The transitions to black and white, an effect used to tell players they are hidden from enemy sight, are jarring. I also have mixed feelings on the stylistic visuals. I don't know about you, but if I spotted one of the world's greatest killers I wouldn't antagonize him. They empty clips and toss grenades with the best of gaming's foes, yet are overly vocal in their pursuit of you. "Conviction's" only glaring oddity is the logic that enemies exhibit. I used this ability religiously to make short work of small pockets of enemies, and also to save my ass in shootouts. Gunplay is highlighted by Sam's new "mark and execute" ability, which uses cinematic slow motion to frame the brain-bursting shots. Walls can be ascended with the grace of Ezio from "Assassin's Creed," and a sprinting slide maneuver can quickly lower you from an enemy's line of sight. The level designs also embrace player choice in how you traverse environments. Ubisoft finds the happy medium, with solid gunplay and intuitive movement at your fingertips. "Conviction" is not a slow-moving stealth game, nor is it a fast-paced shooter. With the story transitioning seamlessly from a tale of revenge to one of hope, the gameplay also takes on a new identity. The last act, and the means with which Sam handles a high-ranking official, are worthy of a fist-pump. Whom Sam ends up hunting is a twist I didn't see coming. The plot races forward with the urgency of a Jason Bourne film and skirts most of the clichés associated with revenge stories. Heads are smashed through urinals, hands are impaled by knives, and most people who exchange words with Fisher likely won't talk again.Īrtfully constructed flashback sequences bring Sam's darkest days into full frame, giving the hunt ahead a twisted sense of justification. His methods are brutal, often making Jack Bauer's interrogations look like relaxing massages. "Conviction" follows Sam as he wrenches answers from those who have wronged him. He's teetering on the edge of madness, and his thirst for revenge is the only thing driving him. In "Tom Clancy's Splinter Cell: Conviction," Sam Fisher's humanity is demolished, leaving nothing but an emotionally frail, agitated shell of a man.
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