What made it such a great stealth game?

What made it such a great stealth game?
What can ubisoft do to make a Splinter Cell game just as good in the modern day?

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>What made it such a great stealth game?
They made it much easier than the previous games so all the casual faggots could finally pretend they enjoy stealth games too.

I've never played Chaos Theory, only the first Splinter Cell and that cheap Pandora spinoff. What made Chaos Theory for casuals?

God I fucking hate boomers

It was only easier because they opened up the levels giving you more options
The earlier games had artificial difficulty because of the levels
Remember the submarine in Pandora Tomorrow?
Fucking terrible

Because it had terrific level design, with the different levels each being content-filled sandboxes that offered a ton of ways to handle each situation. It very much reminded me of deus ex, in this way.

Light and sound being a factor. Multiple ways around a level.

That’s pretty much it, extremely basic shit that’s been around since 1998 with Thief.

i assume he's referring to the more open areas with more space and more room to proceed at your leisure and plan things out, whereas in the previous two games, especially 1, you had no room for error in some instances and only one route through (looking at you oil rig mission), although later levels in chaos theory can be like this. however actually being able to handle things in different ways and approach things differently was part of the fun in chaos theory. the first splinter cell can seem very unforgiving, especially the abattoir mission.

The Multiplayer Versus was amazing. I played it for years... then ubi shut down the PC servers.

This. The issue with having a stealth game that is restrictive and only really allows for a single method, this essentially reduces the game to a basic puzzle with only one solution, where you just do the required steps in the right sequence to unlock the win condition.

>What made Chaos Theory for casuals?
Removal of most mission restrictions that made the previous games more challenging. Removal of penalties for leaving bodies lying in the open. No alarm limit. The ridiculously OP OCP. Melee is now just Sam instantly kills everyone regardless. If you honestly don't think the game was made significantly easier than previous ones I can only assume you never actually played the previous ones. Chaos Theory is to Splinter Cell what Blood Money is to Hitman, massively watered down, simplified and easier but because most people hate stealth games making them easier makes them more popular and so they are Yea Forums's favorites. True stealth game fans know PT is better than CT.

although unlike deus ex in which there is defined right way, in chaos theory, even if you've already got the 100 percent rating for a mission, there's usually one optimum way in which you can make your way through sometimes even knocking out as few guards as possible, which you can figure out on replays.

it's also one of the few games i can think of where the graphic pretty much are the gameplay.

there were still many ways of handling things in splinter cell, different tools, different routes, shooting out lights to make things easier.

*no defined right way

they just made grabbing/hitting a guy easier

exactly, there are so many ways a mission in chaos theory can go depending that chaos theory is the most replayable of the first 3 games. however the game is like the first two in that if you want to get the best rating you have to do things just right in many instances. for instance the bit on the cargo ship with the guy at the computer and the filing cabinet, you can do that without knocking out the guy at the computer or the guard, but it requires a ridiculous solution that involves hiding in a vent, going out of the vent, searching the cabinet, and then going into the vent and going around to the other side of the room, all timed between a guard's patrol, and if you approach the cabinet from the other side of the guy on the computer, he'll sense your approach, which never happens at any other point in the game, which means there's no way to account for it. it's pure trial and error, but i like that they let you complete the self imposed challenging of getting through without knockouts, even if it doesn't affect the mission rating.

also, there are many instances in the game in which you can just completely bypass certain encounters if you know they're coming and you know where to go.

It is not it is bland and depressing like that copy pasta says lel.

What would be the PT of Hitman? Contracts?

Stealth is dead and will never come back as a genre unless it is watered down crap or a small part in a larger game that is more action than stealth.

The Bank level is the best stealth mission in history, prove me wrong

>intense versus
>comfy co-op

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the train mission is great. i also love the cryogenics lab mission and LAX.

>go below train
>get to the next door
>if you use an optic cable, there’s a guard there
>if you just open the door without checking, there’s no guard there
YOU CAN’T EXPLAIN THAT!

Had just enough freedom without being open world.

that game fucks with you a lot.

Having the option to use the knife to get info from enemies was a great addition that set it apart from the competition.

that game is all about information, and what information means, and getting information makes sense in that it allows you to account for things later, which adds an extra dimension to the trial and error gameplay making it more open, that and the briefing, it was all about information within information.

it had fuckin BANGERS

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>that game
The masse kernels come from the first splinter cell game. Interrogation is in all splinter cell games. CT is not unique in this regard. You are crediting one game with mainstays of the entire fucking franchise. You do know Fisher is a goddamn spy, right?

no i get it man. i've played the other two.

yes interrogation is in the other games, but it's more of a mechanic in CT, whereas it was more scripted in the previous two, as in there was one guard to interrogate and you knew it and had to do it to progress, whereas getting information in chaos theory is up to the player.

sam fisher is a secret agent, yes.

why do they call it Chaos Theory?

pandora tomorrow is unique in that it switches the idea of information warfare in an information system with the idea of bio-terrorism in an information system, the terrorism being the contradictory idea of biology in computer game world, and also of time, history and eventuality in a game world, fisher having to identify the terrorists in LAX from the normal staff by their higher than normal body temperature, vaccinated against an eventuality that doesn't actually exist in the computer game world (pandora tomorrow), hence they are meta terrorists. also see the fake leg.

Because, for some reason, people seem to think deliberately misleading others with false information has something to do with chaos theory in mathematics. Chaos theory was to pop culture in the 90s and 2000s what quantum mechanics is to pop culture today, i.e. nobody gets it but they keep forcing clumsy and inappropriate references to it in their dumb pop culture shit anyway.

chaos theory - shetland's very own chaos theory, theory = illusion, something not concrete, an idea, and just that, shetland's delusion as chaos cannot actually exist in a computer game world. shetland thinks he's the player of the game, and perpetuates war for its own sake using algorithms, which make fun of the idea of a game character wielding computer information in a computer game. sam fisher is the secret agent, the player, unbeknownst to shetland, and so shetland cannot possibly defeat the player, he just believes he can as part of the game's story of the secret agent, and that his rule is authentic.

the idea of conflict in a virtual world = chaos theory.

it's a meta narrative.

it's not meant to literally mean the scientific mathematical definition.