![]() ![]() "The gameplay experience we are targeting is directly tied to what we want players to feel, to capture the essence back when we were all playing the original games," said West. "Ideally, they end up coming out on the other side with no one having realized you were even there. "It’s important for us to preserve the sense of mastery by supporting players who observe the situations, make their plan, use their gadgets, and outsmart the enemy creatively to deal with the challenges they are presented with," he explained. "And we're very, very aware of what makes classic Splinter Cell what it is." "It’s safe to say a lot of us on the team are stealth purists, and we're behind that level of seriousness when it comes to those kinds of mechanics, and those sorts of things that we want to see in this game," says Chris Auty, Splinter Cell's new creative director. As for the gameplay that happens within those linear levels, the emphasis is once again on stealth, not action. Part of keeping that remake true to the series identity is that it will be a linear game, and not open world akin to many other Ubisoft games. Although we're still in the very earliest stages of development, what we're trying to do is make sure the spirit of the early games remains intact, in all of the ways that gave early Splinter Cell its identity." In terms of changes, a scriptwriter listing indicated that Ubisoft Toronto was “rewriting and updating the story for a modern-day audience.” It’s looking to keep the “spirit and themes” of the original alive, but also appeal to “a new audience of Splinter Cell fans.” Stay tuned for more details updates on the title in the future.In an interview posted to the Ubisoft website, producer Matt West said, "I think it kind of has to be a remake as opposed to a remaster. The Splinter Cell Remake is being developed on Snowdrop Engine and doesn’t have a release window. We want to create these moments of tension that the player will need to use those tools and gadgets to react, too.” He can plan by looking under doorways and using these tools to understand where the threats and that sort of thing are. If an enemy is coming around the corner that you didn’t spot in time, he can do these split jumps, get up high, and kind of avoid contact. “And he has these tools in his toolbox that he can use to react to that stuff in a split second. You know that there’s a threat coming around the corner. ![]() And with all of those, they aim to create these moments of tension. Stealth is an extremely important pillar for us, and we aim to incorporate modern design philosophies, improving the minute-to-minute stealth gameplay that was so special in the original.”Īuty added on to this: “So Sam, being the ultimate covert field agent, he has an enormous array of tools and abilities, gadgets, and movements at his disposal. “We want to give the player a few more opportunities to de-escalate some situations. The remake is looking to “scale that back a bit,” as per senior game designer Andy Schmoll. Triggering it three times would cause the mission to fail. If you left a body visible and went to another area, an alarm would automatically trigger. The original release was also very strict when it came to mistakes. We would like to make sure that the entire game is playable, from beginning to end, without a single kill, if at all possible. We even would like for the Remake to take that a step further. ![]() While still early in production – with the team wanting to “absolutely nail the game” – it wants to ensure that the entire game is playable without killing any enemies.Ĭreative director Chris Auty said, “I think the sense of Mastery, also if we’re talking about perfectionism in the game, is important. In a recent video celebrating Splinter Cell’s 20th anniversary, Ubisoft shared some concept art for the upcoming Splinter Cell Remake.
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