How Splinter Cell Changed

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Published 2020-08-28
www.patreon.com/turbobutton
twitter.com/Turbo_Button


A look back on the various design philosophies across three key Splinter Cell titles, in the hopes that one day this iconic series will emerge again from the shadows.


0:00 - Intro
1:11 - What is Splinter Cell? - Light and Noise
2:47 - Taking Cover
5:07 - Splinter Cell 1 Level Design Analysis
6:35 - Setting Off Alarms
10:00 - Streamlining
11:52 - The Core Tension of Splinter Cell
13:57 - Gunplay vs Funplay
15:01 - Saving systems
16:37 - Splinter Cell: Chaos Theory Level Design Analysis
18:57 - Splinter Cell: Blacklist Level Design Analysis
22:15 - Where did Splinter Cell Go?
24:23 - Conclusion









Stealth Game Design (Game Maker's Toolkit) [   • How Stealth Game Guards See and Hear ...  ]
Modeling AI Perception and Awareness in Splinter Cell: Blacklist (GDC) [   • Modeling AI Perception and Awareness ...  ]

Modernizing Splinter Cell: Blacklist's Gunplay (GDC) [   • Modernizing Splinter Cell: Blacklist'...  ]

All Comments (21)
  • @TurboButton
    Hope you enjoy this one, guys! Thought it might be fun to just post a video out of nowhere after so long. As usual, for all $1 Patrons I have some "Additional Notes" you can read on my Patreon. This one is a little longer than most but as always is largely about extraneous stuff like the story, tone and soundtrack. Just loose thoughts that would drag down the pace or completely change the topic of the video but still stuff you might enjoy. As I said, this video was something I had said I'd do as a Patreon goal waaayyyy back, so I'm overdue on this. Big thanks to all the Patrons who helped me reach that goal in the first place, you guys rock. Plus a big thanks to all you subscribers who stuck around with the channel for all this time. Seeing some of the reactions to this surprise has really put a big smile on my face. Love you all.
  • @Squiddy00
    Turbo Button only returned because he found a way to cram God Hand into another video.
  • @Loadernator123
    They turned my boy into John Wick when all I wanted was more Chaos Theory.
  • Holy crap, just subbed to you a couple weeks ago, hoping you’d return some day. What a surprise!
  • Hey, to be fair Sam Fisher was doing the whole John Wick thing before John Wick even was a thing.
  • @hugogieles4816
    Oh wow this is going to be one of the first comments I'm ever going to write I haven't even started the video yet but I'm just happy that you're back I hope you were doing well
  • @vman339
    As someone who uploaded one of the biggest "no traces" runs of the game you have no idea how much it means to me that someone would make this. Thank you.
  • @Syy
    Yeah, TurboButton returns! Just wanted to say, thanks for the God Hand video. I played it because of you and Sseth, and now it's one of my favorite games of all time.
  • @justthedude2385
    Higher difficulties in SCCT have a lower detection threshold for detecting Sam in darker, but not completely dark lighting- and also longer distances for sight as well.
  • @kingdomkey2262
    To be fair the airfoil round will cause the around enemies to go into full alert and start shooting you, while the sticky shocker is completely silent
  • @Doctor-Infinite
    Bro I legit GASPED I thought I was hallucinating. Welcome back
  • @Deimos_Fresh
    It's good to have an option to go "boom boom bang bang" for people who like this style in Blacklist, but I personally really struggle with it. Maybe I'm just suck at it, but Fisher dies after 2-3 shot even with the best armor. Cover system can help, but unless I'm hide somewhere out of reach, I have no time regenerate health. Doesn't help that enemies now have some basic tactics to deal with cover system and will actually tries to cooperate when fighting you. About the subject. There is one thing I came to realise when I recently for the first time played Hitman Absolution. Stealth games not by series, but as genre in general can't be everything at the same time. It was refreshing for when guard in Hitman Absolution didn't automatically attacked me and alarmed other guards around. I always wished for any Splinter Cell's guards to react if you shoot their legs or hands like in MGS2 or be able to hold them by pointing gun at them. For MGS I liked to have a crouch walk and more realistic guard behavior. There's really no ultimate stealth game that have absolutely every mechanics to cover every playstyle. Currently Splinter Cell sits in such position where Ubisoft can either try to make a game that combine best elements from Blacklist and Chaos Theory and try to create entirely new Splinter Cell game with new mechanics which hopefully will resemble the best parts of previous games.
  • @nydalitecrafter
    Makes me smile seeing how many people are just absolutely excited about a new video from you, even after 2 years, these lads are still sticking around. And it seems the wait was well worth it :) Hope you’re doing well Turbo
  • @pixlman
    New Turbo and Pokey in the same week this is getting scary
  • @sinenomine8739
    Finally! One of my favourite youtubers made a come back and boi, he did it with a bang. I've been hardcore SC fan for years. Now lemme cut the chit-chat and roll over my fare share of thoughts. Firstly, i agree pretty much on everything you've statied about the SC's reverse evolution, so to speak. Blacklist was an incredible game, but it is surelly still too plain safe in many aspects. I actually think that this franchise should take notes from the MGS: Ground Zeroes level design approach, but with more focus on infiltrating enemy buildings. Imagine, if you can start a mission by sea like in next-gen Double Agent! Guards are scouting the area for any intruders on their boats and you need to constantly avoid a light from a lighthouse, but water takedowns are still at your disposal. SC has been always giving so much moves for player, but they were restricted by the level design alone: iconic split-jump can be useful approximately 1-2 times for the whole game, optional interrogations point out exact spots for supplies, cool 360 degree shooting from a rope from next-gen SCDA is useful one time. The main issue with the SC series, despite it's perfect gameplay, is it's limitation, getting rid of it can make this franchise a trully perfect open-ended stealth-game like Thief 2. But oh well, we got new hobo Fisher DLC in Tom Clancy's Fortnite.
  • @nemtudom5074
    3:18 Im surprised they didnt give the player a button that would instantly headshot all enemies on the map, through walls, with tranq darts, out of a completely silent weapon Blech