In this installation, Sam Fisher must stop an impending Sino-American war over Taiwanese sovereignty. While investigating and eliminating the competition, Sam finds that an old friend may be involved in the plot to start a war. It is his job to untangle the twisted story working from level to level, and figure out who wants to start the war and why they want to start it. The storyline is the strength of Chaos Theory, but it is also its greatest weakness. Since the plot is convoluted and involves many different villains, it is sometimes difficult to get wrapped up in the overall storyline. Sam is supposed to have certain emotions about certain characters, but without having first hand knowledge of the characters, it is difficult to piece together who is important and who is cannon fodder. This, and perhaps the third-person perspective, leads to a disconnected feeling between the player and the game. By no means is this a gigantic flaw, but it is one the player feels aware of on a consistent basis
With an interesting story, incredible graphics, and a solid soundtrack, Ubisoft scores. Ubisoft may not have created the stealth genre with the Splinter Cell series, but it certainly has defined it.
taking on multiple enemies, it is wise to use the environment to Sam's advantage. Sam's opponents are not meant to be taken lightly. While they patrol alone, they will buddy up to investigate disturbances. Their weapons are powerful and their aim is true. Previous editions of Splinter Cell had missions that were much easier to complete by assault rather than by stealth. This lead to an imbalance, making the stealth levels much harder than the rest of the game. This is no longer the case in Chaos Theory, as being stealthy is the only way to survive, especially on the harder difficulty settings. More importantly, the no fatalities commands come at intuitive points in the game, so they do not feel tacked on. In many levels, creating escalating alarm conditions will cause your enemies to suit up and become tougher and tougher to take down. There is no longer a three-alarm limit, something the game tries to point out in a tongue-in-cheek fashion.
Another great inclusion to the game is a seemingly Hitman-inspired scoring screen at the end of each mission. The scoring screen gives you an overall performance percentage, as well as recounting which objectives you completed and which you missed. Missed objectives have a way of coming back and haunting you, as they become mandatory and more difficult in future missions.
particular, looks so shiny and wet it almost pops off the screen. The game's levels are very well done, and very pretty to look at. The different types of glass play with the lighting in very intriguing ways--in a way it is a shame that so much of the game has to be played with the grainy light-vision goggles on.
Ubisoft has incorporated a cooperative-mode to go along with the versus-mode introduced in Pandora Tomorrow. The co-op mode is great, as you can do moves with multiple characters, like stand on one another's back to reach a higher vantage point, or do a judo-throw of an ally to propel him or her a long distance.
Replay Value: 9
THE GOOD:
- Genre-defining gameplay
- Top-notch graphics
- Improved multiplayer
- Strong AI
THE BAD:
- All-to-coincident plot devices (crawl spaces, etc)
- Horrible minor character voice acting

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Homepage.............: http://priboi-story.extra.hu
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