
Splinter Cell Chaos Theory Android
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And again threat has hung over the world, and again Sam Fisher gets down to business. The permanent hero of a series Splinter Cell, the master of confidential operations, the super-agent in 'Chaos Theory' - the blockbuster which has apeared on the computer and games consoles! In 'Chaos Theory', Sam Fisher should eliminate a new explosive situation in the Pacific region. Using new espionage tricks, you can creep up to sentries and silently remove them. With a large amount of the new weapon, like knives, darts and grenades never before before in games Splinter Cell for mobile phones, you can attack the enemies while they try to find you in the darkness. You should download game Splinter Cell: Chaos Theory and try new possibilities.
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This article is about the Splinter Cell video game series. For the first video game in the series, see. Tom Clancy's Splinter Cell, Platforms, Platform of origin November 17, 2002 August 20, 2013 Tom Clancy's Splinter Cell is a series of award-winning, the first of which was released in 2002, and their tie-in novels. The protagonist, is a highly trained agent of a fictional sub-division within the, dubbed 'Third Echelon'.
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The player controls Fisher to overcome his adversaries in levels (created using Unreal Engine and emphasising light and darkness as gameplay elements). All the and PC games in the series were positively received, and the series is commercially successful.
The series, along with, is considered to be one of Ubisoft's flagship franchises, selling more than 31 million copies as of 2011. Contents. Games Timeline of release years 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 Aggregate review scores As of October 21, 2013. Game (Xbox) 93 (PC) 91 (PS2) 89 (GC) 89 (GBA) 77 (Xbox) 93 (PS2) 87 (PC) 87 (GC) 78 (GBA) 68 (Xbox) 94 (PC) 92 (PS2) 87 (GC) 81 (3DS) 53 (NDS) 50 (PSP) 58 (Xbox) 89 (X360) 85 (PS2) 84 (PC) 80 (PS3) 78 (GC) 64 (Wii) 61 (X360) 85 (PC) 83 (PS3) 84 (X360) 82 (PC) 82 (WIIU) 75 Tom Clancy's Splinter Cell (2002). Main article: Pandora Tomorrow was developed by Ubisoft Shanghai and introduced multiplayer gameplay to the Splinter Cell series. In, the adapts to adjust to the player's skill level. Unlike other games in the series, which generally lean towards information-based threats, the plot of Pandora Tomorrow focuses on biological warfare, in which an Indonesian terrorist group threatens to infect people with smallpox virus.
Is also given new abilities like SWAT turns and whistling to attract enemies' attention. Tom Clancy's Splinter Cell: Chaos Theory (2005). Main article: Ubisoft Montreal was again responsible for the third game in the series, Chaos Theory.
It adds a cooperative multiplayer mode. Originally announced to be released in Fall 2004, its initial releases were made at the end of March 2005. Again the Unreal Engine was heavily modified, this time from version 2.5. The game includes a number of new features, including adding a combat knife to the player's inventory. Maps are also much more open with multiple ways of achieving the end goal. The game received critical acclaim, with higher critic scores than any other game in the series and is often considered to be the best game in the franchise.
Tom Clancy's Splinter Cell: Essentials (2006). Main article: Essentials extends the Splinter Cell series to the platform. Through a series of flashback missions, the player learns more about Sam Fisher's back story. The game's critical reception was much worse than the other games in the series.
While the graphics were considered high-quality for the PSP, the multiplayer was considered almost unplayable. The game was also criticized for not being able to be played on the go, because it requires a dark environment. Tom Clancy's Splinter Cell: Double Agent (2006). Main article: For the series' fourth installment, two separate versions were created, one for generation six consoles and the Wii and the other for and PC. Double Agent features a 'trust system' that presents the player with moral dilemmas.
It is the first game in the series with a hub like area, where Sam can explore and do objectives between missions. This is also the only game in the series to have different endings, based on player decisions. Only one ending is used to continue the storyline. Tom Clancy's Splinter Cell: Conviction (2010). Main article: Conviction was officially announced on May 23, 2007 when Ubisoft released a trailer for the game.
The game was due for release on November 16, 2007. However, the game missed its initial launch date, and on May 19, 2008, it was reported that Splinter Cell: Conviction was 'officially on hold' and that the game had been taken 'back to the drawing board'. Ubisoft announced that the game had been pushed back to the 2009–10 fiscal year. At, the developers confirmed that the 'new' Conviction had been in development since early 2008, commenting that 'the gameplay has evolved a lot' and 'the visual direction is simply much better'.
The game's release date was pushed back several times. On March 18, 2010, the demo was released for. Ubisoft wanted to make the fifth game more accessible. So Conviction was designed around the new core elements 'Mark and Execute' and 'Last Known Position', while stealth elements present in the previous games were omitted, such as the ability to whistle, lock picking, hiding bodies, etc.
Conviction uses a cover system and adds simple interrogation sequences to the series. Tom Clancy's Splinter Cell: Blacklist (2013).
This section needs expansion. You can help. (February 2011) The first game explains that 'Splinter Cell' refers to an elite -type unit of single covert operatives (such as ) who are supported in the field by a high-tech remote team. In the first three games ( Splinter Cell, Pandora Tomorrow, Chaos Theory), terrorists are planning attacks, usually by use of, which, an operative for Third Echelon, a secret branch of the NSA, must prevent. The missions range from gathering intelligence to capturing and/or eliminating terrorists.
In the fourth game, Double Agent, Fisher assumes the identity of a wanted criminal in order to infiltrate a terrorist ring. The fifth game, Conviction, starts after events in the conclusion of Double Agent: Sam has abandoned Third Echelon. When he discovers that the death of his daughter Sarah had not been an accident (as had been purported at the beginning of Double Agent), he strikes out on his own in search of those responsible until Sam's investigation uncovers a conspiracy within his old agency. In the sixth and most recent game, Blacklist, Third Echelon has been disbanded by the President of the United States. A new outfit, Fourth Echelon, is formed by the President and placed under the command of with the mission of stopping the Blacklist attacks and the Engineers - the organization behind them.
Blacklist deals with the morality of war and how far Sam and his team go in order to prevent these plots against America. Trifocal goggles. This section needs expansion. You can help.
(February 2011) The encouraged way to progress through the games is to remain hidden, select non-obvious routes, and utilize diversions to pass guards. The only features a single-player mode, introduces a two-on-two multiplayer mode. Further develops that mode and introduces a cooperative mode. Cooperative mode plays similarly to the single player mode, but adds situations that can only be overcome as a team. The cooperative storylines in Chaos Theory and the version of parallel those of Sam's actions in the single-player modes, letting players act on information he obtained or provide support in the field.
Double Agent introduces a morality factor: Fisher may now encounter conflicting objectives between his superiors and the terrorists. For example, the terrorists may assign a mission to assassinate someone, while the NSA simultaneously instructs the player to prevent the assassination. This creates a delicate balancing act between gaining the trust of the terrorists and fulfilling the mission assignments. In addition, Fisher must not do anything to reveal to the terrorists that he is a double agent (such as let himself be seen with an NSA gadget), otherwise he will lose instantly.
Utilizes a much faster and more violent form of stealth action gameplay than previous games in the series. It retains the cooperative multiplayer mode of the two preceding games. The weapons that uses are based more accurately on current real-world weapons which behave accordingly and all weapons can be upgraded by a points system. This points system is secondary to the main storyline and is achievement based. These points may be used to add silencers, sights, upgraded ammo, laser targeting and other upgrades, with up to three upgrades per weapon. This game provides an interactive mission update sequence that is built into the levels themselves. Instead of getting an objective-bar popup, the objective may appear in bold white text on the side of a building or in front of a barricade.
This adds to the immersion and keeps the HUD uncluttered. The stealth element of the game allows Fisher to hide in the shadows and become almost invisible.
Guards may be assassinated by unsuppressed or silenced weapons, gadgets, or hand-to-hand combat. After successfully completing a hand-to-hand kill, the player is provided with an 'execution' bonus, which allows the player to mark two to four targets (depending on the weapon selected) such as enemies or objects, and trigger the execution animation. Fisher will then dispatch all targets within a few seconds in an extraordinary fashion. Interactive interrogation cutscenes where Fisher beats up a target for information do not require the player to do anything other than press Interrogate.
Though if the player happens to be near an interactive object like a television or table, Fisher may use that to alter the standard animation. Development and history Origin.
This section needs expansion. You can help. (February 2011) The first game in the series modified the to allow the light-and-dark-based gameplay style. The other games continued this, using updated versions of the engine.
By the release of the latest game – Blacklist – the engine had been upgraded to the LEAD engine, a heavily modified version of the Unreal Engine 2.5. The game had active shadows on all consoles not simply as a graphical function – as in most games – but as a gameplay enhancer for the sake of the game's stealth features. This meant that more coding for the game was required and overall, required a powerful desktop computer in order to get the best clarity and performance. Reception By the end of 2004, sales of the Splinter Cell series totaled 9.6 million units. By October 2005, the series' global sales had surpassed 12.5 million units. References. Retrieved April 19, 2011.
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