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Submitted by Jon Wilcox on June 8 2007 - 17:06

TVG chats to Thomas Geffroyd, Game Manager at Ubisoft Montreal, about Sam Fisher's newly surfaced Sciaphobia (that's a fear of shadows)...

For the past five years, top Third Echelon splinter cell Sam Fisher has been exploiting the shadows to sneak around the world, gathering intelligence and diffusing volatile National Security situations. But all that is about to change in Splinter Cell Conviction, the fifth instalment in the series to date, due to arrive on Xbox 360 and PC in the fourth quarter of the year.

Although the exact background details to the game remain under lock and key in a nuclear bunker deep in the heart of Ubisoft Montreal's studio, it's been revealed that Fisher finds himself framed for a crime - with a corrupt Third Echelon tasked with hunting the now hoodie-wearing former agent out of the shadows. TVG recently spoke with Thomas Geffroyd, Game Manager at Ubisoft Montreal about the series' fifth outing to find out more... TVG: Work on Splinter Cell: Conviction began two years ago, just after the team in Montreal completed production on Chaos Theory. Was the idea of introducing such a dramatic change in gameplay dynamic there right from the start, and how was it developed into the demo that's been shown recently? Well, work began a little before the end of Chaos Theory. The concept was already there, and we started working on the Chaos Theory engine to look into ways of how we could implement the dynamic environments on the Xbox 360.

TVG: So the engine in Conviction is a more refined version of the one used in Splinter Cell: Chaos Theory?

I would say that it was ninety percent based on Unreal [Engine] 2. We're still on Unreal Engine 2 in places, but there's not much left you can do with it now. We basically built the engine from scratch around the gameplay, the physics, and also the bridge between the different systems, which has been a real challenge for us. Because of the animations, the AI, it really helped to have our own engine called LEAD - all of components are named after metals.

TVG: The change in gameplay dynamic out of the series' trademark shadows is quite dramatic; what prompted the decision? Was it more an attempt to refresh the franchise, or simply because somebody had a strong idea?

It was a little bit of both. Making games takes money, and we have to sell them so we can make more games. To be honest, we wanted some fun because after all of these years of playing with light and shadows we've mastered it - they're beautifully styled games, and all of the components that we wanted were all there in the first one. It was time for us to have a change in order to move forward, and dynamic environments with a third-person view to us was something like the ultimate challenge. We had to ask whether we could technically do it, and it was our Technical Director who managed to develop the technology that could support the experience.

So it's three things: basically it provide us with a challenge, to rejuvenate ourselves, and the chance to rejuvenate the franchise itself. For most gamers, Splinter Cell wasn't a stealth game, it was light and shadow gameplay. To us, light and shadow, though amazing at the time, was a very binary experience - you were either in the light or in the dark. That's why there were all of those athletic skills like climbing up pipes, and using a building's architecture - it was a way of complimenting the light and dark, and was means for players to move.

Now, we want to do a stealth game, but stealth is the art of going around unnoticed. It's not something else, that's how it is. So as soon as you take that into consideration, and that Splinter Cell is a stealth game, there are many ways to go unnoticed. You can create diversions, you can go amongst the crowd - you have so many ways to do it. We believe that we're going to be true to the franchise; we're going to be even truer to Sam. I think that we now have the Sam we intended to have back in 2001 when we created him, because WE [Ubisoft Montreal] created him. When you spend six years working with the same guy on your screen every day, you start to build up an idea about the character, and appreciate him, and there are those on the team who appreciate Sam a lot. We wanted it to be possible to create the position of where we know what he's thinking and how he behaves, and not just being a man that does things because he's been told to - the name Conviction comes from Sam's own conviction. So that's about it for what motivated us to take the risk with this new direction.

TVG: How do you feel fans of the series will react to such a dramatic change in gameplay?

I think that they're more intolerant regarding gameplay, and the impact that the changes will have on gameplay. But what we hope is that in the end they will understand - when they get their hands on the game - that what we did in the first game was very innovative. We put a lot of passion into the gameplay, and that's something that we're doing [with Conviction]. They've got to trust us and come with us; we're even better than we were six years ago. We've had time to learn the machines and we're pushing ourselves to create the best experience. I think it was a balance between taking a risk and making something really amazing, and we've decided to make something really amazing - and we're doing everything we can. If you look at Splinter Cell, everything's already been done before; we wanted to create new gameplay just like we did; that's our challenge. We want to create some new gameplay. We want gamers, when they've finished playing Conviction to look around at other games and feel something.

If you take Splinter Cell Chaos Theory and play a couple of levels and then jump onto a different game, any other game, the first thing that you want to do is look in the shadows because you feel safe. I'm really happy because after playing Conviction, I find myself looking for objects and things dotted around the environment to use - I stop and think "Oh right, it's not that type of game". We want to change the perception of the environment and see it as the inventory; the inventory isn't a little picture that shows what you have, but it's what you have to hand.

TVG: Feeding into that, one of the elements of Splinter Cell in the past was the range of gadgets on offer to Sam. What access does he have to weapons and gadgets in Conviction; is it all stripped back?

We're going to have gadgets but the end product will focus on creating diversions; we're going to be using the Black Market so it gives us some freedom to have some fancy stuff - not that we're ready to announced them at the moment, we're stilling balancing everything to see how they all fit. But they'll be modified gadgets or weapons, which gives us more freedom to explore equipment that doesn't exist; it's less constraining than what we had before...

TVG: ...Allowing you to be more imaginative than before...

Exactly, and also to be more focused on the way that we distribute them. In past, Sam had the gadgets and weapons at the beginning of a mission, and it was up to the player if they wanted to use them or not, some players were only using two gadgets throughout the game. How many players were using the Sticky Shockers and shooting them into water? There are so many other things that you could do too. Not so many players went around discovering them, so with gadgets now we're going give them to players and push them to use them and have fun with them, and make sure that they experience everything that we provide.

TVG: Splinter Cell: Conviction isn't the only next-gen title from Ubisoft to utilise the crowd as part of the gameplay, it's something that Assassin's Creed will also be using. Can you explain how they use the game's population differently?

Well using crowds is just a next-generation component; there is nothing that we can do about that. If you look at Dead Rising you had a huge crowd; it wasn't doing anything, but the crowd is there - is it like Assassin's Creed? I doubt it. The thing is how you handle the crowd and what you do with it; we've pushed the AI of the crowd a lot. You can have a very specific kind of AI linked to an individual in the crowd which Sam can follow, and after a while they will look at you while they're talking; they'll make groups, and you can do little things to leverage that in the gameplay. When you create a panic, usually they'll [the crowd] move outside a certain area, and you can leverage that if you want to observe a scene and blend in with the crowd and view it like a regular person in a real incident. There are so many ways that you can use the crowd, and we're still implementing other elements. Assassin's [Creed] has a different approach, which is still very efficient for that type of gameplay where you use the crowd as a navigational system. It's really good, I play it almost every week - this isn't the same approach, and it's not the same way to way. It's all about gameplay.

TVG: One of the things about using crowd in the gameplay is the issue of 'clumping', where the same looking people keep on cropping up time and time again. What is being done to ensure that this will be kept to a minimum in Conviction?

It's not a particularly sexy term, but what we use is like a LEGO system. We have all of the different components and the system just runs along and mixes them. Based on that, we also have [body] morphology so people can be tall or short, tall or fat - we can very different kinds of people. We have three hundred characters per level so I hadn't seen two people together twice in the build that we have. It's rich enough to do that already; we're working hard to make sure that there's enough of a variety not to break the immersion.

TVG: Ubisoft Montreal was responsible for the first and third Splinter Cells, now it's working on the fifth. Can we expect that Ubisoft Shanghai [developer of Pandora Tomorrow and Double Agent] will be working on the sixth instalment in the series?

Absolutely not, it's always been about a matter of getting the right idea for a Splinter Cell game, and pushing for it at the right time. It's not about getting a business system, it's more about getting an idea and working on it. It's true that we pushed for it [Conviction] to be done at Montreal, because we felt it was more comfortable for us as fathers of the franchise for the game to 'come home', especially with the change in direction of the series. We wanted to ensure that it maintained its integrity.

TVG: Conviction is coming out on Xbox 360 and PC; is it a 'true' exclusive or will we see a delayed release on PlayStation3?

No, it's exclusive to Xbox 360 and PC.

TVG: Do you feel that despite the release of Double Agent last, Conviction is the first true next-generation Splinter Cell?

Yes and no. What I would say is that Conviction is the first massive turn in the franchise. I think that the beginning of the turn was in Double Agent with the development of Sam. Then you had some pretty amazing graphics in Double Agent, and the pace was a little more active; it had some nice little ingredients in there. Visually it was absolutely next-gen, however next-gen isn't just about the visuals, and that's why we're addressing the gameplay because we felt it was time to create some new gameplay, and use the technology not just for eye-candy but for deeper meaning.

I would say that Conviction is the first true new Splinter Cell, but Double Agent was already next-gen in a way.

TVG: And you're not talking about Multiplayer in Conviction for now?

I will give you one clue: The crowd will be online - it's going to be very paranoid.

TVG would like to thank Thomas Geffroyd from Ubisoft Montreal for taking the time to speak to us. We'll have more on Splinter Cell: Conviction shortly; the game itself will be out during the fourth quarter of 2007 on Xbox 360 and PC.

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User avatar
By: Anonymous

Added:Sat 11th Dec 2010 00:05, Post No: 52

lol your pc was illegal you mean, there are no 8 core cpus unless you on about an intel i7 cpu (dual cpu's on a server motherboard) which is a quad and what ever imaginary cpu you had the most epencive parts on your pc and certainly any games rig would be clocked @ atleast 3.6ghz using either 2 or more graphics cards (for 3D you can only use nvidia cards 9800GT or higher) and more likly to use at least a 300/400 seriese nvidia card with at least 1gb or GDDR5 ram.

 

you can always spot a bull*****r they just make it so easy to spot, why wont they just come clean and say they bought a budget pc expecting it to be able to play every game especially when they fail to understand what shared memory means on the graphics card lol.


User avatar
By: Anonymous

Added:Thu 09th Dec 2010 12:59, Post No: 51

No 3D support and it looks terrible in 3D so back to normal 2D I go. Stupid signs everywhere telling you where to look and go, seriously this game is designed for kids. My PC just rebuilt Unbelievably over the top and this game runs crap (not AMD or ATI). 8 cores at 3000 and a $600 nvidia card, total piece of junk glad I bought it off the black market, illegal copy because it just went in to the bin after about twenty minutes!!


User avatar
By: Anonymous

Added:Thu 08th Jul 2010 00:34, Post No: 50

Hahaha....this game is horrible....Playing through the final scene of the coop story and its so laughable that I dont even try and finish the it....I just kill MILLIONS of bad guys...seriously, you can literally kill a million people in this...theres an army of MILLIONS in the parking lot that just continue to storm the area as you masacre them...I guess the idea is that the game makers are trying to force to finish the game the way they want you to...which is contrary to splinter cell...its supposed to be a problem solving game not a linear shooter...but they force you to do stupid things in order to defeat their idiotic missions...like having to sneak past bullet proof badguys, infinity load auto guns that are electronic BUT are impervious to EMP....AK47 Pellet guns...thats right pellet guns...you can unload half a clip at point blank range and the bad guys will lerk a bit and then kill you with one shot....Having fired an AK and an MP5 I can say with certainty, this is the worst gun modelling Ive ever played...its actually hillarious that someone built this game and thought it was COOL...hahaha...terrible from start to finish...Id love to join this army...nothing like having unlimited bodies to storm warehouses and hangars...

Im going for the record....Im going to try and kill one million guys on the last level....just for fun.

 

Score: Zero out of A MILLION


User avatar
By: Anonymous

Added:Mon 03rd May 2010 13:45, Post No: 49

A good game, but [#@!?] for the name of Splinter Cell... Chaos Theory is still the king of SC games.


By: freeradical

Added:Thu 22nd Apr 2010 09:39, Post No: 48

@Post 46: Thanks for the heads-up. Infiltration wasn't anywhere to be seen in the review code we received, although it would make sense that Ubisoft is using the mode as a lure to snag sign-ups for U-Play I suppose.


User avatar
By: Anonymous

Added:Wed 21st Apr 2010 21:23, Post No: 47

What in the world is this reviewer talking about? Personnally the new presentation style is fresh, looks great, and is something new in what has become a repeat and reuse industry. Also, what difficulty setting did they play on? I'm a vetern of the previous Splinter Cells and I played conviction on realistic. Yes the game has a different pacing but in no why is mark and execute the easy button for the game. I faced many situations were mark and execute wasn't possible because I couldn't get a hand-to-hand take down without being detected by the hordes of AI trying to kill me. Besides what is the difference between mark and execute to take a few guys out versus sitting and the dark and picking guys off with a silenced weapon. Mark and execute just speeds up the process instead of going through the motions to get those 3 headshots. Any skilled player can get those headshots, why not speed things up. Like I said in many cases mark and execute wasn't possible. I give this game a 9 / 10. The pacing was good, the presentation was fresh, the graphics were good, co-op has plenty of options to keep you playing for sometime.


User avatar
By: Anonymous

Added:Mon 19th Apr 2010 05:07, Post No: 46

Yo Infiltration is unlocked in UBI's weird U-Play thing you launch from the menu, just a heads up.


By: freeradical

Added:Fri 16th Apr 2010 09:46, Post No: 45

@44 Err, unclear. We were definitely told it would be in there at a preview event though. Perhaps Ubisoft has held the mode back for DLC purposes. The publisher has already stated that it intends to provide a lot of DLC for Conviction.


User avatar
By: Anonymous

Added:Thu 15th Apr 2010 16:17, Post No: 44

Why did they remove Infiltration?


User avatar
By: Anonymous

Added:Thu 15th Apr 2010 12:13, Post No: 43

You wont like Conviction then


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