Splinter Cell: Conviction introduces a number of new gameplay features to the series, one of which is the "Mark & Execute" feature, which allows the player to mark specific targets, such as enemies or objects, and shoot them when they burst through a door or window. The player can choose to prioritize these targets, so that, for example, he could distract one guard by shooting out a light in his vicinity and then take out another guard. Another new feature is the "Last Known Position", which occurs when the player breaks the line of sight of an alerted guard. This creates a visual silhouette of where the guard thinks Sam is, allowing the player to flank his enemies. Main target subjects can use the player's abilities against them. The player can be taken hostage by the subject in co-op mode; the hostage's partner can neutralize the subject by shooting them or pulling them off his teammate.
Other new features include the ability to interrogate characters in real time and use objects in the surrounding environment against them. Several other features, such as blending into crowds, improvising gadgets, and interaction with the environment, were announced, which according to creative director Maxime Béland would have given the game "a lot of Bourne Identity influence," but were scrapped after the development team decided that going in this direction would be taking too much of a risk.[8] The environment is also used to project mission objectives and key plot points onto walls in order to keep the player immersed in the gameplay during the narrative.
One of Ubisoft's stated goals for Conviction was to make the game more accessible.[9] According to Béland, Chaos Theory is "very hardcore", which turned off many players and disillusioned people from the fantasy of being Sam Fisher. Beland contrasted the earlier games in the series with works containing James Bond or Jason Bourne, who "run fast, they don’t make noise, they kill one, two, three or four guys super quickly" and stated that Conviction delivers a similarly dynamic experience with an emphasis on action.
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Other new features include the ability to interrogate characters in real time and use objects in the surrounding environment against them. Several other features, such as blending into crowds, improvising gadgets, and interaction with the environment, were announced, which according to creative director Maxime Béland would have given the game "a lot of Bourne Identity influence," but were scrapped after the development team decided that going in this direction would be taking too much of a risk.[8] The environment is also used to project mission objectives and key plot points onto walls in order to keep the player immersed in the gameplay during the narrative.
One of Ubisoft's stated goals for Conviction was to make the game more accessible.[9] According to Béland, Chaos Theory is "very hardcore", which turned off many players and disillusioned people from the fantasy of being Sam Fisher. Beland contrasted the earlier games in the series with works containing James Bond or Jason Bourne, who "run fast, they don’t make noise, they kill one, two, three or four guys super quickly" and stated that Conviction delivers a similarly dynamic experience with an emphasis on action.
See video:
Mediafire link:
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