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Splinter Cell: Chaos Theory

Score: 50%
ESRB: Teen
Publisher: Ubisoft Entertainment
Developer: Ubisoft Entertainment
Media: Cartridge/1
Players: 1 - 4
Genre: Stealth/ Action

Graphics & Sound:

Splinter Cell: Chaos Theory is a huge graphical letdown and clearly shows that DS isn't the portable-3D machine Nintendo envisioned. Framerates are extremely unsteady and ebb between slow to barely functioning -- and that's just on the introductory menu. In game, things are much, much worse. Models are blocky and lack character. Were it not for Sam moving when you hit the D-pad, it would be easy to mistake him for any of the other random assortment of thugs you'll face in the game's cramped levels. Even when dropping into one the game's signature "vision modes", things look less than rosy. It should also be noted that it's during these times that the framerate really lags, making them better for quick scouting rather than gameplay. If you've ever played a Splinter Cell game, you already know that this tactic isn't a useful one.

Sound is just as bad as the visuals. To its credit, pieces of the console version's score have been included in the DS version. The downside is that it's only certain pieces played in an endless loop -- which can get tiring. Sound effects, which are mostly limited to gunfire and certain ambient sounds, never feel right. The absolute worst part of the entire audio package is the absence of voices. While I completely understand that asking for voice tracks to be included in the DS version is a little too much, would it have hurt to at least edit down the game's script so it was readable. Each mission, and even some mission objectives, come with pages of text filled with techno-speak and political babble that frankly, isn't that much fun to read.


Gameplay:

Splinter Cell: Chaos Theory follows the same general plot and gameplay as the console versions. The year is 2008 and the world is engaged in a new type of global terrorism -- information warfare. Citywide blackouts and stock exchange sabotage are the least of the nation's problems as the national defense grid has been hacked and is slowly being used against the people it is supposed to protect. In order to stop this new wave of terror, the government sends out a new breed of operative to get information and prevent the attacks. You once again step behind the tri-goggles of one of these operatives, Sam Fisher, as you attempt to get in, and get out, without being detected.

If the menus weren't a good enough introduction as to what to expect from the game, the first mission will. To make a long rant short, Chaos Theory just doesn't work on the DS. The added touch screen features are neat, and at times, it does look like the game is going somewhere. These moments are short-lived and you're oftentimes thrust into what is essentially an unplayable game with a few workable moments. Level designs are cramped and the poor graphics do little to help you navigate what's going on. Even the radar screen, which takes up most of the touch screen, is unusable. Though it does give you the location of enemies and cameras, it's nearly impossible to tell which way they're facing, adding a new level to the trial-and-error gameplay that the series has long been known for.

One of the game's few pleasant surprises is the addition of multiplayer modes. These include co-op and versus modes that closely mirror the multiplayer modes found in the console version. I wasn't able to spend too much time with the co-op gameplay (which is more Nintendo's fault for dragging their feet on Online Wi-Fi play for the DS), but I actually enjoyed it a little more than the single-player experience if only because I knew someone was suffering through it with me. Versus mode, which is one of the best aspects of the console version, isn't much fun on the DS.


Difficulty:

While trying to avoid the cliche' reviewer statement, "Just playing the game is the hardest part", I'll just say that playing through Chaos Theory is a chore. Like most tough things in life its doable, but only if you have patience and don't mind slamming your DS shut after getting half-way though a level only to die and discover you were nowhere near the check-point.

Game Mechanics:

Once you start up the game, you're given the option of either working your way though a training mission or jumping right into the action. Normally, I'm the type to jump right into a game and figure things out on my own, but even I found myself going through the practice stage a few times to get a handle on Chaos Theory's mechanics. The general setup and performance of moves works, at least if you're a veteran of past games, but always feel off. The timing never seems to work in your favor and will usually end up getting you killed, or at least becoming a major setback.

If this is your first time playing a Splinter Cell game, things are much worse since the controls really aren't that friendly and take lots of practice. Part of the problem is the game's insistence on using every button and the touch screen in gameplay, translating to a complicated scheme for newcomers. The general practice, at least when translating a game to a handheld, is to scale back control issues. Chaos Theory instead overcomplicates things. What's worse, the touch screen is nearly impossible to use with your finger, requiring you to try and figure out some way to use your hands and stylus at once. It just doesn't work.

Splinter Cell: Chaos Theory is a victim of ambition being bigger than the hardware its being envisioned for. There are some really good ideas at work if you know where to look, but these are muddied by a number of problems that add up too quickly. Even the more ardent of Splinter Cell fans should avoid this one unless you can find some kind of deal on it.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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