Free splinter cell download for pc
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Recent Posts. Spiritfarer Free Download. Recipe for Disaster Free Download. Farming Simulator 22 Free Download. Recent Comments. In the games we take on the role of Sam Fisher, a special agent capable of infiltrating anywhere, completing the most difficult mission and getting out without having to take a single shot, but all this will change in Splinter Cell Double Agent.
On this occasion, we'll find ourselves in the middle of a plot that confronts our agency, the NSA, and a terrorist group formed by fanatic North Americans that want to cause turmoil in the country, the JBA. Our mission will be to infiltrate in a prison as a double agent and get in contact with the terrorist group's leaders , carrying out all types of jobs for them, so that we can maintain our double identity. As we advance in the game, each one of our prior decisions will have a direct impact on the behavior of both our agency and that of the terrorist group, therefore, the game experience will be totally different depending on what decisions we make.
Implementing this was such a challenge in a game like Splinter Cell because it deeply affected many gameplay elements, and so forced us to think of all possibilities and make things work whatever the player did. We wanted to improve the general tension in the game based on proximity and provide contextual cool situations to deal with, but also to equip the player with appropriate skills and tools, like Sam's knife and close-combat abilities.
We wanted to provide a real next-gen feeling on current generation hardware. The technology had been developed early enough in development to switch to production quite efficiently. However, it was a real challenge because tools to produce such quality visuals were not totally optimised at the time. More importantly, we realised that creating such high levels of detail was time consuming and very costly for the project Still, we wanted every level to be different and every zone to be unique.
We'd never have reached such quality were it not for the massively motivated efforts of the whole team. Globally, we were more restricted by animations than by actual gadgets.
Considering the new systems and gameplay possibilities, we had to make choices with the player's weapons and abilities. For example, the 'SWAT turn' was removed in Chaos Theory, but we tried to design the game so that players didn't feel the need to do it - and they didn't miss it as a result. We did increase the gadget and weapon possibilities though, especially for fire-fight situations such as the shotgun and sniper rifle.
We were able to keep most of our original weapon list, but we had to 'organise' them appropriately in different weapon's attachments to keep the controls simple. In fact, the team had to fix more bugs than in any other Ubisoft game ever: more than 50,! Bugs or quality issues were mostly coming from the non-linear navigation. There was often a new context found by the QA team that we needed to deal with. Moreover, because of the high quality of the graphics, we needed to match many other elements like sound effects, animation, interactive objects or simply to improve collision detection, otherwise we could have seen a quality gap between the elements making up the game.
Unfortunately, some of these gaps were unpredictable, since many parts of the game were put together late in development. Just as an example, we wanted to have more special features for the top alert level; when Al is in the highest level of stress, looking for you and firing at you.
The Al was supposed to build barricades and use it as cover while shooting, stuff like that. We had to give up this feature though, for both technical reasons and time. Still, we were satisfied with the results on Al. Also, I wish we could have developed more co-op missions in the game, but I m pretty pleased with how they turned out because they proved to be very popular with gamers.
In Chaos Theory, we wanted to add an extra dimension to the game by adding the ability to play with a partner using the core solo mechanics. The pace of Splinter Cell, with its large number of slow animations and tactics was a perfect match for a nice co-operative experience, especially with the nice third-person camera angles.
I really do think there's a lot of potential for co-op games in the videogames market, as long as you can match the interest with core gameplay mechanics. After development on the original Splinter Cell finished, there was no time for Sam Fisher to don a pair of loafers and smoking jacket and gently slip into an alcohol-induced coma.
No easy life for our Sam - he was sent straight back into the field to be put through his paces by Ubisoft France for Pandora Tomorrow. And if that wasn't enough, he was also limbering up for his third outing Splinter Cell: Chaos Theory - courtesy of a strong team at Ubisoft Montreal.
As the title suggests, this particular outing for Sam Fisher revolves around the idea that small things can have a big impact, and the game has a much more of an up close and personal approach. This will see players drowning in the stench of sweat and Hai Karate as Sam gets closer to his enemies than ever before.
You have to make a tough decision as to whether you stay hidden in the dark or come out into the light to perform a specific action. This is what we've tried to build the game around. Now Sam has never been much of a man for procrastination, but this new approach to the gameplay gives him a lot more split-second options when faced with either the front or back of a nearby enemy. Night vision, thermal vision, EM sensors, sticky cams, and other whiz-bang tech toys help you spot the bad guys, and your broad array of weapons—lethal and not—include suppressed pistols and assault rifles, sticky shock bombs, Ring-Airfoil Projectiles, and the most lethal weapon of all: Sam Fisher himself.
Reminder: This download is completely free and won't cost you a penny.
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