Before playing the 5th part of Splinter Cell, I expected to see an interactive environment in it - the ability to use chairs as weapons, move cabinets and barricade doors with them (I once read about this in one “paper” magazine). But what we got in the end is a rather corridor action game with primitive stealth and having little in common with previous games in the series.
Sam has changed once again - he has turned into an uncle angry at the whole world, the night vision device has turned into an echolocator.
The plot does not shine with originality - there is a little intrigue with Fisher’s daughter and we once again need to prevent a terrorist attack in America.
Although when I saw the early version of "Conva" - a social stealth game like Assassin's Creed (although the final version of Con… Read full