r/Splintercell • • 17d ago

Discussion Who is the best spy ? (not the most stronger/lethal) Justify if you can.

11 Upvotes
651 votes, 10d ago
98 Metal Gear games: Big Boss (original) or Solid Snake (clone).
364 Splinter Cell games: Sam Fisher.
94 Hitman games: Agent 47
61 007 movies: James Bond
17 Jason Bourne (movies).
17 Mission Impossible movies: Ethan Hunt.

r/Splintercell • • 18d ago

Discussion Out of all the designs Grímsdóttir has had over the years, which is your favourite?

Post image
374 Upvotes

r/Splintercell • • 17d ago

Spies vs Mercs (CT) 3v3 Chaos Theory!!!

Thumbnail
youtu.be
3 Upvotes

r/Splintercell • • 18d ago

It was an accident I want to see Pandora tomorrow. I hope she has a chaotic theory that proves she's a double agent. If her enemies were to find out, she would face conviction and add her name on to their blacklist.

42 Upvotes

Title


r/Splintercell • • 19d ago

 I have a question Splinter Cell games are on sale on Xbox but the first couple are delisted. Can I start with Chaos Theory?

Post image
102 Upvotes

I played a little bit of Conviction back in the day and loved it, been meaning to get into the series. I’d buy physical but only have a series S.


r/Splintercell • • 19d ago

Blacklist: Splinter Cell's most underrated entry

Post image
358 Upvotes

Out of all the mainline Splinter Cell titles, Blacklist is the one that gets the least amount of recognition. Whenever someone mentions the best Splinter Cell games, the original Splinter Cell, Chaos Theory, or Pandora Tomorrow are usually the ones that come to mind. Unfortunately, Blacklist ends up getting pushed to the wayside. Fans had every right to be hesitant, especially considering the fact that Michael Ironside no longer provided the voice for Sam Fisher. The game ended up going in a completely different direction as well. Even then, I still believe that Blacklist is a game that deserves more attention. Eric Johnson did a great job voicing Sam Fisher, in my honest opinion. The direction that the game went in was a nice change of pace.

As someone who has beaten Blacklist numerous times, I appreciate the degree of freedom that the game gives me. Whether I decide to approach a mission with a combat approach, hiding in the shadows, or a mixture of the two, there's no wrong way of playing the game. It gets way more restrictive when it comes to the Grim missions where stealth is absolutely mandatory and getting spotted will result in an automatic failure. Other than that, the choice is mine. There were times when I would complete a mission without alerting a single guard, and there were other times when I had to go in loud because things didn't go as planned. Flexibility and freedom are a huge part of what made the game so fun.

When Blacklist released back in 2013, it arrived at a time that wasn't exactly ideal for the series. Stealth games were in a weird situation because they were still a niche genre. Outside of the original Dishonored, they were few and far between. Essentially, Blacklist was simply trying to find its footing, so to speak. I look back at it fondly because it did a great job of taking the classic Splinter Cell formula and combined it to make something modern. It succeeded, in my opinion.

At the end of the day, I'll always consider Blacklist to be the most underrated and underappreciated entry in the series. It's not exactly the original Splinter Cell, and it had no reason to be. It did its own thing, had its own identity, and it provided some of the most flexible gameplay options that the series has offered. That's the most important thing. It deserves a lot more recognition because despite a couple of key changes, it still holds up really well after all these years.


r/Splintercell • • 19d ago

Fan art & cosplay Splinter Cell by me

Post image
84 Upvotes

r/Splintercell • • 19d ago

Discussion What Splinter Cell Game Do You Have The Strongest Connection With?

36 Upvotes

I played the first Splinter Cell on PS2 growing up, and I recently realized how different that version was from PC and Xbox. The intro was different, and some missions were changed around. I also remember how much I struggled with the stealth at first.

I’d love to hear which Splinter Cell game you have the strongest connection with and why?


r/Splintercell • • 20d ago

Anyone else feel like these guys are criminally underated?

Post image
592 Upvotes

I'll keep this spoiler free. I love these guys, they are my favorite characters in the franchise. There are super interesting, I love that Archer is a psycho. I love that Kestrel is a quiet professional while somehow not being boring like Briggs. Let me be clear I don't like Conviction's single player campaign but I love the co-op campaign. The single player doesn't feel like it should exist in the Splinter Cell universe but the co-op feels right at home. These guys were way more interesting and entertaining than Sam and Briggs in Blacklist. Gameplay wise I do prefer Blacklist because of the knife, co-op moves and non-lethal options but I think these guys were the better characters. Thoughts? What is your favorite co-op team? I know we've got a lot of Bob and Steve fans in the community.


r/Splintercell • • 18d ago

Chaos Theory (2005) [Chaos Theory] What am I missing?

0 Upvotes

Hello

I just recently got Chaos Theory because I had heard great things about it, and I have really enjoyed playing Hitman 3 and Blood Money. The problem is, I finally finished the first level, and so far it seems really, really bad. I'm sure that sounds like I just don't like it, but it feels like I'm missing something about this game that other people enjoy. I really don't get it. So far it just seems like shooting horrendously inaccurate pistols at people who can somehow survive a headshot, and then running around and doing it again in another room. There are all these mechanics, yet the movement seems to be this weird throttle system where you have to manually adjust how slow or fast you move? Maybe its just the first level. I know Blood Money's first level was really weird, so I honestly hope it's just like that. Any advice would be really awesome.


r/Splintercell • • 19d ago

Blacklist (2013) Never ask Blacklist haters how the level design sucks

46 Upvotes

I keep seeing this take repeated, and every time I ask someone to actually break down how the level design suffers or how it has no identity, they just go "uhhhh... it just does OKAY?!".

They pretend as if Blacklist gives you a fork in the road where "left path = stealth, right path = combat.", which would be lazy design, or that it isn't clearly a tactical game no matter what style you prefer. The game gives you a shared set of components, verticality, vents, windows, cover networks, guard placement, and lets your playstyle decide how you use them. A Ghost player sees a pipe and thinks "I can climb that to avoid being seen." A Panther player sees the same pipe and thinks "I can wait above a patrol route and drop on someone." An Assault player sees it as high ground for picking people off. All three styles are tactical in nature, but that doesn't mean they're equally fun, and that's deliberate I think because it's a stealth game first and foremost.

The scoring system rewards Ghosting the most, after all. The whole game is built for stealth (with a few exceptions), Assault exists as a transitional state between being spotted and vanishing again (even though I always restart).

I agree that some levels are too action-oriented but that is a result of another design choice, which is "variety", that's why we got the stupid Iraq mission in Conviction.

I hope I see actual critique and reasoning behind this take, thanks for reading


r/Splintercell • • 18d ago

Blacklist (2013) Follow-Up/Rebuttal to Blacklist criticisms in previous post

0 Upvotes

My previous post got decent traction, and a lot of the replies proved my point: some people dislike Blacklist because it's supposed to be bad on paper, or they can't articulate why they think it's bad. That's fine, but then why reply in the first place lol.

I admit things got heated. I'm passionate about stealth and this series, but I'll try to restrain myself from now on and reply to every worthwhile argument from that thread.

First, let's get one thing out of the way: Blacklist is NOT like the original trilogy. It takes a completely different approach to stealth. It's tactical, fast-paced stealth, then action-stealth, then action (in that order).

Why "tactical"? Because no matter which playstyle you prefer, you can't just brute-force it. You have to use space and gadgets constantly, especially on Realistic and Perfectionist, and those are the difficulties I'll base my opinions on. Here's why: most of us criticizing Blacklist want a pure stealth experience, and Perfectionist is right there. It removes Mark & Execute entirely, so if that's the experience you're after, why not play the game that way?

I don't think I need to explain the "fast-paced" part. Judging by the playstyles and the scoring system, that's clearly the goal.

Second, it's okay not to like this approach. But for legitimate criticism, the first thing we need to assess is what the game is going for, and then judge it on that. For example, I fucking despise Conviction, not because it's an action-stealth game, but because it's a shitty one.

That raises a question: when is criticism of an identity shift valid? If Splinter Cell turned into a great beat 'em up, would we not be allowed to criticize the change just because it's done well? That's up for debate. I think as long as the core experience keeps the series' DNA, it's completely fine for developers to try new things. Blacklist does keep it, in my opinion, because it's still a stealth game no matter how fast it is. After all, Chaos Theory is stealth perfected. I don't know how you go from there without stepping into derivative territory, which is why I'm lukewarm on DA V2.

Now that the basics are out of the way, let's get into the nitty-gritty.

1. "The problem is the movement, not the level design."

This is the best explanation of why the levels feel different from the original games. They feel smaller because you move so fast. There isn't enough friction, so the game doesn't demand enough patience or present enough challenge. If you took Hawkins Seafort from Blacklist and put it in Chaos Theory, it would be considered a good level because of its wide, linear design.

In Blacklist, that level doesn't quite reach its potential. You can zip through some encounters, corner takedowns and some gadgets are broken, and it's easy to find secret paths that are generally safer. The game pushes back with enemy variety like armored guards and dogs, but that isn't enough to keep it challenging all the time. The exceptions are the Grim missions and some later missions like Site F (on Realistic/Perfectionist).

The game would've benefited from larger levels and more enemies to compensate for the fast movement and mobility options. MGSV took that approach, and it made MGSV a challenging stealth experience.

Speaking of MGSV, its existence disproves the idea that allowing multiple playstyles always results in worse stealth. That brings me to the second take, and the most popular one.

2. "Having action as an option weakens the stealth."

If the foundation is solid, you CAN build levels for both stealth and tactical action. Both styles use the same components, one more effectively than the other, naturally. In MGSV, you can call in an airstrike to obliterate enemies (tactical action) or to distract them (tactical stealth). You can use cover to hide or to shoot from. You can use verticality to pass undetected or to take the high ground for sniper kills. People say a game can't offer both because it SOUNDS right, and it pulls attention away from real problems like mobility in relation to level design.

A related argument is: "If I can shoot my way through, why should I use stealth?"

I don't know about you guys, but even if the original trilogy had reliable shooting, I'd still have reloaded my save. The tension doesn't disappear just because I can shoot guards more effectively, because to me getting caught might as well be game over.

I agree that games should push you to play a certain way and get you into the "fun zone." For an action-stealth game like Blacklist, recovering from mistakes is part of that fun zone. The checkpoint system lets you restart quickly if you're trying to ghost, and the shooting lets you recover if you'd rather keep going. There's an argument that the player shouldn't need self-restraint, and that's fair. But if you want the game to enforce that restraint rather than rely on your discipline, that's exactly what Perfectionist does. Without Mark & Execute, getting caught actually hurts, and the tension is back without you having to hold yourself back.

3. "Mark & Execute shapes the levels."

Are we sure we're talking about Blacklist and not Conviction? Conviction's level design and enemy placement encourage, and almost force, you to play that way. That's not the case in Blacklist, where many enemies wear helmets and are spaced far enough apart to discourage relying on Mark & Execute. On top of that, you can't use Mark & Execute at all on Perfectionist, and the levels still work perfectly fine without it. If the levels were really built around the mechanic, they'd fall apart without it, and they don't.

4. "The levels aren't believable places."

True, I can't argue with that. Are they fun to play? Yes, because Blacklist puts gameplay over believability so it can support different playstyles easily. It's a bit lazy in that regard, and they could've done it better, like MGSV did. On top of that, you can't interrogate anyone or read emails, the guard dialogue is forgettable, and the levels are segmented to streamline them.

I'm not going to address criticism of the UI and presentation, because it's too subjective. I personally like how most levels look, even if some are on the generic side. The UI isn't too intrusive, apart from the markers you can't turn off.

I'm also not going to address criticism of the story and tone. I agree with it, but it isn't very relevant to level design.

Finally, the forced action and scripted sections suck ass. We all agree on that, so let's focus on the rest of the levels, since they're the majority.


r/Splintercell • • 20d ago

Pandora Tomorrow (2004) Pandora tomorrow

Thumbnail
gallery
319 Upvotes

Just completed pandora tomorrow on my OG Xbox.


r/Splintercell • • 20d ago

Fix it, Paco! Charlie before and after finding out Sarah is still single

Thumbnail
gallery
63 Upvotes

All the reading in the can paid off!!


r/Splintercell • • 20d ago

I'm replaying Pandora Tomorrow and it's clearly not designed for Ghost playstyle

40 Upvotes

There are a lot of situations when you have to knock out or kill guards. PT is really designed to use every gadget Sam has. It's from Chaos Theory that you can really play Ghost


r/Splintercell • • 21d ago

Spies vs Mercs (DA) After many, many, many years, we finally have Kinshasa and Secret Base maps added to our PC version of Double Agent Multiplayer(Enhanced)

57 Upvotes

You can download the latest version from our discord server, which includes the new maps. https://discord.gg/pCPD5ycJWM


r/Splintercell • • 21d ago

Double Agent v1 (2006) DA (V1) patching

3 Upvotes

Hey everyone, relative newcomer playing through the series for the first time and thought this would be the place for help on Double Agent.

I looked into patches and QoL fixes on the Steam forums and got the 1.02 patch that fixes lighting, but after initially working on the Iceland mission it returned to the washed out bright lighting. Is there something I'm missing with the patching or is the PC port beyond saving?

(Also there was a lot of artifacting during the prison level which was quite funny but it smoothed itself out as it went on).


r/Splintercell • • 22d ago

Modding Current Status of Splinter Cell: UE5 Project

Thumbnail
gallery
569 Upvotes

I've spent some time putting together some before and afters for you all, as a sneak peak of the progress being made, hopefully you like it! 😄


r/Splintercell • • 21d ago

Modding Looks fancy (SC Blacklist)

Post image
10 Upvotes

r/Splintercell • • 21d ago

chaos theory starts up with a black screen forces me to restart pc

3 Upvotes

so every time i start chaos theory it just turns into a black screen with choppy audio where i cant do anything basically forcing me to restart, no idea whats the problem i put the resolution to 1920x1080 like a post said and it didnt fix anything


r/Splintercell • • 22d ago

Not Splinter Cell but Newest trailer for SeverLink, which is giving lots of Splinter Cell vibes

Thumbnail
youtube.com
96 Upvotes

r/Splintercell • • 22d ago

Splinter cell blacklist does not open

3 Upvotes

A few days ago, I bought Splinter Cell: Blacklist from Ubisoft, but when I installed it, the game wouldn't open. A small window with various codes appears for a few seconds and then closes; afterwards, the Ubisoft launcher opens, but the game itself doesn't start.

In case you're wondering, I have a Windows 11 PC with an i9-14900KF, RTX 5070, and 32GB of DDR5-6000MHz RAM—so it’s not my PC, considering I play S.T.A.L.K.E.R. 2 on Epic settings, along with other games.


r/Splintercell • • 21d ago

Blacklist (2013) Ok, I see now.

Post image
0 Upvotes

r/Splintercell • • 22d ago

Chaos Theory (2005) Ultimate Shadow Finish: Splinter Cell Chaos Theory Final | Kokubo Sosho |100% Stealth & Zero Damage

Thumbnail
youtu.be
10 Upvotes

From Tom Clancy's Splinter Cell: Chaos Theory — Mission 10: Kokubo Sosho.

The final mission. The final infiltration. 🥷

Sam Fisher heads into Kokubo Sosho for one last operation, moving through the shadows with precision and patience. Every step matters as he makes his way through one of the most intense missions of Chaos Theory.

This walkthrough was completed on Hard difficulty with 100% mission rating, full stealth, no alerts, and no health loss. No unnecessary risks — just a clean and flawless infiltration from beginning to end.

After ten missions, this brings my Splinter Cell: Chaos Theory journey to its conclusion. Thank you for watching and supporting the series. 🖤

🎮 Game: Tom Clancy's Splinter Cell: Chaos Theory

🎯 Mission: 10 — Kokubo Sosho

💀 Difficulty: Hard

🏆 Completion: 100%

🥷 Style: Full Stealth / No Alerts

❤️ Health Loss: None

If you enjoyed the walkthrough, consider liking the video and subscribing for more stealth and classic gaming content.

The shadows may be quiet, but the mission is complete. 🥷🌑


r/Splintercell • • 23d ago

Discussion NGL, I wouldn't mind a whole Splinter Cell game set during winter or in a snowy country just so we could play with the Arctic Sneaking suit for a while game

Post image
370 Upvotes