At E3 2009, nobody with a pair of eyes could deny that Tom Clancy's Splinter Cell: Conviction looked utterly flooring – and it appears to play just as well. Sam Fisher is back and frankly, we're almost positive this will be his finest, most original adventure yet.
After an extended behind-closed-doors demo, we sat down with Conviction's Creative Director, Maxime Béland, for an in-depth discussion on where the game' concept began, where it's going, the level of immersion and a handful of very cool points on what still needs to be done before Maxime and team will be satisfied. He also drops a few hints about Sam's next steps after the E3 mission – so read on!
IGN AU: Take me back to 2005, if you can. You're on the cusp of starting this project – you have a teaser video; the old style of designs. How much has the idea evolved and how much has stayed in place since then?
Maxime Béland:
I want players to feel that they are Sam Fisher. He's the best elite agent in the world; he's not like me in real life – I am me in real life – I'm slow when I walk, I can't climb pipes – I wanna be that guy! What I tell the team is, I want the player to feel like a predator, not a grandmother.
But it's so much stealth. All the references, moves – I don't know if you saw Vantage Point, but the scene when he's going up the stairs and he puts on the mask, and then he's killing guys with the mirror – Pew-pew-pew! Super-fast, super-silent - but dynamic.
IGN AU: Vantage Point is a really good example – but what other inspiration points did you have going into this iteration?
Maxime Béland:
It fits with making games, because we want to make games where people are always inside the game. I love the games that have a shitload of cinematics, but it's not necessary. I started as a game designer, I love interactivity and I want the player to be in control as much as possible. Now, with the storytelling technology we have – the projected objectives, the projected movies – they're super-interesting and sexy.
And it's an actual light, you know, that's projecting them. When you're in front, it moves across your body. It's super cool.
IGN AU: Does it surprise you that people haven't really done this yet in games? Well, Grand Theft Auto IV's title credits – but that's it.
Maxime Béland:
Now, GTA IV's intro – that was a cinematic! I don't care! If people do it in cinematics, I don't care! But in-game… [laughs] That's important. I want to do it while you're in control, because you're playing a game. Interrogation's the same – we could show you it, but why not just play it?
IGN AU: Don't just show me – let me do it myself.
Maxime Béland:
IGN AU: You have this beautifully context-sensitive environment now, and we've seen some wonderful examples of how Sam interacts with it – the bathroom interrogation stuff is hugely impressive. Is it as densely context-sensitive throughout the rest of the game? Or did you ramp it up for the E3 demo?
Maxime Béland:
So you have the generic stuff, and that always works. And then, from there, you can look at where you are – okay, 'breakable', 'breakable', 'special animation' – all mo-capped – and the guys are having a blast with that too.
12:00 am PDT July 9, 2009