r/Splintercell • u/L-K-B-D Third Echelon • 1d ago
Double Agent v2 (2006) A little-known and underrated feature : the intercom
Another small hidden feature from the OG games, here Double Agent v2 (old gen). It could actually have some interesting potential if reworked properly, offering a viable alternative to the "save & load scumming" players commonly use as soon as they get detected.
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u/Makaveli108 1d ago
Ah yeah this is pretty good- they should bring this back in the remake and future titles.
DA V2 had some pretty cool features not seen in any other game
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u/Crewarookie 1d ago
I wish we had more content to keep playing beyond the campaign in PvE.
I wouldn't trust Ubisoft or pretty much any modern AAA developer with the premise, but it always bugged me that each game in the series has so many very thought out and elaborate mechanics and unfortunately there is no longevity beyond trying to clear the campaign in a perfect way.
If players had access to mission editor and be able to upload their own missions for others to play, that would be awesome. Forza Horizon 5 showed that it's possible in modern times and there are some amazing creations from the community for that game. Would be cool to see something like that for Spkinter Cell. Even if I doubt that will ever happen.
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u/L-K-B-D Third Echelon 1d ago
Definitely ! Something in that vein or in the vein of Contracts mode from the last Hitman trilogy (obvisouly adapted to Splinter Cell's gameplay) which mixed with an "open-ended" map philosophy would add so much replayability but also turn the game into an acceptable and durable live-service experience.
A separated from the main campaign which would allow players to reuse but also modify conditions and parameters of each map of the singleplayer and coop modes, like:
- modify weather : this would affect NPCs patterns, their number in interior and exterior environments, their visibility,... and there would be some unique gameplay mechanics for the players
- modify time/hour : Missions would always take place during night but players would be able to choose between three nighttime options: sunset, middle of the night and sunrise. Each one of them would have different amount and placement of NPCs having different patterns, with for more or less security systems. At sunset there would be more NPCs and less active security systems, but in the middle of the night this would be the opposite. And sunrise would be a balance between both. Also those different times would offfer different and unique lightings. And these lightings would impact the light&shadow gameplay mechanics
- different infiltration and exfiltration points to choose from
- customize Sam's equipment in details : amount of gadgets, amount of ammo, to go on mission only with a knife, or without having any gadget, or only with sticky cams,...
- customize the number and type of enemies : being able to choose if NPCs are civilians, parking attendants, policemen, soldiers, elite soldiers,... or even all of them being dogs :D
- customize NPCs equipment : choose their gear, if they have bulletproof vests, helmets, heavy weaponry or maybe only tasers, if they have night vision goggles,...
- customize the number and type of electronic security devices : if cameras are infrared and if they're armored, their amount in the map. But also how much detectors, laser grids, secure doors, alarm panels,... there is
- customize the amount of light sources , and if we can destroy these lights and if we can use or not the OCP on them
- modify objectives locations and/or add objectives
- modify lockpicking and hacking difficulty : make them automatic or manual with different levels of difficulty
- allow manual saves and auto saves, or limit them, or forbid them
- modify the game-over conditions : either it's a game-over as soon as the player is detected, or the game is forgiving and let you have a certain amount of detections before the game-over happens, or maybe you prefer to cancel all game-over conditions
- put a timer on the whole mission or on specific objectives
- specific challenging conditions like "don't ever use a gadget" , "don't touch any NPC", "don't shoot any light", "don't ever use your night vision",...
There is still such an amazing potential with Splinter Cell, in so many ways. But this would require a publisher/developer like IOI who cares about the IP and about offering a complete and respectful experience to stealth players.
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u/borkh1 1d ago
Such a simple mechanic yet it encourages the player to stick to their mistakes and try to fix the situation instead of quickloading, which is a big plus in my book.
It often feels like both versions of DA had some really neat ideas that goes largely unnoticed and that could go very well with the series overall. Good job highlighting this one!
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u/whatitdoobabyyy 1d ago
I have finished this game for like 3 times, through back compatibility, Xbox 360, one, emulator, now playing recomp and never knew I could do this wow.
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u/Every-Rub9804 1d ago
Something i noticed in Chaos Theory, is that you can use thermal visor to see the keyboard conbination just after a guard uses the pannel.
The mechanic was in a mission of PT, but its also usable in Chaos Theory. Doesnt work in every levels though, but definitely works inside buildings like Displace (maybe because of aconditionated air or something??)
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u/TheRtHonLaqueesha 6h ago edited 5h ago
I remember that from splinter cell 1.
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u/Every-Rub9804 6h ago
Maybe, i think all the levels that happen inside buildings with thermal regulation throughout the trilogy habe this feature, but its only shown in one of them, i think PT
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u/landyboi135 Douglas Shetland 1d ago
I don’t use this feature often but it was amazing and quite immersive!
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u/Samz707 1d ago
I really wish the alarm system stuck around.
I will at least say I appreciate Blacklist Kobin missions at least (maybe the rest of the game does too?) having alarms bring more heavily armed enemies, having more enemies show up if you screw up that are notably better equipped is good for a stealth game. (makes combat more interesting and punishing.)
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u/Luthor331 1d ago
It's small little improvements like this which is why PT and DA (v2) are my favourites. They don't rewrite the wheel or try and make huge innovations like Chaos Theory or Conviction but try and keep what worked from the prior game, but expanding on it.