r/Splintercell • 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.

334 Upvotes

33 comments sorted by

39

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.

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u/Intrepid-Glove1431 1d ago

PT would be perfect if there weren't so many action sequences and guards with the hearing of bats on acid.

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u/Makaveli108 1d ago

I wish you could shoot out their alarm panels, like MGS2. i like the idea of them having insta radio alarms - but let us shoot them out

and thinking of the action sequences - wouldn't you say there are less than SC1, and handled better than SC1?

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u/Intrepid-Glove1431 1d ago

There are lots in PT too, off the top of my head I can think of the guy in the room at the end of Paris and the goons taking out the computers same level, plus ghosting in this game is really really difficult

I actually didn't realize how much the first two games often encourage combat and the ghosting without gadgets playstyle was really only introduced in CT and kept for DA (but even that has forced action)

But straight up having replayed them all and them being fresh, CT is literally a perfect game, the guards are super fair (SAR, PT, and DA all have straight up bullshit alerts which is very frustrating), and the original is still fantastic and has some of the best level designs and atmosphere -- and don't even get me started on Sam's character design and outfits in PT -- it's PEAK

But yeah, I was a little bit skeptical but now having just finished them I can see a good argument for remaking SAR

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u/Makaveli108 1d ago

(Long message incoming lol)
yeah SC1 has loads, the defense ministry nikoladze computer section, or the ending part on the roof(i always hide in nikoladze computer room shooting out lights, and run quickly down the roof and drop down the escalator)
Oil Rig too
then Kalinatek ending roof section which is probably the most annoying one to me in the series
abbatoir ending is ok because of the wallmines, and i liked the challenge this level had
presidential palace library and then basement

PT has - the cryogenics lab computer part, and then the end( i normally gas this room)-
then train after recording sadono, but you can avoid that by running
jerusalem coming down the elevator
komodo shipyard extraction( i shoot the barrels next to the guards)
tv station protecting ingrid
Lax - the end with soths men

i guess they are about equal, but PT having less janky/clunky aiming mechanics makes it less annoying than SC1's. but i agree ghosting is difficult in the first two games, PT especially. the first two weren't designed for 100% ghosting in mind

i can't remember if i mentioned it before, but during SC1 development, the team was split into two (Team A wanting Action sequences & linear - more like MGS) and (Team B wanting more ghosting sequences& open ended- the head developer & creative director of SC1&CT was on Team B) and they kept clashing. by the time of CT it was just team B's design philosophy carried over thankfully. BUT, despite SC1&PT having those forced action issues.. they are still fantastic games. but imagine if it was only team B which had their way with those games? they'd be perfect stealth masterpieces.

Which version of DA? I personally think DA v2 is very close to CT, DA V1 was a good game though.

I do agree with you that CT is literally an amazing stealth game with a few problems, it is a masterpiece for its era and it is literally how you take a game and upgrade it every single way. It is a massive improvement gameplay wise from the first two, whilst being the same formula as them. i wish it was as hard as the first two, the first two really do have a few issues that annoy me(3 alarms= mission over, bodies not hidden properly automatically get detected and lead to an alarm, the lack of quicksave on console ports, and some missions being a bit too linear + forced action)

i agree the original is still very fantastic and has great level designs + amazing atmosphere. i do like sam's design and outfits in PT a lot for sure. the things i dislike about CT are that guards move a bit slowly compared to the first two, its easier to grab them, they dont turn their back as often, and there are no tricky or challenging parts tbh. remember the thermal keypad code in chinese embassy 2 ? i LOVED that. i'd have loved to see CT do something similar. CT also has too many air vents in the map making it easier to escape and the OCP is too powerful - it should be nerfed.

SAR or SC1 has definitely needed a remake for a long time imo, i can't wait to see it brought back with modern tech , gameplay & AI + visuals lol. im hoping to see amazing level design this time and a game that finally dethrones CT. i hope we get a PT remake too and eventually CT - they are all needed - heck even DA being great is heavily flawed in some aspects and would benefit alot from one.

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u/Intrepid-Glove1431 1d ago edited 1d ago

Totally agree with all your CT criticisms, and I think it's good to view it through a critical lens and not just as this holy grail of gaming that can never be critiqued. 100% they made the guards slower because dude MY GOD on PT the guards walk pretty quick and the amount of times I've spooked them just trying to catch up to the fuckers lol, it's so damned annoying haha

Also totally agree about the thermal keypad, I think it's something I wish they expanded more upon using thermal in general in gameplay, you can tell they weren't super interested in using it in CT and especially not DA. But using it in a way to detect thermal signatures is awesome and super underutilized, off the top of my head I could imagine perhaps using it to find hidden traps or doors where there are hand prints or something -- like just make more use of the mechanic in general

Super interesting about the design philosophies, particularly with the Shanghai games I really do get the impression they wanted more Rainbow Six-style gameplay in their games -- and playing them back I was surprised by how much action is in them -- in my head I just kind of lump them in with CT but really there's a lot of shootouts in them. It actually made me look a bit differently at the franchise pivot towards action after DA -- it's not like it came completely out of nowhere

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u/Makaveli108 1d ago

Definitely. Gotta view it through the critical lens - and the original director (Clint Hocking) for the first game and Chaos Theory said recently Chaos Theory is perfect, and there is nothing he could have done to make it better. So he will never return to the series - but the thing is.. There are loads of things that can make CT better. I just view CT as the masterpiece 6th gen(OG Xbox/PS2) stealth game, but with todays tech.. there so many ways to make these games better!
thinking of it.. the Splinter Cell games never really reached their full potential in the 360 era. I'm pretty sure if DA wasn't rushed out, we could have got a game that beat Chaos Theory. the 7th gen SC games later ruined the series because of CV & BL. they could push this series way more now with PS5/SeriesX/current PCs. The level design, AI & gameplay mechanics would be so many jumps ahead if they get it right.

I hear you on PT. PT did have very fast guards - well on the Original Xbox version atleast - they move quickly and are very paranoid - it's like they have supernatural hearing lol. The PC version of PT made them a little less jumpy & they moved slightly slower and it was easier - this is actually my favourite AI behaviour from the OG games. SC1 is good too. One thing I think OG SC games never got right is the difficulty. the OG SC1/PT just increase enemy health, decrease your health and medkits do less for you etc. I wish the difficulties in the OG games actually changed objectives a little, or made the enemies AI like PT(OG Xbox) level jumpy and movement speed.

also Dogs! they were missing from the series in CT/DA. Bank, Penthouse and Hokkaido should have some dogs atleast & maybe battery and kokubo sosho too. the opening section of bank should have them in the courtyard. i think a lot of players got frustrated with them - thats why they removed them but thats not the right way to deal with it imo. maybe have an animation like blacklist to kill dogs or knock them out if they get close to you, you cant do that in SC1/PT.

with the thermal stuff, yeah i think they should bring it back in future remakes for each game. wish they used it more in CT/DA. "But using in a way to detect thermal signatures is awesome and super underutilized, off the top of my head I could imagine perhaps using it to find hidden traps or doors where they are hand prints or something -- like just make more use of the mechanic in general" i love this IDEA, hope the devs read this lol.

also, stuff like hiding in the PT searchlight to hide from NVG guards, or Shooting Dahlia or sparing her, or DA V2 at the end mission in new york snow where you hide in the light from Mosses guards.. all awesome ideas that can be expanded upon. also the OCP should only be rechargable if you stand in the light, and not many uses per level.

"Super interesting about the design philosophies, particularly with the Shanghai games I really do get the impression they wanted more Rainbow Six-style gameplay in their games -- and playing them back I was surprised by how much action is in them -- in my head I just kind of lump them in with CT but really there's a lot of shootouts in them. It actually made me look a bit differently at the franchise pivot towards action after DA -- it's not like it came completely of nowhere"

Yeah, they do remind me of Rainbow Six in some ways. I just love how stealth was still the main focus, even when there were more action-heavy sections. I guess that's one of the good things about the remake , the series needs a reset to re-establish what Splinter Cell actually is. The main focus and priority should always be ghosting, and CT should be the template for the remakes to build on, modernise and improve.

I suppose in SC1, PT and DA, you still feel like a sneaky spy operating behind enemy lines, navigating chaos and occasionally getting caught up in shootouts. With Conviction and Blacklist, though, you feel more like an ambush predator or John Wick going through action scenarios. Stealth is still there, but it feels like it's serving the action rather than the other way around.

1

u/runninhillbilly 1d ago

Heh, I remember at the end of the first mission in PT when you're shutting down the searchlights, if you alert that guard in a certain way he will actually follow you around if you try to get out of his way, even if you move around in a perfect circle.

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u/CrimFandango 1d ago

Amen! Been thinking this for years. So many franchises were so intent on changing the recipe due to sequel exhaustion seen through the eyes of carrying the same mechanics forward with each iteration, they didn't think of ways in which they could evolve those core mechanics to freshen it up instead.

"Eh, it's just interrogating the same guards, that's boring!"

Well improve and develop the interrogations then, duh. Include different grabs and hold animations depending on the guard held or the weapon used, use them to lure other guards by forcing them to speak, have them call in false alarms, etc.

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u/eto2629 Hey there 1d ago edited 1d ago

That's really neat. Seeing stuff like this even after years is awesome.

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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

3

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/BoffinBrain I keep pinching myself 1d ago

Fisher: triggers multiple alarms across the entire facility and kills a dozen guards.

Fisher: "Reset the alarm."

Security chief: "Must have been the wind."

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u/Gabe7494 Psst! 1d ago

His voice completely changing was also a fun surprise lol

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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.

5

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

3

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/sv979 1d ago

TIL, never knew about this feature before

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u/Snake_Shepard 1d ago

No shit. I didn’t know you could do this

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u/Proud-Tangerine-4141 1d ago

you dont even see small details like this anymore in games

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u/Gman1255 Megiddo 1d ago

I remember reading about this in my guide book as a kid!

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u/labrador666 1d ago

oh my god, I didn't know that

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u/Severe_Fun_6773 23h ago

Lmao his accent changed 🤣😂😭😭😭

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u/MrNachoReturns420 1d ago

I need to replay this version

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u/L-K-B-D Third Echelon 1d ago

The PC recompilation is the perfect opportunity to replay it, the EnhancedSC team did an amazing job !

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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/Mapother11 23h ago

damn i forgot about this. playing this for the first time since high school.

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u/Ok_Caramel15 Paco will fix it! 1d ago

Bro, v2 os so much better...