![]() ![]() A reimagination of a beloved formula, an old dog given fresh and violent new tricks. Splinter Cell: Conviction is the easiest to find. The heaviest, most dense reports number fewer than seven, surely. My mind rifles through the Rolodex of past experiences, rummaging for those few that have a file a little deeper than the rest. Instead it felt like I was just completing a ton of side quests, without a truly satisfying ending.It’s not every year that you come across a game that has the innate ability to command your thoughts for weeks, even after completion. These could’ve been used to change the game into one to two hour runs, allowing a difficulty scale to be introduced and introducing more replayability. ![]() I would’ve preferred having set plots that had meaningful endings that created a unique outcome for the world. These two things together just eliminate any sense of replayability. ![]() This makes it feel like a bit of a pointless choice since the only effect it seems to have on the game can be overcome fairly easily. However, as the game progresses you can level up your character and eliminate those debuffs. Each offers buffs or debuffs for certain actions which are explained as part of their background. Choice just doesn’t seem to matter.įor example, at the beginning of the game you can choose between three characters. Every subplot can be followed through to completion in the same playthrough. ![]() This seems like a missed opportunity to introduce replayability into the game. The last main criticism I have is that the story can all be accomplished in one run. I had to quit and load up my last save, but thankfully Citizen Sleeper is generous with the auto saves. There were also a couple of times when I was trying to complete actions too fast, causing the game to soft lock. ![]()
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