PC GameSource Blog

Sound the Alarm: Getting Spotted in Splinter Cell vs Alpha Protocol

by on Jun.15, 2010, under Games, Genres, RPGs, Stealth

Splinter Cell Conviction Collector's Edition - PC
Image by Forrestal_PL via Flickr

Although the style of game differs greatly, certainly the spy setting and overall feel are in many ways similar. One way in which they are similar is that when you are seen, if you do not kill that person immediately, or if you do and are seen or his body is discovered, then you will almost inevitably trip an that causes everyone in the area to react differently.

Where the difference comes in between the two in the system is the way in which the enemies react. The mechanic works well in Splinter Cell–when you’re seen, the enemies in the direct vicinity will begin to search for you. If you stay hidden for some time, they will eventually start to again and not really pursue you. This is realistic–they won’t know where you are as long as you’ve moved since the last time they’ve seen you. This is aided by the fact that you always see a ghost of where the enemies last saw you. This system lends itself well to this style of , and it works great.

Alpha Protocol handles differently. If you are seen, then the enemies in the direct vicinity of whoever spotted you will immediately rush you and attempt to an alarm if he is near one. If you kill him first, then like you may have gotten away clean unless someone else saw him die or finds his body. Once the alarm sounds, however, the system gets clunky. Every enemy on your map seems to rush your exact location and directly hunt you down as if they have psychic powers of some kind. This lasts until you turn off the alarm or, almost always, until you clear all of the enemies out, since there’s a somewhat slim chance of finishing a hack without getting shot by one of the many enemies who knows where you are.

Once you turn off the alarm, you can suddenly hide again. It’s this mechanic I feel is broken in . You should be able to hide out an alarm… if you’re hidden, you’re hidden, whether or not something–or someone–has triggered an alarm. Yes, everyone should be much more alert, and expect you to be around every corner, but they should not know where you are at all times whenever the alarm is triggered.

Anyway, that has really been bothering me lately, and when I was playing Splinter Cell: Conviction this evening again, I realized I was quite impressed with the way they handled it.




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