We asked and UbiSoft answered. We've got an exclusive Interview with Mathieu Ferland the producer of Splinter Cell: Chaos Theory. This is part 2 of that interview (you can Click Here to read part 1), where Mathieu answers questions about the story, gameplay, and much more.
Tony Tomas: How many hours of gameplay do you expect the average user to get out of the single player game?
Mathieu Ferland: We’re still looking into that – I wouldn’t be able to get you a straight answer as of now because we are tweaking the gameplay as we speak. But with a full non-linear Single Player campaign, and some great coop play, there’s plenty hours to spent on this game!
Tony: In the demo at E3, an enemy threw a flare off into the distance to be able to illuminate an unseen area. How is the AI in this game and how should gamers expect enemies to act/re-act?
Mathieu: Talking earlier about our technology, this includes the NPC AI as well. Actually, it is probably the best AI seen in a game to date. The way they will react either to sound or events in the environment is truly outstanding. The game is based a lot on proximity, and for that, not only will you have to get closer to the enemy, but they will represent a bigger threat as well when looking for you in every corner, getting closer to you as well. This adds a lot of tension to the game. However, an NPC will not do that on its own... he will often call out a friend and search in specific patterns to cover their area. A lot of effort has been made in developing the AI so that they will look natural in their reaction, their animation, and their barks, etc. As you mentioned, the addition of flares in some situation is changing a lot of the tactical aspect… because if you intentionally attract an enemy in your area, you better not rely only on shadow zones.
Tony: The knife has to probably be the biggest weapon included in the third installment. In how many different ways do you expect to employ it? We saw it used offensively to kill; we saw it used as a tool to cut a new path – any other ways to use it?
Mathieu: When listening to the community and making research about the previous game, we discovered that the knife was the biggest element fans wanted to have in the game. But we wanted to make sure that it would be a tool for Sam and not just a weapon to kill NPCs. So it can be used to cut soft material, remove specific objects, attack NPCs, etc. We really feel that proximity provides a lot of tension, but this becomes meaningful only if there is a reward of taking such risks. So, when in a close range, Sam can do different cool knife actions… However, the players can always make the decision of knocking out or to do a lethal action using simple controls. Obviously, the consequences are different depending on the decision.< taken.
Tony: Will there be any new playable characters introduced in Splinter Cell 3?
Mathieu: There are many new non-playable characters, but new playable characters are for the coop mode only. For the Single Player Campaign, we especially wanted to focus on Sam. He is a pretty complex character and one of the things we did in SCCT, is to amplify cool aspects of his profile. Sam’s posture is now changing while getting close to a danger, he’s more cautious, he’s placing his hand on the knife to get ready for action, he is emotionally connected with NPC’s and with the environment.
Tony: The new multiplayer mode: It’s co-operative. Splinter Cell Pandora Tomorrow included one of the most fun multiplayer modes to come along in a while. Do you expect this will make gamers feel the same way? & Just how co-operative is the mode going to be? Will players be forced to play together, and think as an army of 2 in order to succeed?
Absolutely! We’re introducing a new type of multiplayer mode for the franchise, which gives a brand new experience to the players. The coop experience is highly based on trust where partners need to rely on each other. They will need to execute new moves to reach otherwise unreachable areas in a map, they will need to synchronize their actions to pass through security, etc. One player alone cannot complete a coop level and will need a partner he can count on at all times. One of the things that will be particularly interesting is the fact that with more tension and power, comes more dependency and trust… So the stealth gameplay is multiplied because even if you are well hidden, your partner might not be so lucky!
Tony: Speaking of which, is it only going to be 2 player co-op, or can you work together in a bigger group?
Mathieu: The maximum number of players for the coop missions will be of 2 operatives.
Tony: Is there going to be story element to the multiplayer?
Mathieu: Yes, the co-op mode is story driven and has close links with the single player campaign in which Sam Fisher remains the main hero. These missions are sort of complementary objectives in relation with the main storyline, which is a nice addition.
Tony: Is the old multiplayer mode still included in the game? Or has it been pushed aside for this new mode?
Mathieu: We are still exploring any number of both single and multiplayer possibilities but I don not have any additional details to share right now
Tony: What are some of the things you’ll be doing with co-op that are known at this point (elaborate on them), and are there any tidbits you can let us know about things that you can do together that haven’t been discussed yet?
Mathieu: To get through the coop maps, you will need to collaborate with your partner by coordinating strategies with the head set and microphone, execute specific gameplay and rely on your partner at all times. Some of the moves you might have to make include helping your partner rappel down or up a building, reach pipes or a ledge that would otherwise be too far away, help position yourself to reach areas to snipe down enemies, etc. Of course, special gadgets will be available to succeed in your missions.