splinter cell: essentials: review

April 14th, 2006

I picked up “Splinter Cell: Essentials” for my Sony PSP about a week ago. It’s not great. While the gameplay is true enough to the popular Splinter Cell console series — lots of satisfying headshots! — the controls, and particularly the camera, are pretty bad. But what really kills it are the graphics; here’s a screenshot from the jungle level:

And here’s a screenshot from the enemy compound level:

And here’s a screenshot from the oil tanker level:

…my point is, the graphics in the game are dark. Way, way too damn dark, and as a result, it’s über-frustrating to attempt to play. This is the exact same dumb problem that plagued “Doom 3”, too; it’s all well and good to go “atmospheric” with your game design, and “Splinter Cell” is a game of light and dark where sneaking around in the dark is inherently part of the game — but the player should still be able to see what they are doing. At least give the player the option to pump up the gamma settings, because what’s fun about a game you can’t see when playing?


2 Responses to “splinter cell: essentials: review”

  1. Carrie says:

    Yeah, I had problems playing the previous Splinter Cell for not being able to see. I was hoping they would improve that, not disimprove it. Of course, now that I have my glasses, I CAN SEE ANYTHING

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