It has been a while since we played as Sam Fisher and although after his last outing we saw a bearded and more rugged character on the run considering his terrorist implicated antics in Double Agent; changes are afoot as Sam returns to form with a new look that is less hi-tech and more... Jason Bourne. The familiar look from previous games, you know, the night vision goggles, the side arm and the gadgets are all but absent from this new look Fisher, instead we have a not so clean cut, but rough around the edges backpack wearing character who is a far cry from what we've experienced thus far.
So why all the changing? Well it's obvious Ubisoft Montreal are keen on developing the Sam Fisher character and the world he inhabits. It would be easy but not necessarily welcome for them to rehash the same gameplay from past games and merely offer a new lick of paint - using same gameplay new locales and a meandering story across similar themes. But with a team that is looking at expansion and experimenting with new ideas, to reinvent the character and take him into new realms of possibilities seems like an admirable stance to take. We all know that regurgitating the same stuff over and over can get tiring regardless of the few that don't welcome change and seek out similar experiences. Well for Sam at least, the changes are more than just subtle and for some years now we've seen the team toying with a new idea of how gamers interact with Sam and his game world.

Double Agent did introduce some novel ideas to the fold what with the JBA headquarters sections and a multiplayer that totally rewrote the rule book. Yet the core of the game remained what fans were after, and that's plenty of sneaking around as essentially this is what is expected of the series. Well things have changed as Sam is no longer an NSA agent or terrorist threat undercover or otherwise, in fact he's severed all ties and is now effectively rogue, a lone entity. This affords him a different approach and with the underlying story pointing towards a man on mission to uncover his daughter's killers means that a whole new way of doing things has been unravelled, good news for the gamer then.
Having now played the Splinter Cell Conviction demo that was first showcased at E3 and then at Gamescom'09 (see video here.) we're confident that Ubisoft Montreal has kept the essence of the game which will appeal to fans of the series but also incorporated fresh ideas that will also entice new gamers into the fold. Yes, there's a definite splattering of action this time but not so much that it's overbearing and loses sight of the core stealth element, it compliments the stealth and is interwoven into the gameplay in a seamless fashion. We have to remember that the Splinter Cell games have always featured the fine mix of stealth and action, remembering that Sam has always been armed with not only the small and not so deadly silenced pistol but the rifle complete with noisy attachments. It's ultimately been down to player choice to go stealth or get the guns out so it should come as no surprise that Conviction expands on the idea.
So let's explore our experiences with the E3 demo which as you know starts off in the wash-room where you've got full control of Sam as he interrogates a suspect who might have clues as to who his daughter's killers are. This is really just an interactive movie element and helps sent the tone for Sam's new character. He comes across as more determined and perhaps someone who isn't going to play by the rules. You've got limited movements here but can smash the poor fellow all over the wash-room until it's over. We we're informed that there will be no loading screens after this point, and as you're probably well aware, objectives and important info is now projected on surfaces to keep you immersed in the game and to highlight there's no Lambert and co. in the background giving you support.

Once the wash-room scene is over, the game begins proper as you're treated to a scene of a crowded marketplace and an embassy filled with goons who aren't going to take kindly to Sam getting inside. The objective is to find a key person who again holds clues as to who killed your daughter. The rest are merely fodder, to be killed or avoided. The marketplace is crowded with civilians and effectively you blend in with them until you reach a restricted area and have to then adopt more conventional stealth tactics. It's a reworking of the idea seen in the JBA headquarters where there's safe and not so safe areas to move around. There's some interaction with the NPCs here but it's not overstated remembering that you're on a mission rather than sight seeing. There's a reticule on screen which highlights green for civilian and red for guards so even at this stage you're able to sneak and pick off targets should you choose.
Infiltrating the embassy presented several options and yes this is what has been expanded from past games, allowing you to either go through the front doors, climb a window or find some other means of entry. Whatever suits your play style. Our first task was to take care of the two guards in the grounds and our first chance at using the mark and execute feature which we actually messed up and ended up getting into a fire-fight. The pistol it seemed has been given a lot more power as it only took a few shots to down each guard. Once clear we opted to shoot out some lights, the classic Splinter Cell feeling is still present and for those of you who love to sneak around in darkness can do so, but let's be clear, with no aids such as night vision goggles or the lights on Sam's back, being shrouded in darkness also makes it hard for you to see where you are as well, making the dark not so advantageous especially when navigating.
So, onto the window route which with a click of the left stick (which we found rather an unusual method of interaction) opened the window and allowed us entry to the interior. We've been informed that the interaction will be mapped to the A button for the retail release. The first thing that was noticeable was how open this area was. Rather than constricting corridors we were able to explore this area fully. Shooting out lights and generally sneaking around. Sadly our sneaking skills were a little rusty and we opted to try our own approach to this section rather than merely follow what we'd seen in the videos. This meant being spotted after shooting down the large chandelier on top of some unsuspecting goons , getting into a fire-fight, shooting out lights and taking out the guards one by one using the cover of darkness. This was well fun, and whilst not entirely stealthy does mean for those of you who do get busted and yet wish to refrain from using weapons (other than to shoot out lights) can do so as long as you're smart.

The new last known position comes in handy for such antics, this is where a ghost outline of Sam appears, showing that the guards assume this is his last position and focus on it, directing their attention to it and enabling Sam to sneak up behind them for the silent take down - the feature acting as a lure; there's certainly lots of potential here and is neat step up from the old whistle Sam used in previous games. In fact, Sam's a lot more proficient using hand to hand tactics this time, and whilst it might not be advisable against well armed thugs at range, when you have to get up close and personal then using fists and elbows is certainly handy to have rather than the weak elbow whack we first saw in Splinter Cell 1. Sam can still grab enemies and use them as shields before knocking them unconscious, but it seems that the action element has taken a step up, allowing for swift movements that are more engaging, rather than leaving you vulnerable and on the knife edge between life and death. As mentioned earlier, movement into the dark is good albeit a little disorientating, yet the guards did switch on their flash-lights and move in unpredictable patterns. You've just got to be quick in getting behind and taking them out. The tension is still there which is good.
Having used the entire area as a hunting ground for taking out the guards in a lot less suave way as demonstrated by the E3 demo, it's clear to see that Conviction offers lots of opportunities depending on what sort of gamer you are. It was great to have seen a less stealthy way of approaching this mission and the option to not necessarily use the mark and execute feature so readily. The game really does offer a diverse slice of gaming which tailors to whoever is playing in a more encompassing way compared to previous games in the series. No three alarms and the mission is over here.
The last part of the demo showcased the room near where our objective target was holed up and rather than blast through the doorway and once again use the mark and execute feature after peeking under the door, we opted for a more action situation, by merely opening the door and using manual aim to shoot the guards - ignoring grabbing the guard and simply going gung-ho punching out the first guard and shooting the other clean in the head. The final grabbing of the target was fiddly, as we'd pretty much got his attention throughout, but by jumping out of the window (and seeing the canned explosion) we shimmied across and got next to the target. Sadly he was still aware of us and so moving quickly we darted towards him and went for the grab. Well you know what happens next, mission over, demo over. Good times.
Having played Splinter Cell Conviction and already being excited for the game, our anticipation has risen beyond fever pitch. All the ingredients are here to make for a game which offers stealth based play across more open playing fields, alongside a more engaging action element should the old proverbial poop hit the fan. The demo offered a veritable slice of the game showcasing the elements that will make up the rest of the game's play mechanics. Blending in within crowds, reconnaissance, infiltration, interrogation, sneaking and escape - fused with some gun-play and you've got Just what us gamers are looking for in a quality game series such as this. Splinter Cell Conviction releases on Xbox 360 in Feb 2010 and should be well worth the investment if the rest of the game is as engaging and exciting to play as the demo.