This is a comprehensive checklist of classic abilities and elements (things that appeared in the first 3-4 Splinter Cell titles that were not present in Conviction) that many fans want as well as a checklist of items that have been gloriously returned in Blacklist. (Thanks to Jazz117Volkovfor helping out with revising the list and making it easier to read!)
Underline = Link
Italicized = Important
Red = Elements unannounced so far
Green = Elements Ubisoft has addressed and are returning
- THANK YOU UBISOFT FOR ADDRESSING THE FOLLOWING CONCERNS! -
- BASIC GAMEPLAY -
- Perfectionist Mode (a 4th difficulty the purists): Apparently, it's designed for the classic fan and those that liked the "torture" of the increased difficulty of the past games.
- Perfectionist Mode will disable the ability to Execute enemies (Marking is still allowed for tracking enemies), Sonar doesn't work through walls, disables the Last Known Position 'ghost,' and enemies deny takedowns from the front. Watch a new video on Perfectionist HERE.
- Customizable HUD: The specifics as to what can be taken away are still unconfirmed but we have seen that the newest gameplay videos released show no visible crosshair nor boxes to show off ammunition, gadgets, or mark and execute. Hopefully this is in the final product. Watch this video and observe how the only things that are shown are the cover-to-cover markers -- no crosshair, no button prompts, etc.
- Classic moves and abilities that are confirmed to returned:
- Picking up bodies: This allows players to hide bodies in order to avoid detection.
- Whistling: Like in all of the games it's been in, this allows players to distract/lure guards away from their normal positions/patrols.
- Corner abductions: Returning from DA, this allows Sam to perform takedowns while in cover. They can now be lethal or non-lethal and they also change depending on whether enemies know you're there or not.
- Knife CQC: Like in CT and DA, players may use the knife to perform quick kills on enemies.
- Non lethal CQC: Like in SAR/PT/CT/DA, players may take enemies out non-lethally when up close.
- Using the knife to cut through tents: Returning from CT/DA, players may cut through fabric in order to access new areas and paths.
- Ziplines: Returning from the Legacy games. Ziplines takedowns are available.
- Rappelling: Also returning from Legacy games.
- Vents: Returning from Legacy games but visually appearing to be like the ones from SAR and PT, these provide new and alternate paths to move around the environment. For the first time, Sam actually opens up the vent covering before entering/leaving and when inside a vent, the viewpoint switches to first person for an easier way of navigating vents.
- Inverted takedowns: These return from CT and DA albeit rather than breaking necks, Sam goes down and slits throats.
- Legacy Ledge Hang: When there is no wall for Sam to place his feet on while hanging on a ledge, his legs will dangle downward and looks like the position Sam would be in when hanging on a ledge in Legacy games. The speed has been increased at which you can move on the ledge but just like the other ledge hang, you can go slow if you dislike the look.
- Numerous chokes and other non-lethal takedowns were showcased in the Non-Lethal Variety video: They have said over 90 takedowns will be present in the game for all manners of scenarios. Some are flashier than others but many are top notch animations. However, many agree that some of the animations seem fairly weak and/or flashy and would prefer less flash, more substance. This would be ideal to truly create a real-world feeling as well.
- Classic gadgets and gear:
- Sticky Shockers: Like in Legacy, you can shoot one at an enemy to incapacitate them non-lethally from afar or you can take out multiple enemies if they're standing in a puddle together and shooting the puddle.
- Noise Bolts: These will be similar to the Ultrasonic Emitter from DA in that it produces an artificial noise to distract enemies without luring them to your location. Unlike the Emitter, there will be limited bolts.
- Sleeping Gas Grenades: Another returning gadget, this acts just like in Legacy where it can KO multiple enemies at once.
- EMP Bolts: These will be able to take out lights and other electronics and thus will most likely be similar to the EMP backpack from Conviction and the OCP from CT/DA.
- Sticky Cameras: Returning from all of the SC games, Sticky Cams will once again be able to create a distraction (it even features the classic noise distraction) and gas enemies but it can also be upgraded in different ways.
- Various grenades: Frag, Incendiary, EMP, Flash, etc.
- Closer Than Ever returns!: Showcased in a video devoted to it, the video showed Sam moving in a very predatory state. It is unconfirmed if the animation comes alongside a more robust variable speed or not however the CTE is VERY good news. It originally picked up a fairly large distance behind enemies but this has since been corrected and now picks up much closer to enemies. It's also worthy to note that CTE is it's own speed as well and slower than the default crouch speed. Better than nothing but I'm assuming most would like to control their speed at all times...
- Variable Speed returns: Albeit differently than the Legacy iterations. There are currently 3 speeds, an upgrade from Conviction's single speed, but a downgrade from Legacy's 5 speeds. There is a moderate speed, a slightly faster speed, and a "sprint" that is initiated while using a sprint button. This applies to both crouch and standing positions. Hopefully they at least one slower speed for Ghosts to utilize. Zack confirmed that there are "sound tags" tied to some of them -- just scroll down until you see Zack's response to me.
- They claim that ghosting is readily available and completely possible in the game: If it's true and doesn't use just ghost paths...this is a significant plus.
- NIGHT VISION IS TRULY CONFIRMED! Screenshot HERE! Video HERE!In the video we find that it takes a moment for the night vision to kick in, has a somewhat grainy appearance (like the first 3 Splinter Cells) but is brighter green than Chaos Theory but more subdued than the current gen version of DA. In the new PAX East walkthrough, we see Sam use both night vision and the thermal variant of sonar, thus confirming that you can use two vision modes during missions.
- THERMAL VISION CONFIRMED (MORE OR LESS) -- The newest gameplay videos show Sam using a thermal-laced sonar vision mode. It's similar to the previously seen "thermal" which was green with orange silhouettes and is either a different vision mode, upgraded form of the one we saw, or the green/orange thermal was replaced with this newer version. It is predominately a bluish purple with red/orange silhouettes. It looks much more like the classic thermal mixed with Double Agent's thermal mixed with sonar. You can still see enemy footsteps, as far as I can tell, there is no green coloring on silhouettes, etc. but it definitely looks closer.
- HACKING is returning! Zack confirmed that Hacking will return (at least as optional secondary objectives). He stated that hacking is performed by approaching the computer and holding a button down to initiate and perform the hack. While this is not a mini-game like in Chaos Theory and Double Agent, it is a more substantial form of hacking than what was present in the first two Splinter Cell games (where you pressed a button and Sam simply typed on the PC for a couple seconds) -- at least holding the button will feel more like doing something more than what SAR did. See his post HERE.
- THE AI -
- Unconscious Enemies Can be Revived!: Zack confirmed that enemies can be revived by other enemies if they were KO'd and if the body was found, however he stated that occasionally enemies will not wake their friends and will instead look around for the player. He confessed to not know what parameters are in place for an enemy to revive their friend.
- CO-OP/DENIABLE OPS SPECIFIC -
- Original SAR Suit is returning!: It appears almost identical to the classic outfit used in SAR, PT, CT, the old gen DA, and even early screenshots of new gen DA. This is awesome! It is known as the Upper Echelon suit and confirmed through the newest'Fifth Freedom' trailer.
- Upper Echelon Suit: This suit is a total remake of the original SAR suit. This is part of the pre-order bonus for the game for any edition.
- Mark VIII Suit: The "Default" outfit for Sam that the majority of gameplay videos and trailers have shown is VERY reminiscent of the Pandora Tomorrow jungle suit. It has some difference but is more or less the PT suit. This comes with the game.
- Eclipse Suit: The outfit worn by Archer and other SC agents in Conviction returns for Blacklist. It is part of Gamestop's Covert Hunter pre-order incentive as well as some of the EMEA collector's editions of the game.
- Raven Suit: The outfit worn by Kestrel also returns in Blacklist. It is a Uplay Reward that costs 40 points.
- Assault Suit: Brand new but with some slight similarities to a fully armored version of the Shadow Armor in that it features an exo-skeleton of sorts that is bulkier than the rest of the outfits. The design of the armor is very different however.
- Covert Suit: Brand new it seems as I can't pinpoint any striking similarities to previous outfits.
- Tactical Suit: Mostly brand new? This outfit features what looks like a bulletproof vest of some sort which thus shares similarities to the Upper Echelon suit, the Classified suit from Conviction, the undercover suit from DA, etc.
- Stealth Suit/Alpha Suit: These two suits bear a striking resemblance to one another which could mean the Alpha suit is the final name for the outfit, they share a different camo pattern (Alpha features an almost snake-like pattern), or something else. Regardless, both share aspects of the Upper Echelon suit and other previous outfits. The Alpha Suit is a Uplay Reward that costs 30 points.
- Spy Suit from SvM: While we don't know for certain whether SvM outfits cna be used in single player or co-op, it WAS confirmed at the Uplay Lounge that SP/co-op outfits can be used in SvM and we've even see SvM Spies wearing the Upper Echelon suit. Given this, it wouldn't be far off to believe that SvM suits could potentially be used in SP/co-op. If that is the case, the "default" Spy suit is visually similar to the diving suits from CT and DA, albeit without the breathing apparatus.
- Elite Digital Ghillie Suit: Very different from anything before. It features a gasmask, hood, etc. This comes with EMEA collectors editions of the game.
- There may be more suits but even if there aren't, this means Blacklist has two fan favorite Legacy outfits more or less (if we can use the Spy suit in SP the number can arguably be lifted to 3), two fan favorite Conviction outfits, as well as some new ones that feature aspects that SC suits have always had.
- Deniable Ops: Confirmed to no longer be in the game by name. Instead, the various missions you are given by Grim, Charlie, Kobin, etc. will essentially act as this game's D-Ops. For instance, Kobin's missions are more or less the equivalent to Hunter mode, Charlie's to Last Stand, and Grim's are most like Infiltration. However there are differences such as in Grim's missions you don't have to take every enemy out like you had to Infiltration mode in Conviction.
- Balaclavas are back! Here. "You've seen a balaclava. Confirmed."
- Co-op moves are returning!
- THE ENVIRONMENTS -
- Shadows and lighting seem to be making a nice comeback: Shadows appear to be very deep, inky black shadows and the light looks really nice when seen in conjunction with the darkness. Evidence of nicely crafted light/dark elements really comes in the form of the Non-Lethal Variety video at various parts when the man is speaking about the takedowns on the monitor behind him. We can see Sam on a rainy rooftop and the reflection from the light in the background looks very nice -- I'm sure most people when looking at the relative atmosphere and LOOK of the game in the recent videos can agree it certainly LOOKS like a Splinter Cell game. Hopefully the final product reflect that as elegantly as the wet roof reflected the light in the video.The new video Art Direction, showcases the new lighting, shadows, and visual style for Blacklist with an emphasis on great lighting and having lens flare and specks of dust on the camera where appropriate. Some have stated that some of the lens flare effects should be toned down and are too distracting. While I personally don't mind it, it is a complaint I've seen from multiple people on here. The Night Vision Goggles Reveal video shows the darkest shadows to date however the videos following it have shown alterations to the gamma once again to make shadows less dark. This may be only to show the game off easier.
- Few Ghost Paths: Level Design Director, Matt West stated in this VIDEO that he designs missions with the different playstyles in mind and mentions that Ghosts probably won't even necessarily touch the enemy but will be in close proximity to them -- this sounds like there will be few "Ghost" paths and if there are, it sounds like they won't be devoid of enemies. Hopefully that is what he means.
- What's Missing/Hasn't Been Revealed -
- BASIC GAMEPLAY -
- Lockpicking:Many want the return of picking locks. Lock-picking is the most classic and could easily be implemented in a non-intrusive way. Because players can use alternate paths, they could potentially find other routes but the main thing would be that each player archetype would have their own way through Locked Doors. Ghosts would pick the lock, Panthers could bash through the door, and Assault players could breach the door using a charge. Because picking the lock is not the only way through, it provides differing strategies that complement the playstyles.
- Split-Jump: Like the return of carrying bodies and the knife, many fans have expressed an interest in the revival of other classic movessuch as the iconic splits-jump. Both Ghosts and Panthers would benefit. For example, the splits-jump would provide Ghosts with the classic ability to either avoid detection in a small corridor or path, as well as provide them attack opportunities.The Panthers would enjoy the splits-jump as it would allow yet another avenue for taking out enemies – luring (whistling) a lone sentry into a tight corridor and dropping down on him with a Death From Above, which would grant a Mark and Execute token.
- Interrogating Random Sentries:This could be implemented alongside the new, visceral interrogations of Conviction and carried into Blacklist. The plot-important enemies could be the new style to give the cinematic feel to them. However, low level guards could potentially give Sam intel on things to expect later in the mission, such as a turret, landmines, dogs, how many enemies are active in the area, etc. This will bring the game to another level of realism, while also returning yet another classic feature. It helps Ghosts letting them know ahead of time what will come up. Panthers can use the intel to size up their plans of attack. Action fans will be left with some surprises and will have to adapt to the combat situation fluidly and intelligently.
- Throwing random objects like bottles and cans: This ability is no longer as important due to the inclusion of "Sticky Noisemakers" which serve the same general purpose. However, it would still present a more realistic world and immerse the player more if some of the items in the missions could be thrown to create distractions. We know the game has some sort of physics implemented into it from seeing Sam knock over chairs and cans in a couple of the videos so to be able to throw the can and small items would be cool. Ghosts can use it to distract enemies long enough to sneak by. Panthers can use it to lure a guard away from his friends and take him out. Action fans can use it if they're in the middle of a firefight and they want to distract the enemy and make them think he's switched positions so he can gain the upper hand.
- Back to Wall: Being able to stand while in cover (provided the cover is tall enough like a wall, not a small box) would greatly increase the realism of the game. It provides slightly different sight lines which could be crucial for taking an enemy out from afar or just to see over something you normally couldn't. It also simply increases player freedom and choice within the game world and helps players craft their own narrative during play.
- Cameras: Cameras should not have a large "search light" broadcasting the area where they can see the player. This takes away from immersion since cameras in real life do not have this feature. It also takes away from the challenge of not paying attention to your surroundings, something stealth games generally encourage. In Legacy, you could potentially run into an area with the camera and be caught by it. You have a slight warning due to both the sound of the camera at work as well as when it's about to see you. If you want to let players see where the camera is looking, make them observe before acting. Both Panthers and Ghosts alike will appreciate that whereas Assault fans will not care since they will not worry about alerting enemies.If they have them at all in the game, at least disable the searchlight on cameras for Perfectionist and Realistic difficulties. Alternatively, you could allow us to see where the camera is looking via night vision similar to how Chaos Theory did it.
- THE AI -
- AI Tweaks:The AI in Conviction almost had no Investigative state. For description's sake.. the Legacy games had about 3 states the AI could be in: Unaware -- the default state for most enemies when they're unaware of your presence, Suspicious/Investigative -- when you're accidentally too loud or whistle or cause a distraction and the AI begins to look around, and Alert -- when they dive for cover and know of your presence. Generally...after waiting long enough Alert AI would go back down to Suspicious.In Conviction, they often went from Unaware to Alert. This completely broke Ghosting or passive forms of Panther gameplay. In Blacklist...there needs to be more or an Suspicious/Investigative state. This ARTICLE states that the AI "have jobs and go about existence and therefor the player is a ghost by default." This seems to imply that enemies might not be like a hivemind this time around and that they may get curious over broken lights but might not go berserk over it. Hopefully this is the case.
- Other AI Archetypes: The return of the dog is great, and the way it can latch onto Sam is superb. Other AI archetypes that should return are Civilians and Security Personnel. Both are not evil, not terrorists.Civilians will create the sense that the world is real. Security Personnel create a moral challenge: do you kill them because they'll kill you out of fear and out of doing their job? Or do you spare them by avoiding them or KOing them only BECAUSE they'd only be doing their job?Civilians can either be an AI that Sam is not allowed to kill (doing so will result in Mission Failure and reset the player at the last checkpoint or save) or they could be killable and Grim or someone can verbally chastise and scold Sam (the player) for doing so. Maybe 2-3 civilian casualties results in a reset to the last checkpoint.This threaddetails how other AI archetypes would enhance the overall game.
- THE ENVIRONMENTS -
- A real world: Some fans have expressed the desire to feel like the world is real. Feel immersed in it. There are a few ways to accomplish this: between missions, provide news reports like in the old SC gameswhere they discuss the Blacklist, the rising tensions between the nations of the world, events that have occurred (because of Sam -- no one in the game world knows, besides Sam and his small team), etc.Another is by incorporating the aforementioned civilians and security guards who can discuss things like wives or husbands, being scared for their families when going to work/school; worried about the next Blacklist target.Have a side story interwoven throughout the game (similar to the Astronaut/Space station story of CT where there was an entire story about astronauts in danger that the whole world knew about and were discussing).






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