Intentar ORO - Gratis

SPLINTER CELL: CHAOS THEORY

Edge UK

|

July 2025

How missed opportunities and difficult conditions forged a stealth classic

- BY PAUL WEEDON

THE MAKING OF... Chaos Theory might be the third Splinter Cell game, but for Clint Hocking and the team at Ubisoft Montreal - returning to the series they'd originated after Pandora Tomorrow was handled by sister studios in Milan and Shanghai - it represented a second chance. “Development on the first game had been very difficult,” Hocking says today. “Many of us who went on to work on Chaos Theory felt we could have done much, much better.”

As Hocking himself points out, “the core game experience did not change significantly” from 2002's Splinter Cell. That meant the Montreal team had something to build on, with “additive improvements”, but also to push against. “It made it very clear to us what was working and what needed to be fixed,” Hocking says. “Our common goal became simply to deliver - to an exceptionally high degree of quality and polish - all the promises we felt we'd failed to deliver in the first game.”

One of those things was the game's approach to failure. Splinter Cell features an infamous mission in which NSA agent Sam Fisher is tasked with recording a conversation in an elevator; if the conversation is missed, it's game over, try again. “Most of these things only ended up in the original because we had failed as designers and developers to anticipate how the game would actually play,” Hocking says. “By the time we encountered the problem, we had no plan and no time to address it except by forcing a mission failure, but we knew what the answer should have been.”

It's something that

MÁS HISTORIAS DE Edge UK

Edge UK

Edge UK

STRANGE SCAFFOLD

How to embrace the weird while keeping the culture and games focused on people

time to read

7 mins

November 2025

Edge UK

Edge UK

Post Script

A clockwork heart can't beat faster

time to read

4 mins

November 2025

Edge UK

Edge UK

Metal Gear Solid Delta: Snake Eater

Every tiny detail of protagonist Snake is modelled. The fabric of his fatigues darkens and grows heavy with water when he splashes through a stream or pond.

time to read

4 mins

November 2025

Edge UK

Edge UK

It Came From The Desert

Cinemaware's B-movie homage pushed the vision of interactive cinema to new heights

time to read

6 mins

November 2025

Edge UK

Edge UK

Shuten Order

Whatever the opposite of writer's block is, Kazutaka Kodaka has it.

time to read

4 mins

November 2025

Edge UK

Edge UK

Metal Gear Solid Delta: Snake Eater

Every tiny detail of protagonist Snake is modelled.

time to read

4 mins

November 2025

Edge UK

Edge UK

INDUSTRIA 2

Turning a minor FPS hit into a survival-horror seque

time to read

3 mins

November 2025

Edge UK

Edge UK

Mafia: The Old Country

Try to change Enzo's outfit at the start of a mission in Mafia: The Old Country, and you're given the option to \"disable story outfits\" – to use costumes that you might have obtained by purchasing the Deluxe Edition of the game or that are specific to other set-piece levels, such as the helmet and jodhpurs Enzo wears in a motor race.

time to read

6 mins

November 2025

Edge UK

Edge UK

BATTLESTAR GALACTICA: SCATTERED HOPES

The sound of Cylons

time to read

3 mins

November 2025

Edge UK

Edge UK

Echoes Of The End

Anyone who's played a big-budget action-adventure game from the past 15 years may get a sense of déjà vu from Echoes Of The End.

time to read

4 mins

November 2025

Listen

Translate

Share

-
+

Change font size