Aggiungi una trama nella tua linguaProving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.Proving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.Proving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.
- Regia
- Sceneggiatura
- Star
- Premi
- 3 vittorie e 1 candidatura in totale
- Irving Lambert
- (voce)
- Captain Arthur Partridge
- (voce)
- (as Dany Wells)
- Admiral Toshiro Otomo
- (voce)
- (as Terrence Scammel)
- Long Dan
- (voce)
- Additional Voices
- (voce)
- (as Al Goulem)
Recensioni in evidenza
P.S. "Kick butt" just doesn't do justice but it is prohibited to say what I want to say. But everyone should know what I'm trying to say.
SOUND: Yes, there is music, but throughout most of the game is complete silence. This is a good thing because it would just be ridiculous if DMC3 rock music was blaring through your speakers while you were trying to sneak through a hallway. The only time actual music plays is when the mood of the environment changes. If guards are getting wise to your scent, the music will play very softly while the guards search you in the darkness. If the guards are on alert, tense music will start playing, telling you that you'd better do something before you end up as a big black stain on the floor. There are also points in the game where you can interact with the music, mainly with radios that play unusual music that can also be used to help cover your footsteps (I'll get to that in a moment). Michael Ironside and company also return for another voice-over session, and it is some of the best voice acting I have ever heard before. Sam Fisher's one liners are well written, and the script fits well with the story at hand.
game play: The boys and girls at Ubisoft know certainly well that it will take more than revolutionary graphics to make a game good. They bring back some of the old game play elements we know from the older SC titles, such as spying on secret meetings with optic cables and laser microphones, and more importantly, having the vision modes. This time, there is an additional vision mode...the EMF. The EMF certainly won't help you find your way around a dark room, but it does help point out shootable lights and objects. It also points out interactive objects such as control panels and circuit boards, not to mention computers. You can also do things like pick locks (or break them, if you're in a rush), and you can hack control panels and retinal scanners. There's also a sound masking system that measures how much environment noise there is, and how much noise you are making in the meantime. If your measurement exceeds the environmental noise level, nearby enemies can hear it, and may either investigate or not, depending on what kind of characters they are. The AI is very unique and varied. Enemies will be afraid of you if you happen to catch them off-guard. You can also shoot enemies if things get heated, but ammunition is scarce because you're not necessarily expected to have a gunfight with EVERYONE. Sam also have a complex variety of ways to take out enemies in the most exotic fashions possible, but you probably won't be needing them all, because I rarely found any times where I needed to do a wall split to surprise an enemy.
STORY: It's your typical Tom Clancy war-torn world...Sam Fisher is out to save the world again from the brink of a war. His crew, mainly his boss Lambert, his professional hacker Anna Grimsdottir, and his "Q-Labs" William Redding. That's really all that needs to be known from here. Also pay attention to the "news highlights..." it's like the stuff is actually happening! BOTTOM LINE: If you are a fan of the SC series, DEFINITELY pick this one up. If you like pure action games like Metal Gear Solid, you can still play this and have a good time. However, if you only play fast-paced action games, you probably won't enjoy this, or any of the SC games for that matter. For me, this game gets a 9.25/10.
Chaos Theory wasn't just another entry in the Splinter Cell franchise - it was a seismic leap forward in nearly every way. Released in 2005, it redefined the standard for stealth action, refining the series' mechanics while adding an edge that felt darker, deeper, and more immersive than its predecessors. It's the entry where Sam Fisher didn't just survive the shadows - he owned them.
Gameplay: Stealth Refined to Perfection
The stealth in Chaos Theory is not just an option - it's a finely-tuned instrument. You're given tools, gadgets, and weapons, but your biggest weapon is choice. Want to go non-lethal? Use the OCP (Optically Channeled Potentiator) to disable lights and electronics, then choke enemies out. Want to go loud? The SC-20K can make noise when it has to, though it always feels like a last resort.
The enemy AI was smarter than ever, reacting to sound, light, and movement with surprising intelligence. This wasn't a game you could run-and-gun your way through - you had to think like a ghost. And every decision had weight.
Tone and Story: Darker, Sharper, More Personal
Unlike the more clinical approach of Pandora Tomorrow, Chaos Theory brought a grittier tone and a sharper edge to Sam Fisher himself. This Sam is more seasoned, more sarcastic, and far more human. The writing - especially Sam's banter with Lambert - hits that perfect balance of dry humor and razor-sharp realism.
The story itself - a geopolitical thriller with Japan, North Korea, and private military corporations - taps into early 2000s post-9/11 paranoia with unnerving accuracy. But it never becomes overwhelming. It's grounded. It's tight. And most importantly - it works.
Multiplayer & Co-op: Way Ahead of Its Time
The co-op mode in Chaos Theory deserves special praise. Two agents, working together to navigate levels built specifically for teamwork - it wasn't just an extra mode, it was a full experience. The communication, the coordination, the tension - it laid the groundwork for what stealth co-op could be.
Versus multiplayer returned with spies vs. Mercs - and for many, this mode alone justified the purchase. It was unique, intense, and demanded skill, patience, and strategy.
What Keeps It from a 10?
Only a few things hold it back from perfection: The story, while tight, doesn't always match the emotional resonance of later entries like Double Agent or Conviction.
Some mechanics, like quick saves, made the challenge feel less intense compared to the hardcore stealth ethos of the earlier games.
A few levels had slightly uneven pacing, especially for players wanting more variety beyond tech-based infiltration.
But these are minor critiques in a game that redefined its genre.
Final Verdict
9 out of 10. Legendary stealth.
Splinter Cell: Chaos Theory is the game where you set the pace. It gives you the sandbox, the tools, and the enemies - then says, "figure it out." It's slick, smart, and serious. A stealth masterpiece that aged better than most of its contemporaries.
If you love tactical thinking, strategic execution, and a cold, calculated protagonist who can crack a joke and your neck - this is the one.
Lo sapevi?
- QuizDuring the 5th level, on Displace International Headquarters, when in an air vent you can hear two guys talking about the new Prince of Persia game, made by Ubisoft.
- BlooperOn the Cargo Ship level, a radio can be heard talking about the East Coast blackout. However, the blackout had not occurred yet in the game and occurs in a later level.
- Citazioni
Anna: The Maria Narcissa.
Sam Fisher: Sounds like your setting me up for another blind date.
Anna: The Maria Narcissa is a boat.
Sam Fisher: So was the last girl you set me up with.
Anna: Fisher!
Sam Fisher: Sorry.
- ConnessioniFeatured in Icons: Splinter Cell (2002)
- Colonne sonoreOne More Regret
Written and Performed by Kesshin
Heard on several of the radios spread throughout the game
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