Has become! Ubisoft has just confirmed the long-standing rumors. Players can get ready for Splinter Cell Remake. The company reveals the first details and is preparing fans for the great return of this respected brand.
Ubisoft has just confirmed that work on Splinter Cell Remake has started at Ubisoft Toronto – the title is to “draw on the brand’s rich achievements” and the title is created on the Snowdrop engine. The creators use their own technology, which is used to create Avatar: Frontiers of Pandora and Star Wars from Ubisoft. The developers want to provide “next-generation visuals and gameplay”, as well as the “dynamic lighting and shadows” the series is known for.
Chris Auty (Creative Director), Matt West (Producer) and Peter Handrinos (Technical Producer) are in charge of position development and talked about the project work. The title is still in a very early stage of development, and the developers want to take care of the “identity” of Splinter Cell.
How are you approaching Splinter Cell as a remake? What makes it a remake and not a remaster?
Matt West: To me, a remake takes what you’d do in a remaster and goes a little bit further with it. The original Splinter Cell has a lot that was amazing and revolutionary at the time it came out, 19 years ago. The gaming public now has an even more refined palate. So, I think it kind of has to be a remake as opposed to a remaster. Although we’re still in the very earliest stages of development, what we’re trying to do is make sure the spirit of the early games remains intact, in all of the ways that gave early Splinter Cell its identity. So, as we’re building it from the ground up, we’re going to update it visually, as well as some of the design elements to match player comfort and expectations, and we are going to keep it linear like the original games, not make it open world. How do we make sure that new fans are able to pick up the controller and dive right in, and fall in love with the game and the world right from the get-go?
Peter Handrinos: From a tech perspective, if I had to boil it down to a couple of words in terms of the difference, what we’re doing is exploration and innovation here. We’ve got a new engine and a new console lifecycle to take advantage of, so the tech is one area that we don’t want stuck in the past.
The studio confirms an important fact – Sam Fisher will return in a linear adventure that will not take players to the open world.
“So, when building a production from scratch, we intend to update it visually as well as some of the design elements to suit the players’ comfort and expectations, [but] we intend to keep the linear character, as in the original games, and not make the item open-ended. the world “.
The creators want to take the series to a new level, but at the same time they will not forget about the known experience. The final specifics have not yet been released, but it must be admitted that it sounds really interesting:
Chris Auty: Splinter Cell was a breakthrough in stealth – as Matt mentioned, it was “stealth redefined” with a huge focus on getting that core gameplay right above all, and delivering on an ideal: be a ghost. It’s important for us to preserve the sense of mastery by supporting players who observe the situations, make their plan, use their gadgets, and outsmart the enemy creatively to deal with the challenges they are presented with. Ideally, they end up coming out on the other side with no one having realized you were even there. That’s the essence of Splinter Cell.
MW: One of the things that, from my point of view is really exciting about this project, is that the last couple of games all of us have worked on have been really big worlds. What that means is that the economy of decisions is very spread out, whereas what I love about a Splinter Cell map is every square inch represents intentionality. Every square inch is part of a choice, or directly offers a choice, or has a direct ramification. That density of gameplay is at the forefront in Splinter Cell, and that’s going to be really, really important for us. The gameplay experience we are targeting is directly tied to what we want players to feel, to capture the essence back when we were all playing the original games.
Ubisoft is still recruiting for the team, so we can hardly count on a quick presentation, but developers in many places emphasize: this is a full remake that should respect the entire universe.
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