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LTTP: Splinter Cell: Blacklist (2013)

Grildon Tundy

Gold Member
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Steam says I played through the campaign on normal years ago, but I hardly remembered it. Playing on the highest difficulty this time around for a no-kill run, and I must've played a different game that first time because Blacklist is fantastic. 9 out of 10. My favorite in the series.

It seems to take the best parts of the Splinter Cells 1-3 but streamlines the controls and adds welcome cinematic flair to the presentation that was missing from the dry first games. The game lets encounters be open-ended puzzles, with many different tools and engagement options at your disposal.

Released in 2013 for PlayStation 3, Xbox 360, Wii U, and Windows PC, it looks great on PC 4K 120fps. This game obviously had a huge budget for the time. The textures and lighting are dated, but everything is readable and detailed, and the slick style of the interfaces & UI reminds me of Dead Space 2 (in a good way). An especially nice touch is the captions for locations and objectives that appear in-world:

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The writing is about on-par with something you'd see on CBS or NBC at the time--not terrible but good enough, and not a chore. Better than most games, I'd say. I actually liked the four members of 4th Echelon, Sam's crew tasked to stop a terrorist cell from executing escalating attacks: Anna Grimsdottir (operations manager); Charlie (snarky, competent IT analyst whose arc is to become less of a twerp); Briggs (Sam's in-field backup); and Sam Fisher himself. Sam's not Michael Ironside this time around, but the VA does a great job.

I tried playing Chaos Theory recently and felt like I was constantly fighting the controls. Awkward and cumbersome. Playing this game on Perfectionist difficulty, it makes me wish they'd remake those first games but with this UI and polish. Oh wait--they're actually doing that! ...Unless they're not because it's been five years since the reveal and the project is in a "fragile" position.

Why don't they make 'em like this anymore?
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Its budget was estimated to be around $20-60M, and folks typically ~x2 the dev budget to account for marketing spend. So if it was $40-$120M to produce, it sold 2M copies in its first three months, at $60 a pop, that's right at $120M (breakeven for a higher-end estimate). But Ubisoft's internal target was 5M copies sold in that first 3 months. So it wasn't a catastrophic loss. It's been over a decade, and there hasn't really been a game quite like it since.

Also it came out in August of 2013, and the Xbox One and PS4 consoles were release in November 2013. Seems like they could've gone the cross-gen route with this to get more sales. But I guess that wasn't really the style at the time.
 
It's a meh SC that's been reevaluated with how shitty everything has been since then. But compared to the original trilogy it's pretty bad.

Shitty SC, ok game.
 
Good game. Visuals scale incredibly well to higher resolutions. It was sort of the Arkham Knight of the 7th gen. Very visually dense environments.
I hated the plane hub. That was a major drag on the flow of the game. Should have just been one mission right after the other.
 
I should try this again. I remember starting and couldn't recognise Sam Fisher when the opening cutscene started. Michael Ironside's voice is very important.
 
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I've beaten all the mainline SC games including this one. I think you're wrong about Chaos Theory, but I played the PC version, so perhaps it had better controls on PC than console. Most of the games in this series are excellent but would ask too much of today's "modern gamer". If I had to describe the Splinter Cell series, I'd say it's the thinking man's Metal Gear.
 
I had fun with this one, I just wished it had the different walking speeds like the original trilogy and hiding behind a cover to then just wait for the enemy for a single button knock out is cheap. At least in the older games you literally had to sneak from behind to grab them.

Voice actor for this entry sucks ass though.
 
I think of OG Trilogy SC as one thing and Blacklist SC as another; and I love them both.

I think they should have ran development of both styles in parallel across two main studios with staggered releases (4-5yr dev cycles each and a release every 2-3yrs), keeping the two versions largely separate with only some basic narrative/world links.

I would've transitioned the Blacklist style into more of a build your own character type game and then reverted classic SC to Ironside's voice + someone else doing mocap (doesn't have to be 100% perfect match).
 
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Blacklist was phenomenal. Deserves more appreciation.

The online coop was a great addition after you complete the campaign.

I should try this again. I remember starting and couldn't recognise Sam Fisher when the opening cutscene started. Michael Ironside's voice is very important.

Couldn't play it without ironside's voice.
"Michael Ironside did not reprise his role as Sam Fisher in Tom Clancy's Splinter Cell: Blacklist because he was undergoing treatment for prostate and bowel cancer, a diagnosis he kept private at the time. Ironside revealed in a 2018 interview that he believed he had only a 35-40% chance of survival and intended to step away from the franchise to focus on his health. "
 
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I had this in my backlog for ages and finally got around to it a couple of years ago. I'd recommend it for sure. I did find it a little too hand-holding.

The first couple of games made you feel in control by not leading you so directly from waypoint to waypoint. But most games are designed this way today; I guess they figure players aren't interested in looking around and discovering things.
 
I had fun with this one, I just wished it had the different walking speeds like the original trilogy and hiding behind a cover to then just wait for the enemy for a single button knock out is cheap. At least in the older games you literally had to sneak from behind to grab them.

Voice actor for this entry sucks ass though.
Regarding the walking speeds, it kind of does. The thumbstick has pressure sensitivity that impacts Sam's crouch-walk speed, and then if you hold down A/X, you can crouch-run. While walking, the full walking speed is pretty slow, and the sprint is pretty fast, so not a great middle option there.
 
Thanks op, i'll make sure to try it out.
Remember playing first Splinter Cell which looked awesome for it's time but never played this one.
Edit: ok just bought it for 4 bucks. will check it out.
 
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We need that remake already.
100%. But I'm not getting my hopes too high. It was revealed in 2021, but I've heard mixed reports on whether it's still coming. When you're five years out from announcement, and the most specific info we're getting is stuff like the below, it seems precarious:

- Non lethal choices expansion
- Linear
- Dynamic Light shooting
- Snow drop
- DirectX 12
- Light & dark Meter
- Sticky cameras & Gas grenades
- Manual Alarm shi
- Destructible Enviromental
- Pipe slide & zip line shi

 
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