Splinter Cell is a fun game to play when you’re bored, but the lack of mission originality bogs it all down pretty much.

User Rating: 7.7 | Tom Clancy's Splinter Cell MOBI
Played on a Nokia 7210.

Released around half a decade ago, Splinter Cell became a hit. Hi-tech stealth gave players a fresh, new experience, including myself – I got to try out Splinter Cell on the PC around two years ago. A couple of days ago, I suddenly remembered there’s a mobile version of the game released, as well, and gave it a try. One of the key things to success of Splinter Cell is its great story, with original characters, and locations. Frankly, this doesn’t appeal to the mobile version, - there isn’t any story telling at all. Just like in Chaos Theory’s cellphone iteration, all you’re given before starting a mission is its location. Maybe games on the mobile don’t need to have a story? I’m not that much of a mobile games’ fan, but after playing XIII (also created by Ubisoft, mind you), I have to disagree, - interesting story makes you get into a game easier, even on a 128 by 128.

There are nine campaign missions in total, taking place in various facilities and enemies’ headquarters. Some of them give a bit more of a challenge by making you weaponless. It may be fun to play, but the game’s so repetitive it gets boring after a couple of minutes, - every single level, no matter where it’s situated in, has the same background, alas you always find yourself walking along the same boring brick wall, with a couple of crates there and there. This has to be because of my cell phone, - the 7210 hasn’t graphics as good as other cellphones do. The level design isn’t too bland when you play the first level, but as you start the second one, you notice the objectives remain pretty much the same, - find a computer, hack it to enable an elevator, locate the exit. “Level Done.” There aren’t any special NPCs to eliminate, any data or anything of that sort to steal, etc. On the other hand, it’s Ubisoft’s first attempt in making a stealth / action game on this platform, so they shouldn’t be blamed too much for all this, eh?

There are two types of non-player characters in the game, and the only difference between the two is their clothing – one type’s brown, other’s black. Since it’s a stealth game, patrolling is pretty necessary. While some NPCs do have simple routes they walk around, some stand in the same place all the time, or even better – sleep. Quite a dumb, yet funny way to solve the issue with NPCs that mustn’t see you at all. Enemies are pretty easy to evade, as they obviously don’t see you behind obstacles. Funny thing is, they don’t see anything above themselves, as well, as if they couldn’t move their necks, - you may be holding on a pipe an inch above one’s head and he’d just walk by, even if the pipe isn’t in a shadowy area. There aren’t loads of darkness at all, to be honest, but since this is a stealth game, dark niches take place there and there, letting you hide from foes as they walk by. Ventilation systems are in, as well, but they don’t help too much, - you don’t turn invisible when inside.

If things don’t go too well and an enemy notices you, he doesn’t shoot on sight, thus letting you get away without getting hurt and setting an alarm. It balances the game a bit, as the camera isn’t done too well, - you may climb a ladder and notice the enemy just above when you’re already at the top. Needles to say, though, enemies can be evaded pretty easily after they notice you, - walking away so they disappear from the screen will make you safe, as they’re not so smart to run after you. Terrorists aren’t your only material to stuff bullets into, - turrets and mines both make a good patience test in some way, because ones require you to wait for the right moment to pass, while others make you watch your step. Both passive defenses can be evaded easily, but as soon as a turret notices you, an alarm is raised, meaning extra enemies are going to come ‘round the corner soon.

Sam Fisher gets to use his acrobatics, but there aren’t as many moves to use as on other platforms, - while there’s no ledge shimmying, split-jumping (2D game, anyone?), you can jump, crouch, hop onto ledges and obstacles, grab and choke NPCs. The controls are very simple and easy to get around, - you can do pretty much everything with use of only 5 buttons.

The CIA seems to be on their hard times, as the pistol is the only weapon Sam gets to use in-game. If you’re one of the sneaky type, you won’t get to use it too much, anyway, since shooting at an enemy raises an alarm and that is a no-go. Unlike in latter Splinter Cell games, there isn’t any aiming system, hence depending on your stance, you’ll either hit the enemy either in the torso or legs. It takes roughly two shots for Sam to kill and NPC and three to four for an NPC to kill Sam. That said, it would be wise to avoid firing at enemies and be detected altogether in areas many of them patrol. But then again, if you do get into such a risky situation, bunny-hopping out of their visibility range solves it.

There isn’t all that much to talk about the sound, - like in most games, there’s a short main menu track, one before and after a mission, and some sounds when you’re detected, kill an enemy, etc. Personally, I play without any sound, because some noises are way too high and loud, making my ears hurt. All in all, Splinter Cell is a fun game to play when you’re bored, but the lack of mission originality bogs it all down pretty much. Nevertheless, whether you’re a hardcore Splinter Cell fan or not, you should find this game worthy of a pick-up.