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 do you approach Splinter Cell as a remake? What makes it a remake, not a remaster?
Matt West: For me, a remake takes what you would do in a remaster and goes a little further with it. The original Splinter Cell had many elements that were amazing and revolutionary at the time it was released 19 years ago. Now players have even more refined palates. So I think this has to be a remake, not a remaster. While we’re still at a very early stage of development, we’re trying to keep the spirit of the early games intact, in all those aspects that gave the early Splinter Cell its identity. Therefore, when building the game from scratch, we intend to update it visually, as well as some design elements, to suit the players’ comfort and expectations. How are we going to make new fans be able to pick up the controller and fall in love with the game and the world right from the start?
Peter Handrinos: Technically speaking, if I had to put it down to a few words of difference, what we are doing is exploration and innovation. We have a new engine and a new console life cycle to use, so technology is one area where we don’t want to get 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,” [ale] we are going to keep the linear character as in the original games rather than make the item out of the open 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: The Splinter Cell was a breakthrough in the field of stealth – as Matt mentioned, it was” redefined stealth “, with a great emphasis on understanding the essence of the game and realizing the ideal: being a ghost. It is important for us to maintain a sense of mastery by supporting players who observe the situation, draw up a plan, use gadgets and outsmart the enemy in a creative way to deal with the challenges they face. It’s best if you step out of the action on the other side and no one will know you were there at all. This is the essence of Splinter Cell.
Matt West: One of the things that, from my point of view, is really exciting about this project is that the last few games we’ve all been working on have been really big worlds. This means that the decision economy is very fragmented, while what I love about the Splinter Cell maps is the fact that every square centimeter represents purposefulness. Every square centimeter is part of a choice, either offers it directly or has direct consequences. This density of gameplay is in the forefront of Splinter Cell and that will be very, very important to us. The gameplay experience is directly related to what we want players to feel, to capture the essence of a time when we all played 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: is a full remake that will respect the entire universe.
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