![]() In fact, several opportunities exist to pair up on Splinter Cell’s mark-and-execute system, where tagged enemies instantly die in a hail of silenced gunfire. Now, no lie - two skilled players in constant communication could’ve played Missile Plant like a five-act opera, sweeping each area in glorious tandem. It made for a great side-mission … minus the need for a sidekick. No area overstayed its welcome possibly one or two could’ve been longer. We went from completely silent to thunderously loud over the course of 40 minutes, give or take with restarts. From there on in, our options opened up to any play style we cared to employ, and a heavy shootout and escape closed the mission. How and why a terrorist group left everyone outside unkilled and blissfully unaware struck me as odd, but let’s go with it for now. Finally, once we got inside the missile plant itself and found dead Indian soldiers, our handler took us off the leash. The flow carried a good sense of escalation and varied the threats nicely from section to section. In every other way, this felt like a single-player mission.Īnd it’s a pretty decent one. The exit doors required both players to activate, we found a shortcut via boosting each other up onto a ledge, and we had to evade those drones long enough to simultaneously flip switches, but a designer could remove those elements with a few mouse clicks. Mostly, threats lined up single file, and as the guy in front, I handled them. The “no alerts” clause led to more restarts than anything, and that came down to stealth game trial-and-error rather than a proportional challenge. Indeed, my co-op partner - by his own admission - wasn’t terribly good at these games, so I ran point and cleaned house with only occasional support. But for a co-op game, there just wasn’t enough for two people to do. I strolled from shadow to shadow, took out some guys in my way, and tricked the rest into chasing decoys. Those all came off as classic Splinter Cell, if a little on the easy side. That leads to a tighter, fenced-in area with security drones we have to evade or disable. The next area opens up to the inner parameter and barracks, guard towers with snipers, and more patrols. ![]() Missile Plant starts off simple enough, with an outer guard post to sneak around and a few human obstacles to beat down. Find the door, traverse the next section, find the next door, repeat. The mission structure breaks down into five smallish areas, not unlike the recent Hitman: Absolution. We’ve got stun bolts, EPM grenades, and enough sticky noisemakers to lure every gullible solider around to some empty corner of the map. India is technically an ally, so the rules of engagement keep me and my co-op partner to strict nonlethal methods only, and the mission fails instantly if we’re spotted. Sam and Briggs start off outside the Indian missile base, where guards peacefully roam as if nobody’s stealing fissionable material under their noses.
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