We’re sat in a room that could be straight out of a Splinter Cell game. Set in a private club on a London side-street, footsteps echo off the hard wooden floors, miniature terracotta soldiers line one wall and a massive wooden conference table dominates the centre of the room. It almost feels like Sam Fisher could creep in at any second, wary of enemies and ready to secure crucial enemy intelligence.

Of course, Sam is instead there in virtual form on a massive screen showing off Splinter Cell Conviction. This is the first look at a new area of the game since its explosive E3 reveal, the first time anyone outside of Ubisoft Montreal has seen a level beyond Malta. Instead of enemies, the room is filled with journalists, and Sam’s representative in the real world is Alex Parizeau, Producer on the title.
The level being shown is called EMP Staging Ground. Following events in Malta, Sam is taken to Washington by Third Echelon. Without spoiling too much here, his investigation into the death of his daughter continues and leads him to an abandoned factory where he must defuse a weaponised EMP device. It’s a setting that’s probably more familiar to Splinter Cell fans than the Malta mansion; a dingy facility with pipe-wreathed tunnels for you to sneak through while taking out anyone in your way.

In Alex Parizeau’s demonstration, Sam takes out the first trio of guards outside by sneaking up on them, grabbing the first one then taking out the other two with Mark and Execute. After dispatching his human shield too, he vanishes into nearby cover and sneaks up on the final figure, an officer who might have information that Sam needs. I’m sure you can guess what that means - no asking nicely, just a brutal interrogation scene. This involves kicks to the head, a swift head butt and finally, when the officer draws a knife on Sam, pinning his hand to the nearest surface with that same knife. It’s all interactive too, no quick time events here. Needless to say, by this point the bad guy coughs up information on what’s ahead.
The rest of the mission is a clear demonstration of just what “action stealth” means here. There’s no jarring merging of the two elements. Rather, one smoothly leads to another, and you can emphasise either depending on what you prefer. Stealth comes into play when you’re hiding in the shadows, watching patrol patterns, avoiding enemy contact until the moment you attack. At this point anything can happen. During one play through, Sam grabs a nearby enemy, takes out two more with Mark and Execute, then vanishes again to gain the upper hand once more.

As the day goes on, the same level plays out differently each time a different journalist tries it. One player picks up an enemy G36C and starts taking out the opposition with head shots - not easy, but sometimes an option as long as you use cover well. Others use the pistol the whole time, ensuring that enemies always die within seconds of Sam revealing his presence. It’s brutal action, or swift stealth, or somewhere in the middle depending on how you want to play it.
Apart from this new level, one important new feature is the goggles. The three green lenses have been an iconic part of the series from the outset, and now they return with new technology. Producer Parizeau explains that while they have changed in functionality, the goggles are very much a fit for this latest entry in the series. They employ sonar, meaning enemies show up through walls as bold white figures against a pale white background. This means you can mark targets for execution even if they’re not in line of sight – the goggles become integral to beating trickier situations once you get them. Technology such as this still comes from Third Echelon, however this time it is taken rather than given. Sam Fisher isn’t exactly in the business of saying please now.

The final fight of the main demonstration session is over in seconds - Parizeau marks two guards while hanging from a pipe above, throws in an EMP grenade, drops onto one guard and executes the rest before they know it. Before the scientist cowering in the corner can speak, the Conviction logo flashes up, and Sam vanishes back into the shadows. For now.
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