A new version of Splinter Cell is brewing at Ubisoft Toronto

On its official website, Ubisoft announced the development of a remake of Splinter Cell.

“Ubisoft has given the green light to develop a new version of Splinter Cell that will build on the brand’s rich website. Directed by Ubisoft Toronto, the game will be completely rebuilt using Ubisoft’s Snowdrop engine, the same engine that was used to develop Avatar: Frontiers of Pandora, as well as Ubisoft’s upcoming Star Wars game, to deliver next-generation visuals and gameplay. . as well as the dynamic lighting and shadows that have made the series famous ”.

Le dernier jeu de cette franchise d’espionnage, Tom Clancy’s Splinter Cell: Blacklist, est sorti il ​​ya près d’une décennie, in 2013. It starred Sam Fisher conducting alors une unité clandestine, Fourth Echelon, qui repondait directement du président des Estados United. At the time, Ubisoft wanted to sell at least five million copies. Unfortunately, this was not the case: despite its good reception, Blacklist only sold just over two million copies and was therefore considered a commercial failure.

Without a doubt, this is what explains this long absence before the return of Splinter Cell. Ubisoft, despite its many licenses, remains a cautious publisher.

First information on the remake of Splinter Cell

In the same article shared above, developers Matt West and Peter Handrinos share their philosophy on creating this remake. Here’s a revealing snippet:

How do you approach this project to remake Splinter Cell? What makes it a remake rather than a remaster?

Matt West: For me, a remake is a remaster that goes a bit beyond a carbon copy. The first Splinter Cell had several fantastic and revolutionary features when it was launched 19 years ago. Today, gamers have even more refined tastes. I think we are forced to offer something more than a remaster. While we are still in the early stages of development, what we want to do is make sure that the essence of the game remains intact and that it retains everything that gives it its own unique identity. We are building it from scratch. We are updating the visuals and some concept elements to meet the expectations of the players. We’re going to keep it linear like the original games, without creating an open world. How do we make sure that new fans can take command and dive right into the game, and fall in love with their world from the first contact?

Peter Handrinos: From a technical point of view, if I had to sum up the difference in a few words, I would say that we are exploring and innovating. We have a new game engine and a new generation of consoles at our disposal, so technology is an area where we do not want to stay in the past.

MW: The catchphrase “stealth action redefined” from the original game has become a guiding principle for us. For example, we were able to apply the reasoning Peter just talked about, prototyping, innovating, and testing all kinds of things. This ties in directly to our goal of redefining stealth action for a modern audience.

The wait will be long

Ubisoft Toronto is hiring to fill positions within the team that will work on this new version of Splinter Cell. At this time, we do not know on which platforms the game will be distributed, much less when.

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