
It's chaos, alright.
December 14, 2005 | 3:01 PM PSTWhen Sam Fisher goes portable, one can only assume that the same quality of the console offerings will still be part of the package. With the DS, the developers took everything that is famous in the console version, and mixed it up into a dual-screen package. Even though most of the ingredients of the console recipe were used, in the end, the handheld meal was unfortunately not as tasty as we would have wanted. Clearly, the chaos wasn't just a theory, after all.
Facts and Features:
Chaotic Gameplay
Much like its console brothers, the Nintendo DS version of Splinter Cell: Chaos Theory has plenty of features that are part of a decent single player mode, and even throws a couple of co-op missions and versus modes (for four players) into the mix. What you end up with is a very complete package. But complete doesn't equal "good", and Chaos Theory is definitely not as good as other games in the DS library.
Stealth is the primary element of the franchise, and Chaos Theory for the DS has levels that have to be cleared by taking advantage of it. Basically, what you will get in the DS version is a watered-down version of the console game that has many of the same features of its console counterpart, including the storyline. The game uses a third-peson perspective, so it is not as hard (apparently) to hide from your enemies or sneak past them or the many traps that are scattered accross the levels. The levels are not the same as the console version, though, yet the similarities are still there. In any case, the level-design is boring, frustrating, and you will get lost; it doesn't help that your radar is pretty crappy.
Splinter Cell: Chaos Theory features both top and bottom screen use for different purposes. The top screen is the main screen, showing off Mr. Fisher in all his glory, while the bottom screen is used for a bunch of -- for the most part -- useless functions such as a radar, weapons, and visors. You will also be able to perform a few random actions as well.
Speaking of useless touch-screen use, the controls in Chaos Theory are also clunky. It is unfortunate that most commands were adapted to the touch-screen, because they are not as responsive as they should be, especially for a game like this one. With the D-pad you will move the character, but if you want to move the camera, you will have to use your trusty stylus, breaking you away from the experience (unless you have three hands). Why didn't they use the L and R buttons for camera purposes? It would have been much better, especially when you have to move in another direction at the same time. The camera will be semi-automatic sometimes, but it is so much better to have full control of it, or at least rely on one that isn't as bad. However, there is one good thing about the game's control, and you will see that when you use your weapons. Aiming with your weapons is easy thanks to the touch-screen and mouse-like control.
What is most impressive is the fact that Gameloft included many features that could have been cut off from the game, simply because a DS card is too small to begin with. What is not impressive is the way these features are executed. First of all, you won't be able to play a single-card multiplayer game, so you will be lucky if you can even find one -- let alone three friends -- to play four-player versus mode. The other mode is the two player game. Here, one will be the "cop" and one will be the "robber", or a mercenary and infiltrator, whatever. These modes, while good to know were included, aren't very fun to play, and will probably feel a bit archaic if you were to compare them to other multiplayer titles on the DS.
In the end, the chaos wasn't just a theory
Overall, if we were to sum up the gameplay in Chaos Theory in one word, that word would be "frustrating". There are many levels that have "phantom cameras" that will cause you to instantly lose, and probably tempt you into throwing your DS against the wall. Do not do it, please. And speaking of things not to do, don't alert the enemies, otherwise the game is pretty much unplayable. The saving system is also poorly implemented, as every time you fail a mission, the menu will ask you to restart the mission, even if you already saved at a different spot. Again, "frustration" is only the beginning.
Theory of Sights and Sounds
Even though Chaos Theory is one of the few 3D games on the system, gamers should not judge other 3D graphical engines based on it, because it is very poorly developed. The sub-par framerate is enough to prove that this is unfortunately just a port from the N-Gage version with added touch-screen features, and not an original engine based on what the system is capable of accomplishing. The poor textures and lack of any artistic style does not help either, but at least the animations look nice. One can only wonder what the developer could have done if they had started this game from scratch on the DS hardware, and not an underpowered system like the N-Gage.
Oh, and did I mention that the game freezes every once in a while? The first time it happened, I thought the game card was broken, or that I had made a rough movement while playing with my system, so naturally, I restarted. After freezing the second time, I thought it was definitely the game card's fault, so I decided not to play anymore -- but got a bit distracted for a while. It is a good thing I got distracted and didn't turn off the system, because after nearly 20 seconds, Sam started walking again! That's when I realized it wasn't my system's fault, or the game cards', but actually the developers'. Shameful, but that's the way it is.
The audio is pretty basic. The music is repetitive (you will listen to the same theme over and over), and there's one or two sound effects that are cool, yet aren't enough to impress. There's not much voice-acting in the game, and the cutscenes are mostly composed of text sequences. The highlight of the game, however, is that every time you use your menu, or change visors, the music will also get stuck, just like the graphics. Well, at least the whole package is consistent, right? Sigh.
It's Chaos, Alright
Splinter Cell: Chaos Theory is everything you do not want in a videogame: Boring level design, lack of any artistic values, poorly implemented multiplayer, and lackluster programming are all problems that plague the dual-screened version of the title. It's a shame, really, that the developers didn't put the time and effort to create a game that was just as good as the console version -- within the limits of the system's hardware. What's also a shame is that the game's poor production values might lead some gamers to believe that the DS is not capable of something better.
-- Miguel Yanez
Facts and Features:
- Sam Fisher goes portable on the Nintendo DS.
- Co-op and four-player multiplayed modes.
- Touch-screen use.
Chaotic Gameplay
Much like its console brothers, the Nintendo DS version of Splinter Cell: Chaos Theory has plenty of features that are part of a decent single player mode, and even throws a couple of co-op missions and versus modes (for four players) into the mix. What you end up with is a very complete package. But complete doesn't equal "good", and Chaos Theory is definitely not as good as other games in the DS library.
Stealth is the primary element of the franchise, and Chaos Theory for the DS has levels that have to be cleared by taking advantage of it. Basically, what you will get in the DS version is a watered-down version of the console game that has many of the same features of its console counterpart, including the storyline. The game uses a third-peson perspective, so it is not as hard (apparently) to hide from your enemies or sneak past them or the many traps that are scattered accross the levels. The levels are not the same as the console version, though, yet the similarities are still there. In any case, the level-design is boring, frustrating, and you will get lost; it doesn't help that your radar is pretty crappy.
Splinter Cell: Chaos Theory features both top and bottom screen use for different purposes. The top screen is the main screen, showing off Mr. Fisher in all his glory, while the bottom screen is used for a bunch of -- for the most part -- useless functions such as a radar, weapons, and visors. You will also be able to perform a few random actions as well.
Speaking of useless touch-screen use, the controls in Chaos Theory are also clunky. It is unfortunate that most commands were adapted to the touch-screen, because they are not as responsive as they should be, especially for a game like this one. With the D-pad you will move the character, but if you want to move the camera, you will have to use your trusty stylus, breaking you away from the experience (unless you have three hands). Why didn't they use the L and R buttons for camera purposes? It would have been much better, especially when you have to move in another direction at the same time. The camera will be semi-automatic sometimes, but it is so much better to have full control of it, or at least rely on one that isn't as bad. However, there is one good thing about the game's control, and you will see that when you use your weapons. Aiming with your weapons is easy thanks to the touch-screen and mouse-like control.
What is most impressive is the fact that Gameloft included many features that could have been cut off from the game, simply because a DS card is too small to begin with. What is not impressive is the way these features are executed. First of all, you won't be able to play a single-card multiplayer game, so you will be lucky if you can even find one -- let alone three friends -- to play four-player versus mode. The other mode is the two player game. Here, one will be the "cop" and one will be the "robber", or a mercenary and infiltrator, whatever. These modes, while good to know were included, aren't very fun to play, and will probably feel a bit archaic if you were to compare them to other multiplayer titles on the DS.
In the end, the chaos wasn't just a theory
Overall, if we were to sum up the gameplay in Chaos Theory in one word, that word would be "frustrating". There are many levels that have "phantom cameras" that will cause you to instantly lose, and probably tempt you into throwing your DS against the wall. Do not do it, please. And speaking of things not to do, don't alert the enemies, otherwise the game is pretty much unplayable. The saving system is also poorly implemented, as every time you fail a mission, the menu will ask you to restart the mission, even if you already saved at a different spot. Again, "frustration" is only the beginning.
Theory of Sights and Sounds
Even though Chaos Theory is one of the few 3D games on the system, gamers should not judge other 3D graphical engines based on it, because it is very poorly developed. The sub-par framerate is enough to prove that this is unfortunately just a port from the N-Gage version with added touch-screen features, and not an original engine based on what the system is capable of accomplishing. The poor textures and lack of any artistic style does not help either, but at least the animations look nice. One can only wonder what the developer could have done if they had started this game from scratch on the DS hardware, and not an underpowered system like the N-Gage.
Oh, and did I mention that the game freezes every once in a while? The first time it happened, I thought the game card was broken, or that I had made a rough movement while playing with my system, so naturally, I restarted. After freezing the second time, I thought it was definitely the game card's fault, so I decided not to play anymore -- but got a bit distracted for a while. It is a good thing I got distracted and didn't turn off the system, because after nearly 20 seconds, Sam started walking again! That's when I realized it wasn't my system's fault, or the game cards', but actually the developers'. Shameful, but that's the way it is.
The audio is pretty basic. The music is repetitive (you will listen to the same theme over and over), and there's one or two sound effects that are cool, yet aren't enough to impress. There's not much voice-acting in the game, and the cutscenes are mostly composed of text sequences. The highlight of the game, however, is that every time you use your menu, or change visors, the music will also get stuck, just like the graphics. Well, at least the whole package is consistent, right? Sigh.
It's Chaos, Alright
Splinter Cell: Chaos Theory is everything you do not want in a videogame: Boring level design, lack of any artistic values, poorly implemented multiplayer, and lackluster programming are all problems that plague the dual-screened version of the title. It's a shame, really, that the developers didn't put the time and effort to create a game that was just as good as the console version -- within the limits of the system's hardware. What's also a shame is that the game's poor production values might lead some gamers to believe that the DS is not capable of something better.
-- Miguel Yanez























