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While out in the field, it's OK to flip on night vision to clear up the gloom, but don't leave it on. As the spy providing cover fire, you want to stay as invisible a target as possible while assaulting the enemy, and night vision shows up like a bonfire on the mere's electromagnetic mode. This goes double for the spy neutralizing the ND; you're only helping the mercenaries zero in as a stationary target with night vision on. There are a bunch of options for a spy's initial setup, but the tried-and-true blueprint involves smoke grenades, flashbang grenades, sticky cameras, and spy bullets.

Link your smoke and flashbang grenades to your hotkeys for quick access when the mercenaries suddenly appear, and use them to get out of trouble. Smoke grenades usually work best: If you're being fired at, it's a good idea to drop a smoke grenade and disappear in the commotion. The mercenary may charge into the smoke after you, but prolonged exposure will knock him out. Otherwise, you can slip through while the enemy is blinded by the smoke--or throw a flashbang to opt for a "flashier" escape.

Gain valuable extra seconds while neutralizing an ND by dropping a smoke grenade to stall approaching meres. The sticky camera is less about intelligence and more about incapacitation. You can shoot it near a camping mercenary and spray him with gas, knocking him out without risking yourself in the process.

The spy bullet does provide intel, letting you listen in on meres' headset communications and pointing them out on your radar. Just don't be fooled by any misleading chats: Smart mere players may purposely throw you off by saying the wrong things if they suspect someone is listening to them. As far as your gun goes, don't think you can pull a Jesse James and out-duel a mercenary. You can't kill the enemy with your gun; it should only be used in desperate situations to stun a mercenary and make a run for it.

Keep your gun bolstered and worry about completing your team objectives. When all is said and done, your most important tactic is subterfuge. Send one spy to trigger an alarm at a main entrance, especially one close to an ND canister, and force the mercenaries to counter with some armed security.

While they're busy in that section, a second spy can mount a quick in-and-out assault on another building's ND Operate in a timely manner and you'll have the mercenaries pulling out their collective hair. Named after the eyed giant guarding the Golden Fleece in "Jason and the Argonauts," this private military organization specializes in contravention and security consultation. ARGUS mercenaries wield the heavy firepower in multiplayer and rack up kill totals quickly.

The mercenaries go into each level with built-in advantages. Not only do they have guns that kill, but each mere comes with a special ability-pupil adaptation--that simulates the human ability to gradually see better in the dark.

If a mercenary remains motionless or moves very slowly, eventually he'll be able to discern shapes, including that spy in the corner who thinks he's pulling a fast one. Memorize each map until you can run through the whole thing in electromagnetic or motion-tracking modes. Once you know all the stairs, corners, and ND locations by heart, you can increase your odds of catching spies without running into walls.

Your gun blows away the Shadownet spy gun by a mile. You can switch between burst and full auto, and your rifle comes loaded with a powerful grenade launcher to scatter multiple opponents with a single pump. To complement the rifle, your starting equipment setup should be frag grenades, taser, spy traps, and mines. Choose a fragmentation grenade over the phosphorus variety.

Phosphorus grenades look cool and sound great in theory you can track your opponent's glowing footsteps wherever he goes , but you may confuse friendly footsteps with enemy ones, and if you can hit a spy with a grenade, why not shred him with a deadly frag instead? Lastly, use the taser to stun that elusive spy, especially the one running around trying to break your neck from behind. Try double tapping left or right, then hitting the taser, for a quick degree attack.

Splinter Cell Pandora Tomorrow is a mind-blowing experience that uses over the top graphics, unbelievable sound, and a unique take on an increasingly generic genre to turn the typically run-and-gun mediocrity of first-person shooters into a cutting edge competitive sport.

I could spend this entire review talking about the graphics and sound that make this game such a pleasure to play, but there are really just window dressing for a game that manages to reinvent shooters in a way that goes far beyond surface beauty. Sure Splinter Cell Pandora Tomorrow has a single player mode, a very robust single player mode.

It's the multiplayer however that most people will buy this game for and which makes Splinter Cell Pandora Tomorrow such an interesting game. Somehow Ubisoft has figured out a way to blend the best elements of first and third-person shooters into a multiplayer package that works. In the multiplayer face-offs you and a maximum of three other's will face off in teams of spies and mercenaries.

The most popular way to play online is two spies versus two mercenaries. Initially I was a little disconcerted about the seemingly low number of maximum players, but after playing for a bit I quickly realized that anything more than two on two would have become unmanageable for most players. You see this game isn't about running through doors, guns blazing. Instead Splinter Cell Pandora Tomorrow forces players to focus on teamwork and strategy as each player type has some pretty significant weaknesses.

The spies for instance are weak as water, have very few lethal attacks and are highly vulnerable to mines. On the other hand they can see in the dark, climb or run up just about anything and have the ability to snap a merc's neck in a quick second. The mercenaries are very slow, can't see in the dark and tend to give themselves away where ever they go.

They make up for their weaknesses with heavy firepower, motion tracking devices and brute strength. The two character sets are the ying and yang of gaming ' each perfectly off-setting the other in deadly cat and mouse matches of strategy and skill. I can't help but come back to this game's graphics and sound. The silky smooth frame rate, highly detailed areas and effects are truly awesome. Smoke slowly billows, sunlight shifts and changes with the sun, and shadows give away your location.

You cough when you encounter smoke and pant when you run too much. Get it for the graphics, get it for the sound, buy it to play alone or with a friend ' just get it. Splinter Cell Pandora Tomorrow is a truly great game that any gamer worth his or her salt definitely needs to buy. If the developers at Ubisoft have their way, nothing at all.

Petty, 'that evolves, that grows naturally. So none of the sequels feel like the Val Kilmer Batman movie--sequels shouldn't just recycle what was good, but actually grow on the world. In other words, the idea for the stealth espionage follow-up, due in March for all three major systems, isn't radical change--after all, the first Cell must've done something right to sell over four million copies.

Instead, the focus is on 'changing little things, simple things,' as Associate Producer Julian Gerighty puts it, 'that will still have a significant impact. Take the original Cell's convoluted plot. Was Dougherty the guy you found dying or the guy you were supposed to kill?

And Masse--he was that dude who was going to double-cross Blaustein, right? Wait, who was Blaustein again? With Pandora, I was careful to craft a story where every moment you know what you have to do--and why. If a guard sees some movement or finds a dead body, they'll get more aggressive--they'll pay more attention to their surroundings.

Second alarm stage, they go and put on flak jackets. Third stage, on goes the Kevlar helmet as well. Which brings us to Pandora's most exciting addition: choice. One of the main complaints Ubisoft heard about the first Splinter Cell was that it felt linear; players could use any number of methods to take out bad guys--distract them, hide in the shadows, shoot 'em--but there was always only one path to completing a mission.

Not so in Pandora Tomorrow. Check out the example on the next page. Good cheese? Fine wines? Berets with the little pointy thing in the middle? But one thing the French are not known for is their willingness to jump into a fight. It's never been tried. But what these men don't realize is that, for the last few months, brave French men and women have been dying by the hundreds in a battle being waged on their own soil.

And yet, even after an estimated hours of fighting and more than 38, casualties, so many volunteers show up every day that officials have to turn people away.

Then again, anyone reading this magazine would probably enlist too, since all of the carnage is taking place online at Ubisoft's development studios a few hours outside Paris, testing the unique new multiplayer mode of Splinter Cell Pandora Tomorrow. For many, just the chance to glimpse the stealth-action sequel before its March release on PS2, Xbox, and PC GC may see a slight delay would be worth the price of a ticket across the Atlantic. Luckily, we suffered through the hour flight and questionable airplane food so that you wouldn't have to.

Over the next few pages, you'll find our report from the front lines: exclusive screens, developer interviews, and a rundown of our hands-on time with both Pandora Tomorrow's improved single-player game and its wildly ambitious multiplayer component. So sit back, relax, and maybe enjoy some freedom fries as we open Pandora's box. After Selling nearly 4 million copies of the first game, Ubisoft isn't fixing what ain't broke in Splinter Cell's single-player formula.

Sticking to the shadows again aided by an onscreen light meter that lets you know how visible you are to the enemy is still the best method of getting through each mission. Instead of rethinking these basic building blocks, the team at Ubisoft is working on emphasizing the game's strengths. If the original Splinter Cell lived up to its tag line of "stealth action redefined," Pandora Tomorrow seems more like "stealth action refined.

The optical cable he uses to peek under doors now incorporates the thermal- and night-vision options seen in the GC and PS2 Splinter Cells. His pistol packs a laser sight he can use for more precise aiming just make sure the bad guys don't spot the little red dot , and his SCK rifle includes a quick zoom, a la Halo.

Sam can also temporarily disable enemies with new ftashbang charges or disrupt surveillance devices with chaff grenades. Nothing radical, but all welcome changes--as are the addition! A whistle to attract guards, a new "SWAT turn" quick pivot that allows Sam to spin past open doorways without being seen, and a revised version of the famous split-jump which allows Sam to wedge and boost himself up narrow vertical shafts should all come in handy.

We aren't sure yet how useful Sam's ability to hang upside down off pipes and fire at enemies will be, but hey, it looks cool. Speaking of looks, though the first Splinter Cell is widely regarded as one of the best-looking games ever, adjusting the graphics was a priority for Pandora.

In some open-air missions, the sun will slowly rise or set in the background as you play. And in a game where hiding in shadows is crucial, it should be obvious how this added time factor will affect gameplay. Other design tweaks focus on giving the player multiple ways to tackle a level.

And there's a couple of different ways you can do that. There's the easy way, the special way, where you sneak onto the back of a big trailer truck. But you can also sneak in on foot, avoiding all the guards and dogs, which is a lot tougher.

It's not like, 'You didn't get on the truck--you failed. So you can knock them both out or just leave 'em if you want. But the fun way is to grab one guy, and the other guy grabs the arms dealer.

Then you have to shoot him over the shoulder and not hit his hostage. Other choices, according to Green, can affect the story line. And, just as you step inside, Lambert comes on your radio, which only you can hear, and says 'Kill her.

Kill her now. Trust me. I just got some bad information, just do it, don't question me. You've been ordered to kill someone in cold blood. And you can kill the person or not--it's completely optional.

And you see what happens based on that later. Though we added them in this article for the sake of clarity, in real life, Gunther Galipot does not use commas or periods.

The creative director speaks English in a low, quiet voice, but when he talks about Pandora's multiplayer mode, he spits out words like a machine gun, moving from one thought into the next without so much as a pause. It's obvious he's nervous and excited, but that's understandable. After all, the concept of Pandora's radically unique four-player online mode was his. And now his baby is finally being born, after a surprisingly long wait; it's been five years since Galipot was inspired by a certain other stealth-action game.

I thought it could be fun to track down someone--just as rewarding as infiltrating. I realized it could be very creepy looking for someone and not knowing where they are--a lot of tension, a lot of emotion. The only problem was with the camera. The solution was simple: first-person perspective. While the spies' third-person view allows them to see more of their surroundings so that they can dodge, climb, and hide effectively, the mercenaries' first-person vantage point helps them aim but limits their field of vision.

The idea is to have each side play completely differently, but be equally powerful. Other differences between the two sides reinforce this idea. The meres have rifles, complete with zoom scopes and semi- or fully automatic firing modes; the spies have only single-fire pistols loaded with nonlethal bullets that stun their target for a few seconds the only way the spies can kill is by sneaking up behind an opponent and breaking their neck or by falling down on top of them. Spies have a weak punch from short range, while the meres have a charging attack with their rifle butt.

Spies have low-light and heat vision; meres have flashlights, and views to detect motion, noise, or the electrical pulse EMF given off by the spies' goggles.

Each side also has its own full set of other gadgets and gizmos. Every feature feeds into Galipot's larger philosophy about how each side should play. The spy is able to see without being seen. Shadow and surprise are his best allies. From the safety of darkness, he feels capable of anything-- only to feel suddenly vulnerable when he is discovered. But why limit multiplayer to only four players?

After all, Pandora Tomorrow requires a broadband connection on PS2 and Xbox at least; whether or not the GameCube version will have online at all is still up in the air --surely, it could handle more traffic. The more players you have, the faster the action is We limited the number of players in order to create tension at the highest level. I'm an old and grumpy gamer. So even when punk kids are looking at me like I'm crazy, I'll still go on about how 2D games are the grooviest.

But sho'nuff, the Splinter Cell formula works better on the big consoles in full 3D. In GBA's Pandora, you're still covert operative Sam Fisher, and you still get hush-hush missions that require lots of sneaking and hardly any killing. That's not the problem, though--in 2D, your choices are limited, so in effect, you're playing a side-scrolling action game with very little action. A bigger problem is the screen's restrictive view. You can hold down a button to scan around in some nonsensical camera mode what, Fisher has a magic floating camera?

It constantly interrupts the flow and is very annoying. I'd say that kids may appreciate this one more than me, but with the one-mis-take-and-it's-mission-over Splinter Cell law in effect here, I'm not so sure.

This little soldier comes with the same black bag of tricks as its big-con-sole commanding officer: You get the night-and-thermal-vision goggles, hide-and-sneak gameplay, superslick animation--even some of the same spy gizmos. The whole package seems kinda fun at first, in early levels that mix simple platforming action with just-as-bare-bones shootouts and fun little hacking minigames. But the more you play, the more you realize that that's all there really is.

The killer visuals just can't disguise the repetitive levels and frustrating trial-and-error missions. Crispin's right: As a platformer, this wee Cell isn't half bad.

Sam has a ton of moves, and the controls are certainly solid. I'm sure it'd be hard to translate the stealth formula into 2D, but forcing the player to constantly stop and scan ahead is not the way.

It slows everything down to a slothlike pace, and half the time, there's nothing to see anyway. Even great animation and some fun minigames picking locks, hacking computers, etc. Capitalizing on the success of last year's Splinter Cell , Ubisoft has released this sequel with just enough added punch to make a dent in today's gamer wallet.

Incorporating well designed multiplayer features into a game that already provided a unique gameplay was a smart move, and it's what I think makes Splinter Cell: Pandora Tomorrow ultimately worth buying. Various files to help you run Tom Clancy's Splinter Cell: Pandora Tomorrow, apply patches, fixes, maps or miscellaneous utilities.

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The player most of the time has to sneak in the shadows, catch the militants one at a time and hide their bodies. But there are moments with action. In Splinter Cell: Pandora Tomorrow, a brave special forces soldier can whistle, cuddle up against walls, quickly move between shelters, and do a split jump. The agent carries a pistol with a silencer and an SCK assault rifle with a telescopic sight, a stun gun, master keys, two types of video cameras, a signal fire, a thermal imager, night vision goggles and three types of grenades - electromagnetic, flash-noise and fragmentation.

He also has a special cable that allows you to peep through the doors.. To increase the accuracy of shooting, you can hold your breath or turn on the laser designator, but enemies can notice it.



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