The missions that strip you of the usual
comforts simply illustrate that the series
has moved on – not only in the way you
play but also in the way the missions
allow you to approach them. Splinter
Cell missions have always had a few
sections where different routes are
presented to you, but there has never
been anything that really took you from
the set path that you were supposed to
travel along. Now however, matters are
somewhat different. While your final
goal is generally the same, how you get
there is a matter of choice. This choice
refers to the route you take as well as
what you do along that journey. You
see, being undercover, Sam is under the
watchful eye of two different factions,
both of which will react differently
to the actions Fisher performs in his
missions. Born from this is the trust
system, which is a meter that stays with
you throughout the game. This meter
shows how much each side trusts you,
and keeping that in balance is what
drives the majority of your decisions.
Doing the right thing all the time may
well save a few lives here and there,
but if you’re discovered and taken out
of the picture, then the terrorists will
have free rein to do as they please. A
few sacrifices will certainly help to keep
the terrorists in the dark about your
true intentions. Of course, too much
sympathy for its dastardly deeds and the
NSA will start to question your motives
– be just a little bit too convincing as a
terrorist and they will pull the plug.
This whole element is what gives the
game an almost open-ended feel. For
instance, make a decision in an early
mission that moves your trust meter in
a particular direction, and later on you
may have to make a choice that moves
it the other way. If that earlier decision
had not been made then the latter
decision could have been different.
Had all this deliberation that surrounds
the trust meter simply relied on the
main objectives contained within the
missions, then things might have been
a little more linear. As it is though, the
majority of missions contain secondary
objectives that are optional. Sounds a
bit confusing we know. To help you,
this is particularly apparent in the
missions that take place in the terrorist
headquarters. Here, you perform a
number of tasks with little or no stealth
required, as obviously you are meant
to be there. You do have free rein to
wander around the building though,
and this contains plenty of areas that
aren’t meant for prying eyes. If you
want to please your bosses back at the
NSA then a little covert snooping will
be needed. This isn’t actually required
by the mission objectives themselves,
but if you’ve done some naughty stuff
earlier on, then snooping is certainly
handy in order to rebuild some trust.
There is risk involved in these practices
of course, as you are constantly under
the watchful eye of the JBA, who don’t
take particularly kindly to nosy people.
If all these trust issues are still
confusing you, then perhaps a
comparison will help you. If you’ve
ever watched a series of 24 then you’ll
have witnessed the way Jack Bauer
consistently pisses off his superiors by
disobeying their orders. However, he is
then congratulated by those very same
superiors once he’s got the job done;
well, when he isn’t faking his own
death anyway. The point is, Double
Agent is a little bit like 24, although
sadly, without Elisha Cuthbert.
Sorry, we’ve digressed slightly. As
you can see from the screenshots,
this trust meter doesn’t appear on
the screen all the time and neither
does anything else. The HUD has
been totally revamped and only when
you want to access something will it
appear. In fact, the only thing that does
remain is the next objective, although
that can be modified slightly to contain
a small map too.