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No, this time you move quickly through the shadows, study the scenario, come up with a plan and then execute it. You no longer hide in the same dark corner for three to five minutes studying a patrol pattern. The similarity comes into play with the speed. Splinter Cell: Conviction, it turns out, is a lot of Batman: Arkham Asylum, and let me be clear when I say that this is not a bad thing. This year is fast shaping up to be the year of similarities.īy this I mean Darksiders is similar to Zelda, Dante's Inferno is similar to God of War and PlayStation Move is a lot like the Wii.
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I've often said that last year was the year of the sequels. I'm thinking Co-Op Night is going to be A LOT of fun.A screenshot from Splinter Cell: Conviction. There's still two more co-op modes to try - the Campaign and Infiltration, which is an exclusive mode. It's because of this, the lack of headset wasn't has hindering as I thought it would be. This method saved our tails multiple times, but we were quickly overwhelmed and didn't make it past the second wave of consecutive play throughs.ĭespite being "unsuccessful, " the game does a good job of communicating position and intent with your partner - whether it's the outline of where enemies see you and your partner, or the outline of enemies thanks to a partner's view on them. Then, once their backs are turned attempting to take out your partner you can gently remove them from the battlefield with your silenced pistol. One neat trick is being able to "fake death" so enemies leave you alone after downing you. It was then a game of constant revival between us, keeping each other alive. We seemed to be doing well, but the frantic nature of the mode, specifically how the enemies came from different directions, caused us to get split up quite often.
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Thankfully we discovered a gadget that set out a pulse burst locating the incoming bad guys - something that was hard to do in the dark. The mission we chose had the EMP in the middle of a hall with two floors to cover, and the waves of enemies coming from many different directions. Hunter has you moving through an area, Last Stand has you guarding it. The biggest difference between this and Hunter is your team of two are basically staying put. In this mode there's an EMP with a set amount of health and waves of enemies come in to try to take it out. And the first guard I decided to shoot with a thunderous BOOM from my street cannon, unleashed a wave of 20 enemies at us. Sounds good in theory, but shotguns aren't silent.
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I quickly worked the balcony area snapping the necks of the enemies trying to take him down.Īfter clearing that battle we moved onto the next area and repeated, but somewhere along the way I picked up a shotgun. Quickly Archer, who was my partner, dropped to the floor below drawing all enemy fire. The unique thing about this mode is while there were only 10 guards at play in the first wave and area, alarming the guards brought reinforcements almost doubling the amount we had to kill. Thankfully we were quick enough in most cases to take them out before they could alert their friends.īut as we reached the top of the first area, my partner managed to get spotted (and shot) which brought in reinforcements. This earned us our first marked takedown to use.Īs we entered the building we took alternating shots removing the lights, which spooked guards. Silently my partner dropped the first guard, and I snuck up on the second and snapped his neck from behind. I quickly marked them so my partner could see them too, as we split up around the monument in the courtyard. We started infiltrating a mansion, with three guards spotted outside. This is the mode where you need to kill off waves of enemies. For Conviction I chose the former, figuring audio queues are a major part of the gameplay.įirst up I fired up the matchmaking under Co-Op for Hunter mode. I'm forced to make a trade off it's either play the game with audio I can hear using headphones, or have the audio turned way down (as to not wake a sleeping 1 year old) and have chat capabilities. The problem comes from my current living arrangements. So while everyone is complaining the game is only 5 hours long, they seem to be neglecting the meat of the package.Īfter playing a bit of the single player I moved on to check out the co-op modes, but sadly my spy backpack was missing one crucial piece of gear - a headset. Seriously, Ubisoft jam packed this game with a co-op campaign and a handful of replayable challenge style co-op missions. Splinter Cell Conviction is out this week, and with it comes loads of co-op play.