Chaos Theory - any self respecting Splinter Cell fan will tell you - is the best entry in Tom Clancy's stealth action series. With new moves, rag doll physics and some of the best visuals to grace the Xbox up until that point, it's fair to say that Sam Fisher hit his stride with number three. Of the original trilogy, then, this was the perfect candidate for a three-dimensional port.
I have a tendency to rely on the phrase 'spruced up' to describe a remake of an old game, but using it here would be all kinds of wrong. Ignore the three-dees and you're left with something that is significantly less pleasing on the eye than the original; a game that was first released over six years ago.
It pains me grumble about graphics this early on in my appraisal, but many people will be expecting more out of their shiny new 3DS, especially if - like me - it's the first full game you've played on the system. Character models lack detail and the impressive lighting that made the original such a looker is nowhere to be seen. True, Fisher pops out the screen nicely and there's a good sense of depth to each environment, but the novelty of this wears off about the same time the dull ache behind the eyes starts to kick in.
Your peepers are probably less feeble than mine, but anybody suffering similar problems can remedy the problem with the 3D slider. What can't be fixed is the control scheme, which is all over the shop. Movement is mapped to the C-pad, camera control resides on the A, B, X and Y buttons, with your trigger and non-lethal attack buttons resting on R and L respectively. Not perfect, but it's a system we've seen before. Splinter Cell is an intricate game, though, and Fisher's impressive range of moves have been dotted haphazardly about the console. Putting jump on the d-pad beneath the analogue stick is certainly frustrating, but the game's reliance on the touch-screen is what bothers me the most.
Most of the technical moves at Fisher's disposal are depicted as icons on the bottom screen, executed with a well-placed finger prod. Activating thermal vision, changing weapons and opening doors are all achieved through this method. I found tapping the 'interaction' icon to interrogate an unassuming enemy to be the worst offender, as it just doesn't seem natural as you're quietly sneaking through the shadows. Sure, you do get used to it over time, but that doesn't mean the control scheme isn't deeply flawed.