Splinter Cell: Pandora Tomorrow Review

For:PC  Also On: PS2GBACubeXbox Release Date: 23 March 2004

Make no mistake, multiplayer, rather then being a tiresome deathmatch add-on, is the main draw here. The cat and mouse roles will probably be unlike any you've ever played online, leading many to cite Pandora Tomorrow's multiplayer as 'revolutionary', even those who would steer away from such lofty praise cannot deny it is massively bold and accomplished.

This guy is not getting a hug.

This guy is not getting a hug.

Four players are split into groups of two, each assisting the other to either guard or neutralize terminals which carry a deadly Smallpox virus, or NDs as these containers are referred to in-game. Levels are broad and multi-layered enough to present many tactical opportunities for both sides, and learning the nuances and less obvious routes of each can be most rewarding.

The defending team, known as Mercenaries, have a distinct advantage over spies in terms of direct confrontation. They carry a high-powered assault rifle complete with sniper scope, and this is only the default weapon; grenades, both explosive and phosphorous are available, plus flares to illuminate the many dark corners of each map.

It is perhaps adhesive mines and spy traps which are most important to the Mercenaries, however, these devices require the most skill to use effectively. Spy traps will mark the Spy on radar if their laser tripwire is broken, plus by holding down the white button on the controller Mercs can listen into any tactical info the Spies may be exchanging. Adhesive mines are quite self-explanatory, but they come in two different flavours; proximity and laser.

Proximity mines, while they cannot easily be spotted on a Spy's infrared vision, give off a repetitive beeping which warns careful players that one is nearby. Laser mines give off no sound, but their tripwire is easily spotted using the aforementioned infrared vision, it comes down to the experience of the Merc to decide which mine is the best in any given situation.

the Merc can be caught in a headlock and either suffer a broken neck or bash on the head leading to ten seconds of unconsciousness

The attacking team, known as Spies, cannot match Mercs in a firefight yet they have many other tools at their disposal. They carry a recharging tazer rifle, which can disable security cameras, motion sensors, spy traps and detonate mines with a careful aim, but also temporarily shock and incapacitate persistent Mercs. There are many more possibilities here than first meets the eye; particularly when you take into account that Mercs can be hurt or even killed by being caught near an exploding mine, making the tazer rifle a weapon which can also be used for assault if you know how to handle it.

In any given level there are a number of vents, overhead pipes, zip-lines and alternate routes which Spies can utilize. True tactical depth becomes apparent when Mercs have learnt how to think as a Spy, therefore placing devious mines, spy-traps, and bouncing grenades into vents to flush out these stealthy opponents.

Although far less powerful, Spies are by no means defenceless in a close quarters scuffle. A quick tap to the A button delivers an elbow to the face to any nearby Merc, sending them reeling backwards, and if the Spy can manoeuvre his way behind them then the Merc can be caught in a headlock and either suffer a broken neck or bash on the head leading to ten seconds of unconsciousness.

The Spies can also choose to carry grenades, but the properties of theirs are quite different. Smoke grenades can either be shot from the tazer rifle or thrown at the Spy's feet, unleashing a choking cloud of gas, which, if a Merc remains in for too long, leads to temporary unconsciousness. Chaff grenades have a dual purpose; they can disable security systems as well as interfering with the Mercenaries electrical systems, preventing them from reloading their rifle and obliterating the HUD display, to foil precision aiming or monitoring of equipment.

Flash bang grenades serve one purpose only, detonation in close proximity to a Merc washes out their vision with a blinding light, giving the Spy time to either retreat or press home an advantage. Spy bullets function much like the Merc's spy trap, but these devices can be fired onto a wall ( acting as localised radar when a Merc passes by them ), or with careful aim shot onto a Merc, thereby highlighting them on radar and giving the Spy an equal chance to listen into their communications.

If only this man new what was going to happen next.

If only this man new what was going to happen next.

Sticky cameras, perhaps the most useful item in the Spy's inventory, are used just as in Pandora Tomorrow's single-player. They can be fired onto any surface and then used as a remote eye, or, for the more accomplished players, can be made to release a small gas cloud which incapacitates any Merc walking by. Audio snares are the last piece of equipment for the Spy. They can be shot onto any surface and feed false readings into the Merc's sound reticule, if a large number are fired at any one time then they overload the sound reticule with false readings.

The final consideration is that of vision modes, Spies and Mercs each have two open to them. Anyone experienced with Splinter Cell will be instantly familiar with the Spy's options; night-vision or infrared. Night vision is self-explanatory, infrared is used to both detect body heat and check for laser tripwires. The Mercs two options directly play against the Spies; motion tracking and electromagnetic. If the Spy moves over a certain speed then a reticule centres around him on the Merc's motion tracking, electromagnetic is most useful in 'lighting up' spies who are currently using their vision modes - making them appear as a white, glowing figure in the Merc's view.

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Game Stats

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Review Summary: Pandora Tomorrow is an extremely competent yet often soulless stealth title. Online play is the game's real selling point, and it is great

Our Score: 8 out of 10
Developer: Ubisoft
Publisher: Ubi Soft
Genre: Stealth
No. Players: 1-4
Rating: PEGI 12+
Site Rank: 2,929 615