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Tom Clancy's Splinter Cell: Pandora Tomorrow
Console
GameCube
Publisher
Ubi Soft Inc.
Genre
Action
Developer
Ubi Soft Montreal
Release Date
07/06/04
8
ESRB Rating
Teen
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Tom Clancy's Splinter Cell: Pandora Tomorrow
Sam Fisher is back among the shadows. Find out if he should stay there.
October 10, 2007 | 9:15 AM PST

by: Matthew Green

In the year 2006 the U.S. government has installed a temporary military base in East Timor to help train the new democracy’s defense force. When guerilla militia leader Sahadi Sadono uses the anti-American sentiment in the region to unite the major corrupt factions of the local government to attack the occupy the U.S. Embassy in Jakarta, the American government sends in special agent Sam Fisher. His initial objective is not to rescue the hostages, but to destroy the various government secrets hidden in the complex before Sadono and his troops can access it. As the storyline unfolds Fisher will be called upon to access codes, meet informants, and unfold the mystery behind Sadono’s bioweapon. Fisher is not cut from the same cloth as, say, Duke Nukem or Doom’s space marine. He is a ghost, a shadow, and a figment of your imagination. He does not engage the enemy directly; such an action would reveal his presence. Instead he lives in the shadows, creeping along in the darkness past enemy soldiers and motion detectors. Armed with an array of espionage equipment, it is up to you to guide Fisher through exotic locations around the world to complete his objectives in Tom Clancy's Splinter Cell: Pandora Tomorrow.

Features

  • The latest installment of Tom Clancy’s Splinter Cell finally comes to the Nintendo GameCube
  • Eight missions of stealth action with multiple objectives
  • Sneak, slink, creep, and crawl through exotic world locales
  • Multiple ways to accomplish objectives
  • Includes Game Boy Advance connectivity
Where Does He Get Those Wonderful Toys?

Pandora Tomorrow consists of a series of eight major objectives (levels), each of which is subdivided into minor objectives (checkpoints). Fisher must move from one checkpoint to the next, accomplishing the various goals along that way that are relayed to him via his Third Echelon support team. Early objectives are rather straightforward and lacking in challenge; these are merely training levels designed to teach the player how to efficiently control Fisher and his equipment. Fisher can walk (at varying speeds), crouch, jump, shimmy across ledges, roll to evade enemy fire, rappel down walls, hang from ropes, stand with his back to the wall, and even take enemies hostage. As for equipment, Fisher comes equipped with a variety of spy toys germane to the various objectives, including listening devices, optical cameras, grenades, lock picks, and goggles. The goggles are one of Fisher’s most indispensable tools; they allow him to see in the dark (night vision mode), see heat emanations (thermal vision mode), and even see across great distances with crystal clarity (binocular mode). Since most of Pandora Tomorrow takes place in the cover of darkness, mastering use of the goggles is essential. Fisher can even interact with items in the environment by unlocking doors, flipping switches, and using computers. For the most part Pandora Tomorrow is extremely open-ended regarding just how Fisher completes his objectives, and this is the game’s greatest strength.



The Politics Of Spying
Early on you will learn that staying the darkness is the best way to remain unseen, crouching while walking is a quieter way to move, and shooting your weapon is an excellent way to be discovered by the enemy. Stealth movements are required if one hopes to progress in Pandora Tomorrow without being filled full of bullets. Running out into the open with Fisher’s simple pistol blazing is a foolproof way of being gunned down by terrorists. An onscreen Stealth Meter indicates just how invisible Fisher is at any given moment. The more visible Fisher becomes, the more likely the enemy will discover him. In addition to being observant, the enemies in Fisher’s path have keen ears. Clomping through the streets will give away Fisher’s position just like standing under a streetlight. The key to survival is to remain in the dark in a state of silence. Of course this is not always practical. It is inevitable that Fisher will be spotted from time to time.

If an enemy sees Fisher outright, he’ll shoot first and ask questions later, an outcome that is almost always deadly for our hero. If Fisher is only seen in the shadows then most enemies will move in closer to investigate. This is a perfect opportunity for him to sneak up behind the terrorist and knock him out. Adding to the game’s realism, incapacitated terrorists don’t disappear into ether; their bodies remain for their cohorts to discover. Fisher must hide all bodies by dragging them into the shadows and out of sight. If evidence of Fisher’s presence is discovered then the alarm status will rise. When the alarm status increases the enemies don bulletproof vests, helmets, and become much more aware of their surroundings, making it easier for Fisher to be spotted. Over time the alarm status will decrease if Fisher stays out of sight, but it is better if the alarms never sound in the first place.
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