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Splinter Cell Blacklist review

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  • Splinter Cell Blacklist review

    There's a mission about halfway through Splinter Cell Blacklist where everything clicks into place. You're on foreign soil without permission, you need to break into a military building to steal vital intelligence, and if you don't pull it off then the whole world goes to hell.
    A brief cut-scene sets up a scripted sneaking sequence where someone distracts guards while you move quietly through the shadows nearby, dodging security cameras and shinning up drain pipes. But once inside you're quickly double-crossed, left staring down the barrel of a gun. "Grim, now."
    It was all part of the plan. The lights go out and machineguns pop off everywhere, but you're already halfway to the ceiling. They need the lights, but you're happier in the dark, killing enemies if you like or leaving them alone if you prefer. Perhaps you get the toys out, using a tri-rotor drone and sticky cameras to scout positions or EMP and noisemakers to create a distraction. Laser tripwires, doubled patrols, RF-coded doors; there's nothing you can't handle.
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