"You have the right to freedom of speech. Freedom of worship. From want. From fear. These rights would not exist without a fifth. The right to protect all other freedoms, by whatever means necessary. It's my freedom. It's my duty. It is my war."
Developed under Tom Clancy by Ubisoft, Splinter Cell is among the most prominent entries in the Stealth genre. The first game introduced Sam Fisher, a former Navy SEAL who is being brought out of retirement by his old commander, Irving Lambert, to take part in a new NSA initiative called Third Echelon. Third Echelon is a black-ops program involving the insertion of a single operative — Sam — into sensitive, high-security situations to gather intel and, where necessary, neutralize targets, all without being seen or heard.The first game, in which Sam investigates a Georgian dictator engaged in terrorist activities, was stealth in its purest form; Sam was almost completely balanced with his enemies in terms of killing power, and a number of missions forbade him from killing any enemies or even causing an alert, so a very heavy emphasis was placed on avoiding confrontation altogether. To that end the player had to navigate creatively, time their movements with extreme caution and patience, and make use of Sam's high-tech gadgets, most notably his trademark headset, which provides night vision and thermal vision, and his light meter, which allows the player to use light and shadow to utmost advantage.The game was a success and was quickly followed up by a number of sequels. The first two sequels stayed very close to the original, while enhancing and evolving the gameplay — Pandora Tomorrow, about a terrorist plotting to release a virus, expanded the game to include multiplayer capabilities, with a versus mode and specially designed co-op levels, as well as some new moves such as shooting while hanging from pipes and new gadgets such as a shotgun attachment for your rifle. Chaos Theory, about the theft of a weaponized computer algorithm, added to gameplay considerably, most notably with a host of optional secondary objectives in any given mission, but also with more freely navigable environment; new moves like the "inverted neck-break"; several neat new gadgets; a sound meter in addition to your light meter; noticeably more believable enemy AI; and a statistical breakdown of how you performed in a mission, giving added incentive to achieve perfect stealth. To this day, it is widely considered to have been the high point of the series.Double Agent, was a major break from the formula. It involved Sam going undercover with a terrorist organization to prevent a series of bombings, and in addition to more traditional missions it provided missions where the player could choose which objectives they completed, choices which affected the storyline, and even unlocked additional missions. There are two versions of this game, "Version One" for next-gen consoles and "Version Two" for old-gen; both versions follow the same basic story, but the tone is noticeably different between the two. In Version One the player's choices could be described as between idealism and pragmatism — Sam finds himself in a position where he can either perform a horrible deed, or lose a lot of trust within the terrorist organization. Version Two is much darker, allowing the player to have Sam actually betray the NSA.There was a Gaiden Game released for the Playstation Portable, called Splinter Cell: Essentials, which is set after the events of the then-upcoming Double Agent, and was created to bridge any gaps. It was built on the engine of Pandora Tomorrow and its plot is based on an internal investigation into Sam's past operations for Third Echelon due to him being considered a traitor (which, in fact, he is not - the files for those cases had been tampered with). While there are new levels, the game is essentially a collection of Call Back and Nostalgia Level material.Due to their high popularity, the original trilogy is available as a HD re-release available on PSN. Now has a character sheet that Needs Wiki Magic Love.
The stealth games contain the following examples:
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Action Prologue: In both versions of Double Agent, the game begins with a routine mission before Sarah dies and he goes undercover.
Sam's FN F2000 assault rifle and FN Five-seveN semi-automatic pistol are called the "SC-20K M.A.W.S." and the "SC Pistol" due to early licensing disagreements between Ubisoft and FN. His "SC Protector" knife was modeled on the Gerber Guardian Back Up in Chaos Theory and Version Two of Double Agent, while the Double Agent Version One knife was based on the Masters of Defense Keating Hornet.
The first game was also inconsistent about this, where voice-overs would still refer to the SC-20K as an F2000, and the instruction manual also made mention of the F2000's name when talking about the underbarrel launcher.
Anarchy Is Chaos: The villainous plan in Chaos Theory; Shetland plans on taking down the US government with a somewhat anarchic manner, which involves starting a third world war between nuclear superpowers and hope what comes out on the other side is better.
And Now For Something Completely Different: In Version Two of Double Agent, the final confrontation with Dufraisne is a traditional boss fight, something the series never previously had, since it tends to err on the side of realism. That said, he doesn't take any more damage than mooks.
In Pandora Tomorrow Sadano can kill you with one shot (from a pistol, no less); however, since Sadano cannot be taken hostage if he spots you (a requirement to complete the mission), it's more of a Non Standard Game Over.
Bald of Evil: All the games have bald villains: in the first four, Grinko was The Dragon in the first one, Norman Soth was The Dragon in Pandora Tomorrow, Douglas Shetland was a villain in Chaos Theory, Double Agent had Emile Dufraisne.
The commander of the North Korean missile battery in Chaos Theory shoots one of his subordinate troops in the face for failing to explain what caused the launch of the missile that sank the Walsh.
Domestic terrorist leader Emile Dufraisne, Big Bad of Double Agent, is most definitely one of these. Besides being a generally harsh and abusive boss overall, his actions including having Sam and Enrica tortured for "incompetence", likewise personally killing Enrica because he suspected a mole, and trying to blow up his own base with a nuclear warhead (taking all his men down with him) when the FBI show up to arrest him. For that matter, it's also implied that the only reason Enrica even stays with the organization is that Emile will turn her in to the police if she tries to leave.
Sam regularly finds ammo for his rare handgun and grenade-launcher's tools in the levels. This has been lampshaded on one occasion, see Unusable Enemy Equipment, below.
Chaos Theory lampshades this in an email amongst North Korean soldiers asking how the hell they managed to get their hands on 5.56mm NATO ammo when none of their small arms chamber it. In a later level, you can also interrogate a North Korean soldier in the middle of a war zone who will justify this: they've deliberately been stashing 5.56mm bullets just in case they needed to use enemy weapons.
When Sam Fisher gets a guard into a choke hold he tends to come up with elaborate cover stories to extract important information out of them, example below:
(Sam requests a phone with a suspect's picture on it.) Security guard: Who are you? Fisher: I'm from the phone company, there's been a recall.
Most of the time, however, the people he interrogates resist until he threatens to kill them. There are two exceptions in Chaos Theory: where Fisher tells one of the soldiers he grabs that he's doing so as part of a test, which said soldier believes, and another where the soldier gives in citing 'you're the one with the knife'. Then there's this from a crossover with the player characters from co-op mode:
Fisher: Where did you take Jong? Enemy: I don't know what you're talking about! Fisher:(to other agent) He's not answering, should I kill him? Agent: Negative, negative! Fisher: Alright. (to enemy) They say I should kill you, so. Enemy: Wait! Okay!
Also, in Pandora Tomorrow:
(Sam starts questioning a Mook) Guard: (panicking) I— I don't speak English! Fisher: (laughs) I'm willing to bet you do. Guard: Uh... well, maybe a little English.
Breaking the Fourth Wall: In the fourth level of Chaos Theory ('Penthouse'), a living room area with a couple of guards contains a television. On the screen is... the title screen cutscene loop for Chaos Theory. If the guards had ever come off shift and played the thing, they might have had quite the shock.
Bullet Proof Vest: Sam apparently has one built into his suit, and enemy soldiers also start wearing them if you trigger an alert. Reasonably, the only major effect is that they can survive one additional bullet before dying. In Chaos Theory, enemy bullet proof vests can stop pistol rounds fairly effectively, but not rifle rounds.
At the end of the second level, it's impossible to nonlethally take out Lacerda after interrogating him; no matter which button you press, it will result in Sam killing him. To make up for it, this doesn't actually count against 100% stealth. The same thing goes with Milan Nedich in the fifth mission.
Call Back/Nostalgia Level: Most of the levels in Essentials. Note that for games that had next-gen and current-gen versions (that is, Chaos Theory and Double Agent), the levels follow the current-gen progression except for a portion of the prison escape from Double Agent.
Call Forward: Essentials was released before Double Agent, but takes place after it and features a level from it as a Call Back.
Then there's Frances Coen. She showed up in the latter half of Splinter Cell to replace Wilkes, returned in Pandora Tomorrow to serve as Sam's main field transporter, then was mentioned in a single line of dialogue in Chaos Theory before vanishing off the face of the earth. Come to think of it, Sam's team keeps getting switched up in every game with the exception of Lambert & Grimsdottir. And we all know what happens to Lambert...
Damn You, Muscle Memory: The controls for hanging from a pipe were completely inverted between games. Where you once had to press 'crouch' to drop down, or 'jump' to pull your legs up, you now had the choices to "crouch" against the pipe (i.e. pull your legs up) or jump off it.
Darker and Edgier: Progressively with each installment. Pandora Tomorrow gave the player the option to shoot an unarmed woman with only a moment's notice.Chaos Theory had one of the main villains turn out to be Douglas Shetland, a man who was a hero in Pandora Tomorrow and also one of Sam's best friends.Double Agent had Sam be falsely convicted of armed robbery in order to join up with a terrorist group after his daughter is killed by a drunk driver, and the player gets the option to shoot Lambert.
Dead Man Switch: Sadono's insurance policy in Pandora Tomorrow is placing smallpox devices on US territory. To delay the activation of the devices, he makes phone calls that postpone the releasing of the pox for one day. Should he get killed or captured, the lack of phone call would release the pox.
Deadpan Snarker: Seems like a requirement to join the Third Echelon, since the majority of the black humor comes from the interaction between Fisher, his handlers, and the mooks unlucky enough to be interrogated by him.
Decapitated Army: In Pandora Tomorrow, the capture of Suhadi Sadono causes the Darah Dan Doa to back down, effectively ending the conflict in East Timor.
Defecting for Love: In Version Two of Double Agent, Sam develops a genuine romantic attachment to Enrica, and is very pissed when she's killed by Third Echelon. In the First Version, though, Sam's just playing her for info, and is perfectly happy to kill her in cold blood in order to achieve 100% Completion (although she does help Sam by unlocking a coded door for him if you let her live instead, but you can kill her before she walks away after the door is opened. You have no option to knock her out...).
Determinator: Sam, full stop. What would cause most people to shy away is just another day at the office for him.
In the first game's training level, the assault course ends with Fisher acquiring a lockpick at a locked door. Should a player then perform the assault course backwards and return to the beginning, they can now access the locked observation room, and have a conversation with Grim. Or smack her in the head and have to start entirely over.
In Chaos Theory, there's a sequence in the "Penthouse" mission that requires activating an archaic supercomputer. First-time players will undoubtedly need both Grim's and the nearby Engineer's exposition to explain what it is and how to work it; second-time players who jump right in to get it over with will instead get additional dialogue where Sam explains things and what he is doing.
Some major characters have interrogation sequences despite how difficult they are to hear. In Version 2 of Double Agent, the final fight has Dufrasne firing at Sam with a minigun from across a trip mine maze; despite this, players who saved enough flashbangs can get close enough to grab him, allowing players to hear a secret conversation (provided the nuclear bomb has enough time left).
Dirty Cop: The Georgian police in Splinter Cell. A few second past Mission Control describing the cops "as crooked as a Virginia fence", Sam overhears two cops Kick the Dog by harassing a drunkard.
The Dog Shot First: Or rather, shoots if you don't. One major defining moment in Pandora Tomorrow has Mission Control abruptly order you in the middle of a mission to gun down your ally, an unarmed woman who has helped you through the entire level. If you comply, Mission Control doesn't even bother to explain why, admonishing an angry and confused Sam that "it's not your job to question!". If you refuse, the woman, an Israeli Shin Bet agent, shows up at the end of the level with two other Shin Bet snipers to try and blow you away. A very pissed off Mission Control explains that Israel wants the WMD you just acquired for itself, and that there are no diplomatic consequences for killing an American agent who doesn't officially exist. Whoops!
Dragon Their Feet: Every game in the series up to Double Agent has you mopping up the last co-conspirator in the final level after having already disposed of the Big Bad in the second-to-last level. In Splinter Cell it happens in "Kola Cell", a Xbox-exclusive downloadable level, and in Double Agent it's a bonus level for achieving the Best Ending.
Dying Alone/Stay with Me Until I Die: Occasionally crops up with major character deaths, such as Enrica in Double Agent (Version 2) and Irving Lambert in Double Agent (Version 1). Also noted humorously in Pandora Tomorrow when Fisher looks over Soth's file:
The Georgian Special Forces in the final mission of Splinter Cell and the I-JSDF commandos in Chaos Theory are... disappointing. They wear night-vision goggles, but that just means that it's a little easier for them to spot you if you move rapidly near them. They still can't see you in normal darkness even if they have a perfect line-of-sight, as long as you move slowly and/or are more than a dozen or so feet away from them.
Big Bad Shetland's personal bodyguards, on the other hand, have thermal vision goggles and were the only enemies in the entire series who can see you perfectly even in pitch darkness.
Elites Are More Glamorous: The series as a whole. The player character is a former Navy Seal who travels the world, engaging in highly-dangerous operations with top-of-the-line equipment and upgrades.
Enemy Chatter: Happens in several installments, so much so some objectives can be done by hearing or recording the right chatter.
Enhanced Interrogation Techniques: The first four games incorporate this, with Fisher often using psychological means to terrify or confuse mooks into giving up information. This was later removed from the series, however, with Conviction going with direct physical torture and Blacklist doing away with interative interrogations.
Establishing Character Moment: The game opens with Lambert entering a secure interview room, only to find Fisher has broken into the place ahead of time and is waiting for him.
Eyepatch of Power: Archer and Kestrel from Conviction are rendered in the loading screen with sonar goggles covering only one eye. The same goes for the enemy Splinter Cells.
Expy: Suhadi Sadono from Pandora Tomorrow is a charismatic guerrilla leader who resembles Che Guevara both in looks and clothing style. In one cutscene, an American college student is seen wearing a Suhadi Sadono t-shirt similar to the Che Guevara t-shirts worn by real-life college students. He is also similar in name to Agusto César Sandino, and like him, gains much support and popularity from his people based on his opposition of U.S. military domination in his homeland.
Face-Heel Turn: In Chaos Theory, Douglas Shetland goes from Sam's old friend (and supporting ally in the second game) to the Big Bad of the third game.
Final Boss: Version 2 of Double Agent ends with a "boss fight" against Emile Dufresne. The fight has a lot of Puzzle Boss elements, but is still very much a "traditional" video game boss fight. This is not seen anywhere else in the series.
Flat "What.": In Chaos Theory, a random interrogation will lead to the following exchange:
Guard: I knew it, I KNEW there were ninjas here!
Foregone Conclusion: For those who played Essentials (released before both versions of Double Agent), the confirmation of Lambert's death at Sam's hands in Conviction isn't a surprise.
Foreshadowing: It's very easy to miss, but in Pandora Tomorrow it's revealed that Sadano got his equipment from Displace International (which, oddly, isn't commented on). While not a smoking gun, it does foreshadow Shetland being the Big Bad of Chaos Theory.
Gaiden Game: Essentials isn't actually essential to keeping track of the series' plot, but it does cover up any questions you might have about the leap from Double Agent to Conviction... or was supposed to before Conviction hit Development Hell.
Good Guns, Bad Guns: Lampshaded in the beginning of Chaos Theory. Sam's used to the bad guys using AKs, so he can immediately tell just from the firing noise that something's off when they turn out to be carrying AUGs. Later inverted in Conviction; only enemies in the first two levels drop Skorpions and Desert Eagles, and only in Diwaniya, Iraq and co-op are AKs dropped; in all other missions the enemies are using "Western" guns.
Human Shield: Sam can take most enemies hostage by putting a gun to their head in the first game and Pandora Tomorrow, and putting a knife to their throat in the later games. Most enemies will hesitate to shoot him unless Sam is aiming his pistol at them.
Hyperspace Arsenal: Averted. Sam only ever has a pistol, a rifle, and a combat knife in Chaos Theory and Double Agent, all of which are visible on his person whether he's using them or not.
If You're So Evil, Eat This Kitten: Several choices the player must make in Double Agent, although pretty much every one has an obvious "correct" choice, obvious because one of the choices will be a bonus objective (such as opening the cell doors for the JBA), unlocks bonus content or expand the level (such as not shooting the CIA agent), be the only option that isn't completely stupid when taking the trust meter into account (such as shooting the kidnapped helicopter pilot in Version One, which will provide a much-needed boost to JBA trust), or be opposite of a choice that immediately gets very direct negative feedback. There is one decision in the game which doesn't have such an obvious solution (whether to let the JBA destroy the cargo ship), but even that fits the pattern when the Prima official Strategy Guide recommends that the player lets them destroy it.
IKEA Weaponry: To an extent. Sam's SC-20K in Chaos Theory can mount a less-lethal munitions launcher, a foregrip, a semiautomatic shotgun, or a 20 millimeter rifle barrel for sniping.
Interface Spoiler: A minor example in Blacklist. When you visit the mission selection screen for the first time onboard the Paladin, it informs you that you are going to extract Andriy Kobin, which isn't revealed until the mission cutscene (or even later, if you do any of the side missions beforehand).
Irony: In one of the games, a bad guy has the name "Mortified Penguin", a parody of the names of FOXHOUND in Metal Gear Solid. The irony comes in the fact that the game this takes place in is called Splinter Cell: Pandora Tomorrow. While both parts of the name have meaning within the story, they're both cool-sounding codephrases that don't obviously mean anything unless explained. Just like the names of the FOXHOUND members, in fact. Moreover, the subnames for sister Tom Clancy series Rainbow Six include things like "Rogue Spear" and "Athena Sword".
Sam pulls this in a scene very near the end of the first game, when Georgian forces have him at gunpoint, and another in Pandora Tomorrow where he exits a doorway and a bunch of men hold him up.
Douglas Shetland tries to pull this on Sam during their final confrontation in Chaos Theory, roughly three quarters of the way through the game. Even if Sam goes for it, all that happens is Shetland gets a knife in the chest for his trouble.
If you get hit by an enemy's sticky shocker in Chaos Theory, you're treated to an interrogation scene where you can pick your own cuffs while enemies rough you up with this.
Just a Stupid Accent: In the first game and Chaos Theory, foreign enemies would always speak English to each other in whatever accent matches their ethnicity. Sometimes it would be so bad it got to the point of Narm (just listen to the North Korean soldiers). Thankfully this trope started to stop with Double Agent and was absent from Conviction and Blacklist.
Bizarrely averted in Pandora Tomorrow. For whatever reason, all the voice actors in this game didn't bother to use any kind of accent. Thus, you get the rather hilarious situation where hardcore Indonesian nationalist militants or Syrian mercenaries actually sound more American than Sam does (which in itself is funny on another level, as Michael Ironside is Canadian). That same game also averts this trope in a different manner in the Jerusalem level, where you can sneak by two Ultraorthodox rabbis who are speaking in Hebrew to each other. Also averted in that same game's final mission, where the terrorists you are hunting are all Americans.
Justified Tutorial: In Chaos Theory, the "Penthouse" mission's Mooks are civilians and cops, meaning Fisher is seriously scolded for being discovered or violent towards the mooks, and can have his non-primary objectives cancelled for doing so. The reason for this becomes apparent in the next mission, as Fisher is not allowed any kills and alarms can make it nigh-unbeatable by extension.
Karma Meter: In Double Agent - you have to infiltrate the terrorists without helping them out too much.
Knight Templar: Chaos Theory has Douglas Shetland, whose goal is to trigger a war between the United States and North Korea to "fix America".
Lampshade Hanging: Late in the first game, The Dragon sends out an email telling his men to stop sending door codes to sensitive areas through email, due to a "security catastrophe" caused by this.
Locomotive Level: In Pandora Tomorrow, there's a surveillance mission that takes place in, on and underneath a French high-speed train.
Lost Forever: In the first game, the Xbox version had two additional missions that served as an epilogue (namely, tracking down and killing Phillip Masse). However, these missions were DLC content, and because Microsoft no longer supports the original Xbox, the only way to experience these two missions is on Youtube or find the Mission Pack disc for the PC version.
The entire modus operandi of Third Echelon. They're so top-secret, they don't even share their existence with the CIA. As the blurb on the original game announced: "should you be captured or killed, all knowledge of your existence will be denied."
Even more, each Splinter Cell (which consists of a handler [Lambert], a tech expert [Grim], an operative [Fisher], and a support specialist [who tends to get killed]) has absolutely no knowledge of any other Splinter Cell operated by Third Echelon. They are completely independent from each other, so that if one Cell gets burned, their knowledge is limited. It's implied several times that Sam's extensive knowledge of Third Echelon itself is also not normal.
Motive Rant: Done by Shetland in Chaos Theory and Reed in Conviction.
Multi-Platform: Every game except Essentials. Double Agent is notable for having two different versions depending on the platform.
Multiple Endings: Double Agent, with which ending the player gets depending on the player's trust with the NSA and what he does at three specific points where he must make a decision.
Musical Spoiler: The games are fairly silent, focusing on ambient background sounds... until the player is spotted, at which point the music starts. The music even reveals how sticky the situation is, because the music varies between different levels of the enemies' awareness of the player. Finally, when the music starts to fade, the player is in the clear.
New Meat: The rookie Splinter Cell who joins you in the first mission of Version One of Double Agent demonstrates some skill, but his over-eagerness gets him killed before the end. In the sixth-generation version, however, the new guy not only survives but returns later in a mission.
Running gag, Fisher will often overhear guards talking about an intruder and one of them will say it's a ninja, with the implication that he is referring to Fisher. His buddy will call him crazy and in one case a guard you interrogate asks you to kill him with your blowpipe.
Lampshaded at one point in the first game: While trying to carry out an unconscious computer analyst out of the CIA for interrogation, Fisher is warned by Lambert about avoiding detection because it would be a woozy trying to explain to the agency what a "SIGINT Ninja" is doing sneaking around and carrying one of their personnel out.
Nintendo Hard: The pre-action games as a whole, both due to a major enemy advantage and the gameplay requirements, which are strongly oriented towards sneaking, timing, and planning. As noted by Lambert, weapons are always a last resort, as playing the game (for example) like Metal Gear Solid will only get you killed; even choosing the "armed to the teeth" loadouts in Chaos Theory and Double Agent aren't recommended on anything above normal difficulty.
No-Gear Level: In Version Two of Double Agent, you fight a final boss battle against Dufraisne inside a maze of laser tripmines; he's got a heavy machine gun, you're unarmed (navigating the maze to reach your discarded pistol is a large part of the fight). Of course, it is possible to rush him and stab him, as well as kill him with a frag grenade.
No Side Paths No Exploration No Freedom: ZigZagged as, while there is always a set of objectives and a place/person to reach, the game often lets you chose one of several paths you take. Both Chaos Theory and Double Agent take it further, even letting you ignore minor objectives and continue with multiple alarms.
No Such Agency: Third Echelon does not officially exist, and the government will deny any knowledge of its existence. Fourth Echelon in Blacklist is a deconstruction of the concept: Sam's organization is so secret no one can know about them turns on his team, but nobody in US intelligence community is willing to share information with someone they don't trust.
Occupiers Out of Our Country: The motivation of a few of the enemies in the series, notably Suhadi Sadono in Pandora Tomorrow who demands that all U.S. forces leave Indonesia & East Timor.
Optional Stealth: Chaos Theory, despite being a stealth game, allows the player to just run through the game if they want, going so far as to let players choose an "assault" loadout that gives them extra ammunition and grenades instead of stealth tools.
Pacifist Run: The number of people you have to kill to win any given entry in the series is never more than one, though certain missions make it Nintendo Hard to pull this off. Conviction seems to make this even harder, since only hostage-taking and the distraction cam is guaranteed non-lethal. This sometimes leads to Gameplay and Story Segregation, where Fisher will be instructed to kill someone but knocking them out will also work.
Pandora Tomorrow averts this. You must kill all the members of the terrorist group in the final mission. Even if you knock them out, Brunton will contact you on the radio and insist that they need to be dead. Which means that you then have to plug a few bullets into their unconscious bodies. Justified in that these men were planning to detonate a smallpox bomb in LAX and more urgently, they had also each taken an experimental anti-smallpox vaccine that was causing strange side-effects in their bodies: Third Echelon did not want to take any chances that an infection could break out.
Also averted in Chaos Theory, where you have to kill three people: Hugo Lacerda, Milan Nedich and Douglas Shetland.
In Double Agent, Sam thought his daughter had been killed by a drunk driver. By the time Conviction rolls around, he's found out that it was really murder. He is not happy. And then he finds out it was faked for his and Sarah's protection. By Lambert.
A bonus level in Double Agent had Fisher's daughter kidnapped by a group of terrorists, and Sam was coming to her rescue on an unsanctioned mission. Lambert was able to get a hold of him at the start, and told Sam to let him send in a group to take care of them. Sam counters by asking if it were Lambert's children, what would he do. Lambert said he'd "send you (Sam Fisher) in."
Quite a bit. For example, during a pivotal scene in Chaos Theory, a purple Ubisoft blimp is clearly visible, SoBe vending machines are found inside CIA HQ in the first game, and a major plot reveal in Conviction is done using a Cisco telepresence call. That last one could have been done over the phone, except for the possible reason that Grim wanted to look Sam in the eye when she told him about Lambert's deception.
Sam chewing Wrigley's Airwaves in cutscenes in Chaos Theory. And the dramatic inner city zipline that just happens to start atop an 8-foot tall neon Axe Deodorant sign. In fact, you may struggle to find a single level in Chaos Theory without one branding or another.
Double Agent has Sam use a Nokia phone whenever he goes Safe Cracking.
The OpSat prominently displaying the Palm or Sony Ericsson logo in a couple of the games is a particularly unsubtle example.
Punchclock Villain: Occasional, such as "Penthouse" in ''Chaos Theory; Lambert warns that the people policing the streets during the blackout are volunteers and/or cops, and he severely scolds Fisher if he kills any of them.
Put on a Bus: Frances Coen from Pandora Tomorrow. In the game she acted as Sam's field runner, and assisted him during several missions. She did not return in Chaos Theory, although it is mentioned that she was assigned to Japan to spy on a Yakuza organization called the Red Nishin. No mention of the character has been made since.
Red Herring: In Chaos Theory, this is the literal name for the Red Nishin yakuza gang. They are also, of course, actual red herrings. Displace's evil mercenaries are here to meet with agents from the rogue ISDF, not the Nishin.
Retcon: The year in which Sam's ex-wife died. The manual for the PlayStation 2 version of Double Agent mentions under Sarah's biography that Regan died in the 1980s. However, according to Conviction, she was still alive circa 1991.
Rule of Cool: When the first game was in development, Tom Clancy (who insists that games using his name maintain a certain level of realism) rejected the idea of Sam Fisher's "trifocal goggles" because at the time goggles with both thermal vision and night vision would have been impossible to create. The game's developers convinced Tom Clancy to allow the goggles by arguing that having Sam switch between two separate pairs of goggles would have made for awkward gameplay.
Rule of Fun: The lights on Sam's goggles and other gear are not diegetic and do not exist in-universe; according to promotional materials, they're entirely for gameplay's sake.
While Sam Fisher doesn't come across as very depressed in the first three games, it doesn't stop Gallows Humor from being a part of the character's personality.
According to the manual for Chaos Theory, Fisher's dark sense of humor is a coping mechanism he uses to defuse the tension and stress he is often under due to the dangerous positions he often finds himself in during a mission.
Save the Villain: In Chaos TheoryAdmiral Otomo tries to commit seppuku. Sam has to save him so someone will still be alive to take public responsibility for the entire sorry mess.
Scare Chord: The original features a creepy piano sound every time the enemies get suspicious.
Scenery Porn: All of the games are known for their excellent graphics, the original Xbox version making one of the largest technological leaps of that generation.
At one point in Chaos Theory, Fisher jokingly claims to be Henry Tuttle while interrogating a guard about a building's ventilation system. The guard doesn't get the joke.
A surprising one in Chaos Theory, when eavesdropping on the meeting in the bathhouse. "Kaneda!" "Tetsuo!"
One of the conversations between Sam and Grim leads to a Half-Life reference.
Sam: I didn't bring my crowbar.
Grim: Whatever, crowbars are for geeky video game characters.
In Chaos Theory, at one point two guards can be heard discussing the new Prince of Persia game (presumably The Two Thrones, which was released in 2005, the same year as Chaos Theory), and saying how awesome it looks. Unsurprisingly, Prince of Persia is developed by Ubisoft.
Skeleton Key: Used in the early games; in the first, there's a lockpick that shatters the pins to unlock almost any door, and the third had a "telemetric lockpick" that allows Fisher to open a dual-lock vault.
Sniper Scope Sway: The games require you to hold your breath to get a steady shot when using a sniper scope, with the time you can hold it limited.
Sam's suit isn't quite as fetishistic as the one in Metal Gear, but it's rather close. The novel says it's more or less a full length wetsuit that makes sure no sound comes out while he's moving, and it does feature camouflage and lots of pockets and gear strapped on.
The Double Agent multiplayer versions exposed the character's arms. A female spy was added later on, and she's pretty much there just for fanservice.
Stop Helping Me!: In-universe in Blacklist. Sam chews out Briggs for choosing to save his life instead of pursuing and capturing Sadiq at the abandoned mill.
Stronger with Age: Sam's abilities simply get more fearsome with time, considering he soon upgrades to knives and corner grabs in the later, pre-action-reboot games.
Stupid Sacrifice: Lambert's (canonical) death at the end of Double Agent. It benefits Sam very little, as Dufraisne is about to nuke the JBA headquarters, and Sam's cover is simply blown a little later stopping Dufraisne.
Super Drowning Skills: In the first games, though Sam learns how to swim in between Chaos Theory and Double Agent. Presumably he had to pick it up pretty fast during that final cutscene, which is odd, since the first thing we see Sam do in the Splinter Cell series is... deep sea diving.
Suspiciously Similar Substitute: Sinister, Obviously Evil 3rd Echelon Director Williams is replaced by sinister, Obviously Evil 3rd Echelon Director Reed between Essentials and Conviction. Given the two characters are very similar in personality and serve a virtually identical role in the plot, one wonders why they didn't simply keep Williams as the Big Bad.
Swiss Army Gun: The SC-20K is this to an extent in Chaos Theory and Double Agent, having a number of usable attachments; averted in Conviction where it's just another long gun weapon.
Take a Third Option: Completing optional objectives sometimes gives the player more options on how to tackle situations that appear later, which would otherwise be hidden.
Defied early and late in Double Agent — early on, Fisher is ordered by the JBA to kill a pilot of a helicopter he captured or not for reputation with either the JBA or NSA. The game does not allow you to traverse your aim over to anyone else, such as the leader of the JBA standing right in the room. Later, Fisher has to either kill Lambert to maintain his cover, or kill Jamie Washington to save Lambert. If you like, you can fire your shot into the air — in which case, you immediately get headshotted by Washington, resulting in a Game Over.
Tap on the Head: Sam knocks out numerous guards (including civilians and U.S. National Guard) with blows to the head. Subverted in one instance in Chaos Theory, where the captain of the ship dies if you knock him out by any method (you can see his body cooling down in thermal vision).
The Guards Must Be Crazy: Averted for the most part, guards are very thorough and will follow your trail of destruction if you're reckless enough to leave one behind. However, whoever is watching the camera monitors still can't seem to figure out that something is wrong when all the cameras are being put out or that they should call for outside support when Sam walks in front of the camera with relative impunity once all of the guards are dead. It's Probably Nothing is a recurring line in each game.
Too Kinky to Torture: Sam's interrogation technique is usually effective, but there is always at least one guard who's too stupid or crazy for it to have any meaningful effect. For example, in Chaos Theory, one guard assumes that Sam is a ninja and is so occupied with babbling on about how cool ninjas are that Sam is completely unable to get any useful information from him. Even threats of imminent death only make the guard excited about how cool it would be to be killed by a ninja.
Trial-and-Error Gameplay: This has been, to greater or lesser degrees, always true when attempting a ghost run in any of the Splinter Cell titles, but it quickly hits near impossible territory when trying for a complete Stealth Run or Pacifist Run of Conviction. It is possible, but it seems like the developers go out of their way to discourage it in that title.
Trick Arrow: The under-mounted grenade launcher on the SC-20K has been modified to fire all sorts of non-lethal takedown ordinance, including airfoil rounds, taser darts, and mini-cameras that also release sleeping gas on command.
Sam cannot pick up most enemy weapons or ammunition. Being unable to take ammunition is justified for his pistol, as it uses 5.7x28mm ammunition, which is rare in every country and is not likely to see major service in any time setting the Splinter Cell games take place in due to its Real Life performance issues. However, Sam's rifle fires the very standard 5.56x45mm ammunition from standard magazines. Many of Sam's adversaries carry weapons that use the same ammunition.
In Chaos Theory, there is an e-mail Sam can read wherein a mook is complaining that 5.56mm ammunition was provided to them instead of the 7.62mm rounds they need.
Splinter Cell: An unprovoked invasion on a neighboring country by a President Evil leads to a revelation that he has sold nuclear material to a renegade Chinese general who wishes to start a war by nuking Taiwan. And then a nuclear suitcase bomb by said President Evil is revealed to be hidden somewhere in American soil.
Pandora Tomorrow: Five smallpox bombs have been hidden in various locations by the terrorists and are on a Dead Man Switch unless they are reset every 24 hours on their boss's orders, which makes killing the Big Bad impossible.
Chaos Theory: Averted as this entry did not have any conventional WMD in it. Its focus was on weaponized computer algorithms, which do cause a lot of damage.
Double Agent: The John Brown's Army developing Red Mercury bombs, which are more or less non-radioactive nukes.
In the final mission of Pandora Tomorrow, you can grab one of the terrorists and interrogate him. Sam identifies him as an American based on his accent (from Virginia, by the terrorist's own admission) and calls him out on being an American trying to kill thousands of other Americans. The terrorist's response is that there aren't many "real" Americans left these days.
Wham Episode: The ending of Double Agent where you can kill Lambert or, in 'past-gen' blow his cover. It was later confirmed as canon.
Although killing civilians, hostages, or anyone else you're not supposed to would normally just result in an instant game over, in Pandora Tomorrow you could blow up a French security guard witness with no penalty except for Lambert complaining about how Sam's lost his mind. Likewise, in Chaos Theory, killing civilians or U.S. soldiers simply gives you a 0% score and a serious chiding from Mission Control instead of instantly ending the game.
There's considerable hilarity to some of Lambert's exclamations, it's a lot of fun trying to Catch Em All.
In some situations, Sam actually demands What The Hell Mission Control. For example, in Pandora Tomorrow, after having a a female Shin Bet agent escort him through the city at great personal risk to herself, Fisher is ordered in the last few seconds he sees her to kill her. If you, as the player, do so (you do have the option, interestingly), then the first thing Sam says at the beginning of the next scene is "Tell me what I just did, Lambert." When he finds the answer unsatisfactory, he berates his boss for poor decision-making. Said Shin Bet agent actually was planning on betraying you, though. If you refuse to shoot her in the five seconds it takes for the elevator to get moving, she'll be waiting for you with a sniper rifle when you start to move back out of the level.
When You Coming Home, Dad?: Occasionally mentioned, as Sarah is left alone while Sam is on missions. Becomes the reason for Sam becoming a double agent in the fourth game, as he has no family left to go home to, and thus completely commits his life to espionage.
Why Don't Ya Just Shoot Him?: Averted, as Sam never gives them the chance since he avoids confronting his enemies face-to-face, preferring to take them out with a minimum of drama at long range or from behind. Played straight in Conviction, though. During the final confrontation Director Reed has multiple opportunities to just shoot Sam, but instead just continually goes off on another tangent in his Motive Rant.
Sam's earlier missions have his only firearm being his pistol. Him having to retrieve his rifle from a certain location was probably intended to justify this, but it doesn't explain why the NSA or Third Echelon couldn't have issued him an interim rifle before he retrieves the SC-20K.
Pandora Tomorrow actually gives him the SC-20K for the first three missions, then drops him in Jerusalem without it, telling him where to pick it up. When he complains, Irving says the guy it's with was doing some modifications to the acoustics, and he's pretty much the only person nearby with those kind of skills.
Wouldn't Hit a Girl/Would Hit a Girl: In the first game, if you do strike her on the mission where she appears in person, you get an instant game over (justified as there really is no reason to do it, and you and her are coworkers.)
Worst Aid: How does Sam save the villain of Chaos Theory from a self-inflicted knife wound? By ripping the knife right out, obviously.
You Can't Thwart Stage One: In the first mission of Pandora Tomorrow, you walk right past a room with Big Bad Sadano, and can easily put a bullet in his head without endangering yourself or any hostages (this all takes place a week before Sadano implements his "Pandora Tomorrow" scheme to release smallpox bombs if he dies). However, if you do this, you get an instant Game Over for not following orders, as Lambert wanted to leave Sadano alone until more intel could be gathered. It sounds like the plan has already been implemented, though; one of the drivers in the opening cutscene mutters the phrase into a phone before beginning the attack.
Short-circuiting the entire plot in this manner does reward you with one of the more memorable game-over exchanges:
Lambert: Sam, what the hell are you doing?! Sam: I shot the bad guy.
Likewise, killing Dufraisne in Double Agent at any time before the endgame results in an instant Game Over.
Following Essentials and Double Agent, the series' next entry, dubbed Conviction, was to continue with Sam on the run and investigating his daughter's death. After missing the November 2007 deadline, it later came to light in May 2008 that the series was "officially on hold" and, after announcements of starting entirely from scratch, the project was finally overhauled. Announced as an Actionized Sequel, the game endured even more pushbacks, and was finally released in March 2010.A further departure from the original tone and gameplay, Conviction starts with Sam in Malta, where some leads point him to a thug named Andriy Kobin. Before he can get the answers he needs, he's captured by Third Echelon, prompting him to escape and link up with old friend Victor Coste. His search for answers takes him down a path he had thought he would never take, uncovers truths he thought impossible and has him racing to foil a far-reaching conspiracy. Conviction was well-received despite some fan controversy, and was even named Game of the Year by the MachineAWARDS.At E3 2012, Ubisoft announced the next entry in the series, Blacklist, which takes place six months after Conviction. In the wake of Third Echelon being nominally shut down due to the attempted assassination of US President Caldwell in Conviction, Sam Fisher is now the head of a new clandestine organization that works directly for the President of the United States - Fourth Echelon. Meanwhile, several of America's enemies have banded together to give the US an ultimatum: remove any and all American military presence in their countries or they will launch "the Blacklist" a series of escalating terrorist attacks on US targets. The gameplay is similar to Conviction, but with more stealthy moves and faster action. The game was released on August 21, 2013.Due to the sudden Genre Shift of the series, the two games naturally resulted in a Broken Base, with numerous fans crying that the series had become another generic shooter and was irrevocably ruined. Of course, things weren't helped when Michael Ironside, who openly liked Splinter Cell for being a different, non-actiony series, promptly left the role when no longer contractually bound to the series. Despite all of this, however, the series still has a strong following, and while it has changed significantly in gameplay, it maintains its defining themes and individuality, and stays the same at heart.
The action-stealth games contain the following examples:
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Abnormal Ammo: In Blacklist, Sam's crossbow can fire EMP chaffs, sticky shockers and sleeping gas.
Conviction, based on the emphasis of the "Mark & Execute" feature, and the reduction/removal of features used to distract and incapacitate rather than kill.
Blacklist was at first shaping up to be even more of this, with a variety of new offensive moves such as running "Executes", but it also features more stealthy options to accommodate, ample opportunity to stealth one's way through every level without being seen or so much as killing a single person like in games of old and an added Perfectionist difficulty that takes away melees from the front and Mark & Execute.
A.K.A.-47: Averted in Conviction. All of the guns are called by their real-life names. The only one that isn't is highly fictionalized.
All There in the Manual: The events that happened between Conviction and Blacklist (including the formation of Fourth Echelon) only occur in a tie-in graphic novel that's included with the Blacklist Collector's Edition.
The Iraq level in Conviction is played as a straight-up, Gears of War-esque shooter where you have no access to suppressed weapons and there are little to no stealth mechanics involved, let alone options for stealth. This is because you're not playing as Sam, but as another soldier entirely - Victor Coste.
In the Philadelphia level in Blacklist, the player takes control of Briggs as he goes to disarm two of the four Blacklist bombs in the trainyard. This segment is played from a first-person perspective. Later subverted when the hooded character you control in the final mission, "Site F" (who is controlled in third-person) turns out to be Briggs, not Sam.
Author Appeal: Conviction has this, though unusually for such a trope, the effect is not so much on story or themes so much as on gameplay. The project's (eventual) creative director Maxime Béland thought that the kind of slow-paced, careful observation and timing that were used in games like Metal Gear Solid 4 and the previous Splinter Cell titles was boring, equating such movement speed to being like that of a "grandma". The "Mark & Execute" feature is something that he carried over from his previous project, Rainbow Six: Vegas, which he admits in interviews is simply a gameplay device and has no in-universe justification for why its mechanics work the way they do. The grayscale tones that the world adopts when Sam goes into hiding were inspired by his hobby of black and white photography.
Authority Equals Asskicking: Completely averted though in Conviction — "bosses" (read: interrogation targets) may shoot at you but don't have better perception than the mooks, and they're subdued just as easily.
Awesome yet Practical: The Tri-Rotor in Blacklist can be upgraded to fire a wide array of non-lethal ammunition, can get around most areas without being seen if it stays in the air, and makes room-clearing a breeze.
Badass Crew: In Blacklist, Sam assembles a team of elite operatives from several different agencies.
Bad Cop/Incompetent Cop: In the Blacklist "Transit Yards" mission, Sam tails Sadiq's lieutenant into a subway station, wherein the lieutenant takes a Human Shield. An on-duty officer, who has no knowledge of what has happened, threatens the lieutenant and then shoots him in the head (despite Sam telling him not to, while also pointing a gun at the lieutenant), and then decides to arrest the man in a black-ops suit wearing specialized goggles on his head. His behavior is lampshaded in the next scene, when Charlie (who is talking to Sam after he's released from the station) calls the officer "Baltimore's finest".
Somewhere between Double Agent and Conviction, Sam appears to have lost the ability to shoot pistols left handed, and the ability to knockout enemies. Excluding one portion of a mid-game level, whenever you walk up to an enemy in Conviction, the button prompt for a hand-to-hand takedown appears as "Kill". The justification is that Sam just doesn't care anymore. The knockout ability was restored in Blacklist.
Also in Conviction, the non-lethal gadgets - airfoil rounds, sticky shockers, sticky cameras with knockout gas canisters. This can be justified in that he no longer works for Third Echelon and hasn't the access to the same resources he used to. Like the preceding example, non-lethal gadgets were restored in Blacklist.
Although Sam has access to more firepower in Conviction, even the upgraded version of his old gun he stumbles across no longer has the launcher attachment.
Bald of Awesome: In Double Agent, Fisher gets sent to prison in order to infiltrate the terrorist group. His head gets shaved in the process.
Bald of Evil: Conviction has Dmitri Gramkos and Blacklist has Sadiq.
Bad Boss: Tom Reed, Director of Third Echelon in Conviction, shoots a pilot for wanting gas money. This is a man who is running a national conspiracy which doubtless requires of hundreds of thousands of dollars at least.
Berserk Button: Near the end of the second act of ConvictionSam learns that his friend, Lambert, faked Sarah's death to stop a mole from using her as leverage against Sam. When Sam learns the truth he becomes so enraged that he gains the ability to instantly execute any enemies unfortunate enough to enter his line of sight.
Big Bad Duumvirate: Conviction, like it's predecessors, fits the trope with villains Andriy Kobin and Tom Reed, the director of Third Echelon. Averted in Blacklist, however, as Majd Sadiq remains the central focus of the game's plot.
Blatant Item Placement: Conviction has "Weapons Stashes", which include every weapon you've picked up or bought, complete with refills. In the traditional sense, Conviction also averts it; Sam now gets unlimited pistol magazines, and enemies have a certain range of weapons depending on the mission. Only a few of the later missions have a Weapon Stash at the beginning of the mission (Diwaniya, Iraq and Washington Monument have none), so all long guns would have to be taken from enemies until reaching one.
Blatant Lies: Appears in Conviction. When Archer (one of the co-op characters) grabs an enemy soldier, the last thing anyone ever says to them is "Keep quiet, and I promise I won't hurt you."
Bond One-Liner: Sam starts using these in Conviction, to let the player know the area's clear, as well as randomly after dropping down on enemies or grabbing them from behind. 'That never gets old' indeed.
The AK-47 you're forced to use in the Iraq flashback is also given unlimited reloads.
Brick Joke: The Framing Device of Conviction is Vic Coste's interrogation by Black Arrow. In Blacklist, the ending shows that Vic is to be one of the chief interrogators of Majid Sadiq in Guantanamo Bay, a direct reversal.
Broad Strokes: Conviction makes references to one exclusive element from each version of Double Agent - Sam shooting Lambert in New York City (from Version One, as opposed to Sam enhancing/compromising Lambert's cover as an arms dealer in Version Two) and Sarah Fisher dying in 2008 (from Version Two, as opposed to 2007 in Version One). This of course disqualifies either version from being completely canon and creates a degree of irreconcilability, as no mention is made of other choices the player had to make (such as whether or not to blow up the cruise ship in Cozumel and killing or sparing Hisham in Kinshasa).
Bullet Proof Vest: Explicitly shown in Conviction first during the "flash-forwards" to the ending, then in the Downtown mission when Sarah gives him a tactical vest. The difference in protection is negligible, especially since the more useful portable EMP backpack was ruined, and was useless due to the events in the preceding scene.
But Thou Must: Conviction adds segments that are impossible to get through without killing enemies (or at least knocking them out with a throw). For example, the first portion of the tutorial requires that the player kill two thugs. Sneaking by the thugs is possible, but the camera turns around and a objective projection reminds the player to kill the thugs, even if they are unaware of Fisher and he is already past them.
Chuck Cunningham Syndrome: No appearance or mention is made of William Redding and Lawrence Williams in Conviction despite their heavy involvement in Essentials. The same goes for Charlie Fryman, who is a significant minor character in Conviction, but is never heard from again.
In Conviction Grim holds Sam at gunpoint and you can't do anything about it other than advance or stall futilely.
Played with in Blacklist. Near the end of the final mission, Sam is escorted in cuffs out of the Site F bunker by one of Sadiq's men. However, Sam voluntarily let himself get captured (as Briggs was sent to draw out Sadiq himself), and after a few moments of being forced to walk forward to the airfield, Sam easily subdues his captor when the order to engage is given.
In the final mission of the Blacklist co-op campaign, a chopper explodes and knocks Sam and Briggs unconscious while they're escaping the Voron facility with the package. The ensuing sequence has the two players taking out Voron soldiers while laying on the ground near-incapacitated.
Cool Old Guy: but in "Conviction", Sam he can hop up from one tiny ledge up to another, run up walls, and even scale an entire building with his bare hands and minimal effort despite being 50.
Counting Bullets: Played with in Blacklist. When Sadiq has Sam held hostage during the "Abandoned Mill" mission, Briggs assumes that the former's weapon (a Makarov) only has one round left in the chamber, and tells him as such. Sadiq pulls the trigger anyway, but his mag is empty. Sadiq then mocks Briggs for being wrong before running away.
Darker and Edgier: Even moreso than the earlier games, which get grim rather quickly. Conviction's premise is that Sam has left the NSA and is investigating his daughter's death when he stumbles onto a treasonous conspiracy against the President being conducted by Third Echelon, finding out along the way that Sarah's death wasn't an accident. Blacklist features probably the most competent enemy Sam has ever faced, an entire series of massive terrorist attacks being committed against America, and is very humorless, with even the slight Gallows Humor found in Conviction absent.
Determinator: Showcased especially when, against all recommendations and fears in Blacklist, he poisons himself with VX nerve gas to place a tracker, and continues fighting his way through the remainder of the ensuing mission while insisting that he is fine, even berating Briggs for saving him instead of killing Sadiq.
While playing the very last level of the Conviction, you may get the impression you have seen it before, provided you watched xXx: The State of the Union.
Blacklist reads like a play-by-play re-enactment of the last three seasons of 24, including a female president who negotiates with terrorists and ignore the advice of the lead character, a female operator/tech support, a nerdy programmer, a support character who doesn't approve of the lead's actions, liberal usage of Screw the Rules, I'm Doing What's Right and the villains attacking key American installations and officials. Not helping matters is that the lead villain is mocapped and voiced by Carlo Rota, who plays Morris in said series.
Downer Ending: Conviction'sthe Co-op campaign . The only solace in it is that Reed ends up dead and Kobin gets hurt badly by Sam in the singleplayer campaign. The co-op ending for Blacklist retcons this so that Kestrel was merely wounded, not outright killed, and he is later rescued from Voron by Sam and Briggs. Archer is still dead, though.
The Georgian Special Forces in the final mission of Splinter Cell and the I-JSDF commandos in Chaos Theory are... disappointing. They wear night-vision goggles, but that just means that it's a little easier for them to spot you if you move rapidly near them. They still can't see you in normal darkness even if they have a perfect line-of-sight, as long as you move slowly and/or are more than a dozen or so feet away from them.
Big Bad Shetland's personal bodyguards, on the other hand, have thermal vision goggles and were the only enemies in the entire series who can see you perfectly even in pitch darkness.
Expy: Victor Coste in Conviction is an Expy of Victor Sullivan from Uncharted. His backstory is also extremely reminiscent of Douglas Shetland's from Pandora Tomorrow and Chaos Theory, he is a private security contractor who was once an enlisted soldier serving with Sam; both Shetland and Coste were also personally involved in rescue missions involving Sam. Essentials has a mission where you play as Sam rescuing Shetland (his commanding officer) from FARC guerrillas in Colombia in 1992 and Convictionhas a mission where you play as Coste rescuing his commanding officer, Sam, from Republican Guard soldiers in Iraq in 1991.
Face-Heel Turn: Third Echelon itself, where as a whole with the exception of Grim and her techie friend, Charlie Fryman, who has some serious hero-worship for Fisher, their tactical personnel are to a man loyal to the Big Bad and resolute in hunting Sam down, not to mention seemingly being OK with assassinating the President of the United States.
Faceless Goons: Omnipresent, of course, but special notice has to be given to you playing one in the Iraq flashback level of Conviction, tasked with rescuing your squad leader. You're Victor Coste, rescuing Sam.
Foreshadowing: In the final mission of Blacklist, the hooded operative not only doesn't sound like Sam when he's climbing up walls, but his kill/knockout animations are different. This is because the player character is Briggs, not Sam.
Framing Device: Conviction is told by Vic... oddly enough, as an interrogation by Black Arrow.
Gameplay and Story Segregation: Averted in Blacklist. The in-mission cutscenes have slightly different sequences based on which weapon Sam is holding. In the Abandoned Mill mission, when Sam and Briggs reach the rooftop, the former will either shoot or stun the pursuing soldier based on whether Sam has a stun gun or pistol/rifle in his hand.
Gas Mask Mooks: The last part of the stages in Conviction's Hunter multiplayer mode has these, as does the Washington Monument stage after aforementioned Gas Leak Coverup.
Genre Savvy/Genre Blindness: Despite having clearly been briefed on Sam's abilities and tactics, Black Arrow mercenaries in Convictionwill split up to search for Sam and walk within melee range of cover points.
Kobin kills either Archer or Kestrel, while they are at grief on how they've had to kill the other.
In Conviction's single player, when Sam infiltrates Third Echelon this gets invoked since he's so upset over Lambert's work and eventual death by Sam's hand to protect Fisher and his daughter. To put it into perspective, Sam is so pissed the player gets to stride out of an exploding building in constant slow-mo with automatic marks and infinite executes for a scene.
In Conviction taking human shields will give Sam the ability to execute (counting as a melee "kill"), and several of the Challenges involve using human shields. However, he can only knock out a hostage by "throwing" them, as if he's standing still they're killed. (Unfortunately since dead bodies can't be moved in Conviction, the only way to "hide the body" is to throw a human shield out of enemy view.) They're not as good at stopping fire this time around, as enemies are less hesitant to fire and the bodies will only take so much damage — and even less when the enemies are eventually only using long guns — before Sam discards them.
In Blacklist, one of Sadiq's lieutenants takes a human shield while exiting a Philadelphia subway station. The cops shoot him before Sam can grab him for questioning.
Hyperspace Arsenal: Although there are some limits on how many weapons and gadgets Sam can carry in Blacklist, he can conceivably hold a primary/secondary weapon, several types of grenades, a Tri-Rotor drone and extra ammo clips.
I Did What I Had to Do: In Blacklist. Grim says this, nearly verbatim, when she's forced to justify her usage of a drone to destroy the Iranian forces pursuing Sam and Griggs while they're escaping from the embassy.
I Have Your Wife: Used by Sam of all people in Blacklist against an Iranian general's wife & son to get access to a fortified base in the heart of Tehran. He even shows the general a live video feed proving that he can have them killed at any second. Although it turns out Sam was bluffing about it.
Impairment Shot: In the Abandoned Mill mission in Blacklist, the camera wobbles and goes blurry as Sam suffers from the effects of nerve gas poisoning.
Impaled with Extreme Prejudice: In the "American Fuel" mission in Blacklist, Sam forces the vehicle Sadiq's lieutenant is escaping in (an ambulance) to crash into a guardrail, and the latter is impaled by shrapnel. Sam can either choose to end his misery after interrogating him, or send in a medical team to extract him.
Infinity–1 Sword: Beating each of the side mission chains (Grim, Charlie and Kobin's) in Blacklist unlocks the best armor for each playstyle (Ghost, Panther and Assault, respectively), as well as several powerful guns. In the single-player campaign, they can make certain levels a cakewalk, while you pretty much need the fully-upgraded assault gear to survive the final co-op missions.
Informed Ability: Sam is stated to be a Krav Maga practitioner. Up until Conviction, his hand to hand combat moves don't even remotely resemble Krav Maga. Then again, the novels are of questionable canonicity, so this can be excused.
Infrared X-Ray Camera: Clancy wanted it changed to something more realistic, but Ubisoft stuck to their guns, resulting in Sam's new Sonar Goggles in Conviction basically combine the functions of the old goggles, and let him see and mark his foes through walls. In Blacklist, these are upgraded to include "Sonar Infrared" to act in much the same way with the addition of seeing their live or dead state, or other similar functions.
Ink-Suit Actor: Eric Johnston provides the mocap work and voice for Sam in Blacklist, along with Carlo Rota doing mocap work for the game's primary villain, Sadiq.
Conviction: Kestrel repeats a much earlier phrase said by Archer that "Orders are orders.", followed up by "Right, chief?" ('chief' being Archer's In-Series Nickname for him.) if Archer kills him. This is implied to be the canon based on the fact that Archer's corpse is on display in Kobin's mansion, implying he was the second kill.
Blacklist: When Sam interrogates him about the location of Sadiq, Nouri says that Sadiq is "right behind [him]", and he knows all about Fourth Echelon. In the climax, when Sadiq asks Briggs where Sam is, Briggs responds "right behind you". Not literally, but it's pretty close.
In Conviction, the game ends with Sam, with Grim's help, breaks out of handcuffs to take out the other Splinter Cells before neutralizing Reed. "MARK EVERYONE" indeed.
In Blacklist, the general Sam is escorting into the Iranian Embassy's server room turns on him and takes him hostage. Sam drops his weapon and lets the general ramble for a moment before giving Grim the signal to cut the power in the room.
Sam himself pulls this at the end of the game, allowing himself while disguised as an American soldier to be captured by the Engineers so he can get a chance to take out Sadiq.
I Was Never Here: In Conviction, at the end of the game President Caldwell says something amounting to this about Sam's presence, with a gun pointed at Reed.
Army Ranger Captain: Drop your weapon! On the floor, now! President Caldwell: Captain, thank you for rescuing me. Now I don't see anyone else here but us. And I'm sure you don't either. Army Ranger Captain: No ma'am. Let's get you out of here.
Conviction features this; the first gameplay footage is of Sam beating answers out of a thug in a restroom. Possibly a Justified Trope since Sam has gone rogue and has few resources aside from himself, making it difficult for him to coax information out any other way.
Lucius Galliard: Your advanced interrogation techniques need work.
Sam Fisher: *slams the guy through a piece of the landscape*
Jiggle Physics: Grim, in Conviction. Very noticeable near the beginning of the third level (Price Airfield).
Killed Mid-Sentence: This happens a lot to the enemy goons in Conviction, given how they never seem to shut up until they get dropped by a headshot from the shadows.
Lampshade Hanging: In Conviction's penultimate mission, a Black Arrow operator in front of the White House gate is telling two others what a bad idea it is to (unknowingly) give Sam Fisher a great way to breach their perimeter:
Black Arrow trooper: You just parked a couple hundred gallons of highly explosive fuel in the middle of our defensive position, where people may be shooting at it with guns. How fucking stupid are you?
Laser Hallway: In Conviction the lasers can only be seen through goggles; in Blacklist they are visible to the naked eye.
Laser Sight: Used by some Mooks in the first few games, optional for Sam, and can be purchased as an upgrade for several guns in Conviction and Blacklist.
Last Second Ending Choice: Conviction can have you choose whether Sam executes Tom Reed or not. If you don't, Grim shoots him anyway, so the the only thing it really changes is the tone of the scene.
Seeing as how Conviction is a franchise relaunch, it explains most of the plot of the preceding four games in its intro and first couple missions. This means Lambert's death is canon, and is summarily said as such in the opening of the game.
The marketing and trailers for Blacklist play up the fact that Third Echelon is gone and Fourth Echelon have taken their place.
Leaning on the Fourth Wall: In Conviction, Sam assures his worried daughter in a Flashback, who is scared of the dark, telling her that the dark can be used to hide yourself from bad guys. Which, of course, he and the player has been doing for the entire series.
Like You Would Really Do It: In universe, Sadiq simply refuses to believe that Briggs would kill the Secretary of Defense in cold blood. He's wrong.
Limited Loadout: In Conviction, Sam and the two co-op characters Archer and Kestrel are only able to carry one main weapon (a rifle or shotgun) and a pistol. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.
Locomotive Level: The Philadelphia mission in Blacklist has Sam pursue one of Sadiq's lieutenants through a trainyard, and then through a subway train.
Magical Defibrillator: The co-op characters in Conviction get one. Taken to ridiculous extremes when you realize that the person being revived is still conscious.
Marquee Alter Ego: Sam starts Conviction as a guy in a sweater with a gun. Over the course of the game he ends up acquiring first his signature pistol, then goggles that look just like his old ones—whipped up by a fanboy, no less—then a newer version of his trademark rifle, then a bulletproof vest, and now he looks more or less like good ol' Sam. Which is why Grim stripping him of his weapons and goggles is a nice bit of symbolism about removing his defenses, making him vulnerable.
Sam: You know I have to. But I'll come back when I can.
Masquerade: Changed in the later games, as Third Echelon starts to loudly proclaim their existence in their offices at NSA ( as seen in the infiltration level of Conviction) all the more bizarre. One can only assume Reed changed a lot after he was in charge.
Men Are the Expendable Gender: Conviction seems fairly good in regards to gender equality, with a female President and of course Grim. Then you see that all of the enemies you face are male. This isn't quite as straightly pulled in other installments, however, for various reasons.
Motive Rant: Reed's is an interesting example, as at specific points it is possible for Sam to interrupt him, and the rant segues from Reed's desire for what he sees as an incompetent president forcibly removed from office, to delivering petty insults to the helpless Caldwell and Sam.
Multinational Team: Conviction's co-op campaign (serving as a Prequel for Sam's solo campaign), features the duo of Kestrel (Russian Voron) and Archer (American Third Echelon) teaming up to stop renegade Russians from selling some nukes. Then, at the end of the campaign, you find out you've been stealing them for Reed, and you have to kill your partner. Whoops!
My Death Is Just the Beginning: Played with in Blacklist. Sadiq tells Sam at the end that if he is killed, several nations will rise up and attack the U.S. on a much bigger scale. Sam Takes a Third Option and fakes Sadiq's death, so that the latter can be interrogated for what he knows.
Neck Lift: Sam gets the ability to grab disarmed opponents by the trachea in Conviction, letting him raise enemies to their tip-toes and drag and throw them around.
New Meat: Subverted with Briggs in Blacklist. At the beginning of the game, he's a new recruit from Langley who provides overwatch for Sam during missions, and later gets chewed out by Sam for choosing to save the latter's life instead of pursuing Sadiq. By the end of the game, however, he's a fully-realized Splinter Cell, to the point that he's the player character during the final mission, and even goes as far as to exercise the Fifth Freedom to kill the United States Secretary of Defense.
Nice Job Breaking It, Hero: It would seem the only reason Reed could carry out his plan is because Kestral and Archer secured those EMP devices for him.
In the latter half of the Abandoned Mill mission in Blacklist, Sam loses most of his gear and gadgets after being captured by Sadiq. When Briggs arrives to rescue him, all Sam has is his sidearm, secondary weapon (if he brought one) and a stun gun.
The last section of "Site F" in Blacklist has Sam (who is only armed with his karambit knife) take on Sadiq in a snowy airfield.
Noodle Incident: During the end credits of Blacklist, Sam and Vic discuss an incident where Sam almost bought an elephant while they were serving a tour of duty. Charlie asks them why they wanted to buy an elephant, and Sam responds with, "It was a long time ago."
Most of the levels in Conviction are extremely linear. Sam will stay on the right path because there is only one route at all - other doorways are blocked by cleaning equipment or other obstacles, and sneaking past enemies will result in the game forcing you back.
Blacklist averts this by rewarding the player for choosing to search around the level or try alternate paths, via "Exploration" bonuses.
Not Quite Dead: Agent Kestrel (of Conviction's co-op campaign) in Blacklist.
Optional Stealth: Blacklist gives players the option of choosing to complete missions in "Ghost" mode (enemies are avoided and not knocked-out/killed), "Panther" (stealth kills) or "Assault" (combat kills and straight-up gun battles).
Pacifist Run: Both averted and allowed in Conviction. Averted in that even if you're able to sneak up onto Kobin in the second mission, you're told that you have to neutralize the guards before interrogating him. On the other hand, there's a Challenge for completing a level without firing a shot; fortunately melee kills that automatically use pistol shots don't count against you and it's actually very easy to complete at the Lincoln Memorial since you only get a weapon for the last third, at which point you start not far from the end of the level anyway. Technically, all enemies in Conviction are killed, even if you dispose of them with seemingly "non-lethal" methods. When guards find them, they explicitly act as if they are dead.
Painting the Medium: Conviction and Blacklist use the rather cool technique of 'projecting' elements like mission objectives, backstory, and Sam's thoughts onto the surrounding environment. For example, as Sam approaches a mansion the words "Infiltrate the Mansion" appear on its facade like they're being beamed from a film projector. This also works in the Dev Diaries, where words, phrases, and titles will be projected on background elements. Blacklist looks to continue this to a certain extent.
Pet the Dog: In Blacklist. At the end of the co-op campaign, Kobin expresses concern and sympathy for what happened to Kestrel, even though he delivered the agent to the Voron militia in the first place.
Post-End Game Content: After the end credits of Blacklist, you can talk to each of your crew members for an extra post-mission conversation, as well as finish any leftover side missions.
Private Military Contractors: Black Arrow in Conviction. A heroic version is Paladin Nine Security run by Vic Coste in Conviction and Blacklist.
Product Placement: ** Conviction actually has dynamic product placement - Background TV screens will change ads periodically and during one playthrough, the ads for the movie Devil updated to indicate that it was releasing that week.
Rape Is a Special Kind of Evil: Conviction features a tutorial in the shape of a flashback to when Sam's daughter was about six. After Sam comforts her and deals with her fear of darkness, along with telling her how he could use darkness as an advantage to protect her if needed, a group of burglars break into his house. After not finding anything, they plan to wait for his wife to come home, it leads to Sam offing them using the game's Mark and Execute command.
Rare Guns: Sam uses both the Five-seveN and the F2000. Mostly averted in Conviction where the wide majority of weapons are "common," but only the few opposing Splinter Cells will have the F2000 ("SC3000").
Red Scare: Given a tip of the hat with the Russian Voron agent Kestrel for Conviction - his goggles glow red while the American agent's glow the series' iconic green.
Remember the New Guy: Victor Coste is one of Sam's oldest and best friends, but he is never seen nor mentioned prior to Conviction.
Retcon: Sarah Fisher's death in Double Agent was never meant to be anything more than a tragedy. When the 2007 version of Conviction was lambasted and entered Development Hell, Ubisoft scrapped the fugitive gameplay that they had worked on and scambled to cobble together a new story that didn't involve Sam being a fugitive.
In every game before Conviction, Sam has followed the rules. After he finds out that his daughter's death was faked by Third Echelon, the people he had been working for, amd specifically Grim and Lambert, he finally crosses the line.
The first two levels of Conviction are rather explicitly about Sam being on the hunt his daughter's murderers. He also detours from his infiltration of Third Echelon when he finds one of them, having previously escaped his grasp, with his back turned while begging the Big Bad for protection...
Rule of Fun: While playing Conviction, don't even think about how Mark and Execute or Weapons Stashes would work in real life.
At the start of Conviction, the Third Echelon Sam knew has been metaphorically destroyed. And then it literally gets destroyed, right after he finds out his best friend, Lambert, lied to him. Running Sam through a burning building while in an Unstoppable Rage is pretty cool.
It seems rather unlikely the developers just happened to choose that an American flag mounted in the room would be picked by Kobin to snap off and attempt to defend himself with against Sam, which really only just lets Sam stab it through his shoulder.
Save the Villain: In Conviction, you can execute or spare the Big Bad. Subverted in that if you spare him, Grim shoots him in the head anyway.
Scare Chord: A dramatic "actiony" noise happens when discovered.
Scenery Gorn: Downtown Washington D.C. after the EMP bombs go off in Conviction. Also, the White House.
Screw the Rules, I'm Doing What's Right: In Blacklist, after President Caldwell orders Paladin to be grounded and the team sent home, Sam decides to go ahead with the mission to infiltrate the Denver bunker and stop Sadiq anyway. The three other team members (Grim, Charlie and Briggs) are then given a player-controlled prompt whether they agree with Sam's decision or not.
It may not be noticed immediately, but Conviction has one: Reed may have been stopped, but Megiddo is still out there.
In Blacklist, there are 12 nations supporting Sadiq's operations, and will likely retaliate against the U.S.. Possibly a second one with the unconscious Kestrel, who is rescued at the end of the co-op campaign and put in Paladin's medbay.
Shoot the Dog: In Conviction, it's strongly implied that Lambert and Grim had some random young woman murdered in order to provide a body that would match Sarah Fisher's appearance in order to convincingly fake her death. It's also stated that Grim has done this a lot for various national security purposes. However, Kobin makes no mention of murdering someone to do the job (nor having done so in past instances); he could just as easily have connections at morgues and the like.
Shoot Your Mate: A much more literal version appears in the climax of the co-op story in Conviction, where you are forced to kill or be killed by your fellow player's character. For this reason, only one player at a time can complete the "Survivor" Achievement. Then it turns out Kobin will kill the survivor anyway.
Suspiciously Similar Substitute: Victor Coste seems to be essentially a non-evil version of Douglas Shetland. Both are old friends of Sam Fisher who served with him in the US Special Forces, currently run a PMC, and assist Sam during his current assignment. The two even look a lot alike.
Take a Third Option: In Blacklist, when confronted with the choice to capture or kill Sadiq, Sam drops his knife in the ground and falsifies the story that the terrorist leader died in the attacks, while keeping him as a prisoner.
Tempting Fate: During the White House attack in Conviction, Sam comes across the Vice President, who has a death grip on the Idiot Ball after seeing Fisher kill at least two squads of elite Third Echelon soldiers:
The Greatest Story Never Told: Discussed in the ending of Blacklist. President Caldwell notes in an address that the individuals who saved the U.S. will never be identified, but their exploits will be remembered.
Trick Arrow: The crossbow in Blacklist can be upgraded to fire EMP or non-lethal bolts.
True Companions: Sam and his small circle of support crew, along with Victor Coste. Victor even explicitly says that he and Sam are like brothers, and Victor killed several platoons of Iraqis who had captured Sam in order to rescue him during Desert Storm. Later events cast an ironic light on these relationship.
Twist Ending: In the Co-Op storyline of Conviction, Archer is ordered to kill Kestrel over headset, after his superior couldn't get to him over his OpSat. Thing is, he's wearing the headset, and the OpSat is elsewhere in the plane...right next to Kestrel. Whoever wins the ensuing fight, Kobin kills them, and you can see Archer's body in the single-player campaign.
In Conviction: Sam flashbacks to his time as a soldier during the Gulf War. His squad is attacked, the leader is captured, and the survivor is forced to go after them. Though some of the mechanics carry over, it plays more like a standard third-person shooter, with things like the removal of the Mark & Execute system, and the addition of strafing and unlimited rifle ammunition (handgun is usually all that is unlimited in Conviction). Yes, strafing. You're playing as Vic Coste.
In Blacklist, you control Briggs during the Philadelphia mission as he attempts to disarm two of the four Blacklist bombs. This sequence is played from a first-person perspective (even though it switches back to third-person in transitional moments like climbing ladders). Briggs also doesn't have any of Sam's equipment or tactical functions, despite wearing a similar pair of goggles. He is also controlled for a brief Sniping Mission.
Also in Blacklist, Grim is controlled for some use of cover fire in a UAV.
Unlockable Content: In Blacklist, concept art can be unlocked by searching throughout the Paladin for various pieces of recon intel. Also, several suits and weapons are unlocked if the various side mission chains (Grim, Briggs, Charlie, Kobin) are completed.
Unstoppable Rage: The end of the Third Echelon infiltration, where Sam doesn't need the "Mark" part of "Mark and Execute" anymore. Also, the screen becomes orange-tinted, and the background music includes what sounds like Sarah's garbled voice speaking in the background.
Averted in Conviction, where Sam can pick up enemy weapons, and with long guns up to three spare magazines; he won't get any grenade refills except at Weapon Stashes though.
Also averted in Blacklist, where enemy weapons can be picked up from the ground.
Virtual Paper Doll: Blacklist allows the player to customize their gear, right down to the color of the lights of Sam's goggles and suit. Certain elements (like the various camouflage patterns) have no benefit during missions.
Walk It Off: Double Agent and Conviction, as opposed to the first three games in which you need to use first aid kits to heal. Averted in the Version Two of Double Agent, as you still have the medkit mechanic.
Weak Turret Gun: Averted throughout the series, but most conspicuously with the ceiling-mounted turret guns in Conviction during the Third Echelon HQ mission, as you cannot even target them for attack, much less destroy them. Other times, there are ways of taking them down, but not by direct assault on them.
Conviction: The ultimate goal of the Big Bad is to detonate EMP bombs in Washington D.C. and assassinate the president.
Blacklist: This game takes it Up to Eleven by having multiple WMD threats occurring across the span of a few days, including both biological and chemical weapons in danger of being used on American soil with potential death tolls numbering in the millions.
We Are Everywhere: In Blacklist, Sadiq pulls this on Sam at the end, explaining that there are 12 other nations that are also allied with the Engineers (if not complicit in their attacks), who will rise up and attack the U.S. in the event of his death.
Western Terrorists: Majd Sadiq plays with this, as he may be ethnically Arab but he has a strong British background and was a former MI6 agent, and plenty of the fighters in his organization are Westerners (though his most trusted lieutenants appear to be Arab).
This can slam right back into more Mood Whiplash when you kill the guy vowing to avenge the death, his body is seen, and another guy comes over to vow to avenge his death. And you kill him too! Thus, you can create a conveyor belt of vengeance that ends when you've killed everyone in the area, and you get away scott free.
What the Hell, Player?: In Conviction, where failing to save the scientist inside the Michigan Avenue Reservoir or killing civilians in the Downtown District are failure conditions.
When You Coming Home, Dad?: Discussed thoroughly in Blacklist. One of the calls Sam makes to Sarah Fisher has him implicitly state he won't be home for Thanksgiving due to the continuing nature of the Engineer attacks.
Why Don't Ya Just Shoot Him?: Justified when Reed captures Sam in Conviction, as he is arrogant, surrounded by five armed agents in the same room, believes Sam to be tied up and if the player waits too long to disarm him, Reed will shoot Sam.
Reed: What, no famous last words? Or do you need Anna to tell you what you should say? Or maybe just say: "Fuck, Tom Reed just killed me!"
With This Herring: Blacklist both averts and plays this straight. President Caldwell gives Fourth Echelon usage of Paladin, a heavily-modified transport plane that boasts top-of-the-line equipment. However, you don't get any gear besides your default suit and pistol at the beginning of the game, and any upgrades you buy for the plane (including an upgraded medbay, radar and all of your additional weapons/equipment) have to be purchased with funds you acquire through the course of the campaign.
Wouldn't Hit a Girl/Would Hit a Girl: Played with in Conviction. Watch carefully now; the player gets to try and hit Grim for jerking Sam around. Sam instead punches the locker she's standing in front of, because she was a trusted co-worker. When she reveals things that she had left hidden for so long, he doesn't have any trouble hitting her. And just to make his point clear, he hits her twice. The first she was expecting. The second was just to make sure it hurt. From the second hit, it sounds like she's taken a bad hit to the jaw.
Worst Aid: Averted in Blacklist: if you choose to spare the Engineer commander at the end of the Louisiana mission, Sam does not pull out the metal rod that has impaled him in the gut, but rather walks away and tells Grim to call a medic for him.