Interview: Alexandre Parizeau talks Splinter Cell: Conviction, evolving characters and stealth
It was no shock to anyone when Splinter Cell: Conviction made an appearance at E3 2009, but the new look and presentation for Sam Fisher's latest action adventure took us all by surprise. Gone is the sulky and in hiding Sam Fisher shown years ago -- replaced by an offensive powerhouse ex-soldier, searching for revenge. Adding elements with appropriate buzzword phrases like projected objectives and dynamic stealth, Ubisoft Montreal hopes to push Sam beyond traditional stealth action titles.
We had a chance to speak one-on-one with Ubisoft Producer Alexandre Parizeau to discuss the evolution of Fisher, how Ubisoft wants to change stealth and to compare Sam to everyone's favorite television hero, Jack Bauer.
We had a chance to speak one-on-one with Ubisoft Producer Alexandre Parizeau to discuss the evolution of Fisher, how Ubisoft wants to change stealth and to compare Sam to everyone's favorite television hero, Jack Bauer.
Gallery: Splinter Cell Conviction
The last time we saw Splinter Cell it looked drastically different. It was around that time that Assassin's Creed was going to come out and they shared similar traits -- crowd control, for example. What was the thought process behind bringing Sam and the series back to the drawing board?
Well, the first thing is ... when we showed the game it was very early at the time and we were really trying to innovate and try something different for the franchise. When you try to innovate, some things work and some things don't. Not necessarily as you would like. What we tried to do in the last couple years was to ground all those things, so those things still exist. They are still apart of the game. We've still got crowded, or simulated environments. We're still using the same technology and we're building on what we had shown.
But we grounded it, in a direction that feels more like a Splinter Cell game. So, we brought back elements like light and shadow to make it feel like a right successor to Splinter Cell.
Were there things that the team at Ubisoft Montreal looked at from that original Splinter Cell: Conviction footage and you thought, "This works, but this doesn't..."
It's not necessarily stuff that we took away, but it's more that we built on it. We grounded the features to work better with the franchise. So, like I mentioned, bringing back the light and shadow gameplay and more of a mix between crowded environments and infiltration, like you've seen in the demo.
Of course this is the first we're seeing of the game, but many fans of the series want to know if the multiplayer will return in Conviction.
We're going to have a multiplayer, but I can't talk about it anymore than that. It's part of the things we're going to announce during the summer.
Is the multiplayer being developed by the team at Ubisoft Montreal along with the single player?
Yeah, everything is being developed by Ubi Montreal.
Conviction is planned for release later this year for the Xbox 360 and PC...
Yes, this fall.
What are the plans for beyond the release of the game? Is this the time you would begin to think about downloadable content?
DLC? Yes, it's always part of our strategies. We always want to keep the content fresh, so as soon as the team is done with the game we can move on and continue expanding the experience. It's going to be part of our plans, for sure.
Examining what you've shown so far, Conviction has a new "Mark and Execute" feature to the game (which has limited uses during gameplay). From what it looks like, the marking looks like the system used in Rainbow Six Vegas with the added element of, what appears to be, a quick snap to target system. How does that element work? How do you respond to people saying that may make the game too simplistic?
The "Mark and Execute" really was all about ... put it this way, you've seen Jack Bauer peak into a door, right? And, well have you seen the movie Vantage Point?
Yes. It's one of Dennis Quaid's finer works.
There's a great scene at one point where the bad guy puts on a mask and storms into a building. He's got a sound suppressor on, he's on the move, he's fast, but he's stealth. No one knows he's there, he's clearing the building, right? So think about "Mark and Execute" like this, stealth -- in the past -- has always treated the same way. It was more like a defensive tool. You're hiding in the shadows and waiting for the right moment and then you attack. What we wanted to do is give tools to the player to be more on the offensive, but remain stealth. Remain silent and undetected -- become the predator that you're supposed to be. You're supposed to be like Jack Bauer. You're Sam Fisher, the best elite agent in the world. You're supposed to be able to do that kind of stuff.
Some people are worried it's going to make the game too easy, but it's not. Have no fear at all. It's an added tool that lets you do the first step when storming a room or area or a situation. But you'll have all the tools that you're used to use as well. It's just an added tool to allow you to be a bit more offensive. To be that predator that we want you to feel like you are.
You've mentioned Jack Bauer a few times already, originally when Splinter Cell came out it was very military heavy. It wasn't really about Sam the character, but focused instead on the situations this person was going into. It seems Double Agent and Conviction have made the situation much more personal. Why shift focus to Sam Fisher the character?
When we were approaching the design of Conviction, the main thing was where Sam was now in his life. What did he have to deal with? That's the first thing we're thinking about. He lost his daughter, he lost people around him, he's out of Third Echelon. That's going to affect the way he deals with situations, right? That's how we approached this situation. That's also the idea of dynamic stealth came from because we're like, "He's not going to be the same person when he reacts to situations as he was when he was working for Third Echelon." It's a completely different scenario.
When we came up with the dynamic stealth, the idea came from... we didn't want to break up the pace with cinematics, so we had to come up with ways to tell the story in real time -- like the projected objectives. So, everything is embedded for the same purpose which is, where is Sam in his life now? And how we make you feel like that, like Sam Fisher.
Splinter Cell: Double Agent had multiple endings to different scenarios. Continuing the story in Conviction, what is the official ending of Splinter Cell: Double Agent?
(smiles) You have to play Conviction to find out.
That won't be a problem. I notice the demo you're showing off here actually says demo at the start menu. Are you planning to release this demo to the public at some point?
Uh, maybe later ... closer to the release.
So, you've got to tell us. Has Sam had some work done? He looks 10 years younger in Conviction.
(laughs) Does he? You know, Sam Fisher is a bit like those characters in movies like James Bond. He's ageless, right? He's a great character that I'm hoping my kids will play with later, in the future.
Do you think that, for instance at the end of Double Agent, it felt like Sam was the Splinter Cell on his way out. That he might retire and a new guy would take his place to bring the game back to what it originally was. But players associate Splinter Cell with Sam Fisher and not ...
Third Echelon?
Right. So, is bringing this back to the roots of the franchise a way to quell those fears that this character was on his way out? As in, Sam is the Splinter Cell.
You know, we love Sam Fisher he's a great character. He's a complex character and we haven't seen a lot of who he is, right?
That's true.
We saw a bit of that in Double Agent and in other games where he's a bit sarcastic, but really efficient. We wanted to show a different side, a different angle of Sam Fisher. This is a different part of his personality and I think it's going to be interesting.
Thanks a lot, Alexandre.
Thanks for dropping by.
Well, the first thing is ... when we showed the game it was very early at the time and we were really trying to innovate and try something different for the franchise. When you try to innovate, some things work and some things don't. Not necessarily as you would like. What we tried to do in the last couple years was to ground all those things, so those things still exist. They are still apart of the game. We've still got crowded, or simulated environments. We're still using the same technology and we're building on what we had shown.
But we grounded it, in a direction that feels more like a Splinter Cell game. So, we brought back elements like light and shadow to make it feel like a right successor to Splinter Cell.
"When you try to innovate, some things work and some things don't. Not necessarily as you would like." |
Were there things that the team at Ubisoft Montreal looked at from that original Splinter Cell: Conviction footage and you thought, "This works, but this doesn't..."
It's not necessarily stuff that we took away, but it's more that we built on it. We grounded the features to work better with the franchise. So, like I mentioned, bringing back the light and shadow gameplay and more of a mix between crowded environments and infiltration, like you've seen in the demo.
Of course this is the first we're seeing of the game, but many fans of the series want to know if the multiplayer will return in Conviction.
We're going to have a multiplayer, but I can't talk about it anymore than that. It's part of the things we're going to announce during the summer.
Is the multiplayer being developed by the team at Ubisoft Montreal along with the single player?
Yeah, everything is being developed by Ubi Montreal.
Conviction is planned for release later this year for the Xbox 360 and PC...
Yes, this fall.
What are the plans for beyond the release of the game? Is this the time you would begin to think about downloadable content?
DLC? Yes, it's always part of our strategies. We always want to keep the content fresh, so as soon as the team is done with the game we can move on and continue expanding the experience. It's going to be part of our plans, for sure.
Examining what you've shown so far, Conviction has a new "Mark and Execute" feature to the game (which has limited uses during gameplay). From what it looks like, the marking looks like the system used in Rainbow Six Vegas with the added element of, what appears to be, a quick snap to target system. How does that element work? How do you respond to people saying that may make the game too simplistic?
The "Mark and Execute" really was all about ... put it this way, you've seen Jack Bauer peak into a door, right? And, well have you seen the movie Vantage Point?
Yes. It's one of Dennis Quaid's finer works.
There's a great scene at one point where the bad guy puts on a mask and storms into a building. He's got a sound suppressor on, he's on the move, he's fast, but he's stealth. No one knows he's there, he's clearing the building, right? So think about "Mark and Execute" like this, stealth -- in the past -- has always treated the same way. It was more like a defensive tool. You're hiding in the shadows and waiting for the right moment and then you attack. What we wanted to do is give tools to the player to be more on the offensive, but remain stealth. Remain silent and undetected -- become the predator that you're supposed to be. You're supposed to be like Jack Bauer. You're Sam Fisher, the best elite agent in the world. You're supposed to be able to do that kind of stuff.
Some people are worried it's going to make the game too easy, but it's not. Have no fear at all. It's an added tool that lets you do the first step when storming a room or area or a situation. But you'll have all the tools that you're used to use as well. It's just an added tool to allow you to be a bit more offensive. To be that predator that we want you to feel like you are.
You've mentioned Jack Bauer a few times already, originally when Splinter Cell came out it was very military heavy. It wasn't really about Sam the character, but focused instead on the situations this person was going into. It seems Double Agent and Conviction have made the situation much more personal. Why shift focus to Sam Fisher the character?
When we were approaching the design of Conviction, the main thing was where Sam was now in his life. What did he have to deal with? That's the first thing we're thinking about. He lost his daughter, he lost people around him, he's out of Third Echelon. That's going to affect the way he deals with situations, right? That's how we approached this situation. That's also the idea of dynamic stealth came from because we're like, "He's not going to be the same person when he reacts to situations as he was when he was working for Third Echelon." It's a completely different scenario.
When we came up with the dynamic stealth, the idea came from... we didn't want to break up the pace with cinematics, so we had to come up with ways to tell the story in real time -- like the projected objectives. So, everything is embedded for the same purpose which is, where is Sam in his life now? And how we make you feel like that, like Sam Fisher.
"It's just an added tool to allow you to be a bit more offensive. To be that predator that we want you to feel like you are." |
(smiles) You have to play Conviction to find out.
That won't be a problem. I notice the demo you're showing off here actually says demo at the start menu. Are you planning to release this demo to the public at some point?
Uh, maybe later ... closer to the release.
So, you've got to tell us. Has Sam had some work done? He looks 10 years younger in Conviction.
(laughs) Does he? You know, Sam Fisher is a bit like those characters in movies like James Bond. He's ageless, right? He's a great character that I'm hoping my kids will play with later, in the future.
Do you think that, for instance at the end of Double Agent, it felt like Sam was the Splinter Cell on his way out. That he might retire and a new guy would take his place to bring the game back to what it originally was. But players associate Splinter Cell with Sam Fisher and not ...
Third Echelon?
Right. So, is bringing this back to the roots of the franchise a way to quell those fears that this character was on his way out? As in, Sam is the Splinter Cell.
You know, we love Sam Fisher he's a great character. He's a complex character and we haven't seen a lot of who he is, right?
That's true.
We saw a bit of that in Double Agent and in other games where he's a bit sarcastic, but really efficient. We wanted to show a different side, a different angle of Sam Fisher. This is a different part of his personality and I think it's going to be interesting.
Thanks a lot, Alexandre.
Thanks for dropping by.















Reader Comments (Page 1 of 1)
JerJer @ Jun 9th 2009 3:04PM
what i respect most about splinter cell (and burnout) is that the series NEVER STANDS STILL.
always innovating the next game, always trying to make it new and fresh, even if it ends up relatively weak compared to the rest of the series.
keep it coming kthxbai :D
atrimus @ Jun 9th 2009 3:08PM
i really liked his explaination behind Mark and Execute; sounded really cool. still didn't concinve me it won't make the game a bit simplistic though. i guess i'll have to see.
Conviction looks absolutely phenomenal nevertheless; its my 2nd most awaited 360 game, right after ME2
OhJustSomeRandomGuy @ Jun 9th 2009 3:15PM
Funny how he doesn't mention AI.
Because they didn't put any in the game.
"Hey, the window behind me just got shot out and a guy got pulled out of it. It's probably just some kind of ruse. I'm certain the one person I'm looking for is in the opposite direction. I'll just leave my back to the window."
Also cringe-worthy? The 10 guys that bust in from out of nowhere after he gets his man. They weren't there to help earlier, they were all just hiding off-camera. It's 2009. Can we dispense with the C-movie grade suspension of disbelief we have to view our games with?
Marty @ Jun 9th 2009 3:25PM
He didn't talk about a save system either. Does that mean we'll have to get through the whole game in one sitting?
Sure, the AI in these games hasn't always been the best, but they've been fun nevertheless. Should they make the game so realistic that you have to worry about standing downwind of a bad guy who just happens to have a keen sense of smell, after you accidentally stepped in some virtual dog shit at the beginning of the level?
Games aren't fun when you have to worry about realistic bullshit. That's why they are games. Deal with it.
NaeemTHM @ Jun 9th 2009 3:29PM
Wow dude it was a DEMO. It in no way reflects what you're guaranteed to see in the final game. Splinter Cell has always had terrific AI. I try not to compare MGS to Splinter Cell since they attack the stealth genre in different ways, but Splinter Cell has forever put the AI in the MGS series to shame. Heck SP1 has better AI than MGS3.
I mean I'm a god damned BOX in the middle of the jungle...isn't that just a tad suspicious? Or how about how I can smack the crap out of a guard then put on my magic camo and dissapare2 feet away.
I'm absolutely positive the AI in Conviction will be just as great as it's always been in the series.
David @ Jun 9th 2009 3:29PM
lol @ Marty. Well said.
MystileArmor @ Jun 9th 2009 3:35PM
The game obviously isn't done yet, you douche.
Also, the 10 guys that bust in from out of nowhere.. you see what like 10 seconds of that, you don't know what went on before that scene.
NaeemTHM @ Jun 9th 2009 3:41PM
By the way, I only compare Splinter Cell to Metal Gear to point out pretty much what Marty said; we're playing video games so there's a required suspension of disbelief.
john paul @ Jun 9th 2009 3:47PM
They said on G4 that in the beginning of the game, the Ai will be "dumb", but as you progress through the game, the AI will get sharper, and won't be oblivious to your every move.
evanvolm @ Jun 9th 2009 3:36PM
Damn, I was hoping for some MP details. Xbox.com has it listed for just 2 players online(co-op I'm assuming).
David @ Jun 9th 2009 3:46PM
That's almost certainly incorrect or temporary. They would have to be crazy to take the Spys vs Mercs multilayer out of Splinter Cell considering how well it has done in the past. Just hold tight :-)
Dr. Gregory Holmes @ Jun 9th 2009 3:57PM
Splinter Cell compared to Bond... Does that means we will see different protagonist's in the future?
Travis @ Jun 9th 2009 4:16PM
I've been wanting this game for a very long time. Also, I hope the multiplayer is back as I never got to try it before, because I never had online for my PS2 and didn't have an Xbox.
Andrew K @ Jun 9th 2009 4:22PM
Its still the same E3 demo idiot, they have god mode and dumb down AI you stupid idiot.
Storm Eagle @ Jun 9th 2009 4:50PM
Who are you calling "idiot"? And why are you doing it so much?
Storm Eagle @ Jun 9th 2009 4:48PM
That guy sure likes to talk a lot. Don't get me wrong, I love getting more SCC news. It's just funny that after that 2 years that we've heard nothing of Fisher and now all the sudden everyone at Ubi's a blabbermouth.
NaeemTHM @ Jun 9th 2009 5:12PM
I guess they're trying to make up for all that lost time. Now we have to sit through 2 years of news!