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In this image from a screen grab provided by Ubisoft, Agent Sam Fisher takes out an enemy in the video game "Tom Clancy's Splinter Cell: Conviction." (AP Photo/Ubisoft)
In this image from a screen grab provided by Ubisoft, Agent Sam Fisher takes out an enemy in the video game “Tom Clancy’s Splinter Cell: Conviction.” (AP Photo/Ubisoft)
Gieson Cacho, Bay Area News Group Video Game Columnist, is photographed for his Wordpress profile in Pleasanton, Calif., on Thursday, July 28, 2016. (Doug Duran/Bay Area News Group)
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In 2007, the preview build of “Tom Clancy’s Splinter Cell: Conviction” raised a few eyebrows with its new look. Back then, Ubisoft Montreal made it clear that the franchise was going in a different direction. Disheveled and sporting a scraggly beard, Sam Fisher resembled more of a hobo than a spy. He lacked gadgets and relied on low-tech ways of avoiding guards. He caused a scene and slipped past his foes while they were distracted, or he’d shoot a gas tank to blend into a panicked crowd.

It was “Splinter Cell” but not “Splinter Cell.” The game I saw in 2007 is now nothing but a memory — a rough draft that never will see the light of day. Ubisoft Montreal completely has reworked and remodeled the game, and after years of delays, Fisher finally returns.

Better dressed

Is he better for it? Definitely. He ditched the emo look and has come back cleaner and casually dressed. Along with the new threads, players also will encounter a refreshing take on the stealth genre built around two concepts — the “Last Known Position” and “Mark and Execute.” Using these gameplay elements, “Conviction” feels faster and more dynamic than its predecessors. It’s no longer about hiding in the shadows, watching adversaries patrol the grounds and methodically executing a plan of attack. That rigid, almost stifling gameplay is gone.

It’s been replaced by a system that’s more about improvisation and reaction. Gone are the days of passively waiting; instead, “Conviction” encourages aggressive stealth play. A more fluid Fisher can sneak up on foes and pistol-whip them into submission. This attack gives players a Mark and Execute move that lets Fisher automatically kill multiple marked adversaries with one button. It’s useful and key to overcoming hostage situations or a room full of bad guys.

Even if he is detected, the game is forgiving, showing players a ghostly outline of the spot his attackers last saw him. This is the Last Known Position. Players can use that knowledge to play cat and mouse with squads of alert soldiers. He even can lure them into traps using gadgets such as remote mines or sticky cameras. Of course, there’s always room for running and gunning between cover, but taking that easy route ruins the experience.

Story presentation

Just as impressive as this new stealth and combat system is the game’s slick presentation and layered narrative. Ubisoft Montreal wanted to keep players engaged so they created a way to present the story and objectives without jarring cut scenes or trips to the menu system. All vital details are displayed on-screen, incorporated as words highlighted across the background. If the goal is to locate two generators, that’s written on the side of an SUV. If Fisher has a flashback, he sees it as a movie flickering on the side of a bathroom wall.

It’s a cinematic and thoughtful way of conveying important plot points without killing the momentum of a tight story told in a three-day-old flashback. It all begins with Victor Coste, who is kidnapped and telling his captors Fisher’s background. The secret agent learns that his daughter, Sarah, was killed in a hit-and-run, and he murdered his best friend during a gut-wrenching undercover operation. A broken man, Fisher cut ties with his old agency, Third Echeleon, and turned into a ruthless killer on a quest to find his daughter’s killer.

But his search leads him back to agent Anna Grimsdottir and his former employer, which has a new director and knows the truth behind his daughter’s demise. During the short campaign, players will uncover a few plot twists and engage in some brutal interrogations. Trust me, these scenes aren’t for the faint of heart.

Those core concepts carry over into the co-op part of “Conviction,” which stars two new characters, Archer and Kestrel. These two spies from American and Russian spy agencies, respectively, are thrown together to find a dangerous weapon. This separate campaign acts as a prequel to the Fisher story. Working in tandem with another player adds a new dimension to the stealth gameplay. More teamwork is required, but finding someone with a complementary play style to yours can be hit and miss online.

Along with the new locales, players will enjoy a slightly wider repertoire of moves such as a dual Mark and Execute, and the ability to resuscitate a fallen comrade. It’s a good experience if fans can find the right person to play with online. Otherwise it can be frustrating. But this feature is just icing on the cake for a game that’s been more than three years in the making. It was definitely worth the wait.

Contact Gieson Cacho at 510-735-7076 or gcacho@bayareanews group.com. Read his blog at http://blogs.mercurynews.com/aei/

Video Game Review
  • WHAT: “Tom Clancy’s Splinter Cell: Conviction”
  • PLATFORM: Xbox 360, PC
  • RATING: Mature
  • GRADE: A