Monday 1 April 2024

Platinumming TES6: Hammefell

 Hello Everyone. I recently platinummed The Elder Scrolls 6: Hammerfell and I want to talk about it.


Unlike my past platinum trophies reviews (which y'all never read for some reason), this one was quite the challenge. At least half the trophies in the game are missable, a couple are buggy, and many are extremely difficult to do without speccing into a particular build. However, as TES6 lacks a respec option, you either have to do multiple playthroughs with entirely different builds just to get a single trophy, or you decide you haven't suffered enough trauma in life and decide to do it all in a single run with a single build and pray to Talos.


Lets start with some of the straightforward notable trophies and work our way up to the more challenging ones.

"Prepared Hero - Complete the Tutorials Flawlessly". While you do start the main story as a prisoner and have to go through a pretty lengthy tutorial sequence, you can choose to skip it. TES6 also has an optional training mode in the Main Menu that gives you an extended tutorial with all the playstyles, upgrades and skills maxed out so you can try out a fully maxed out character. There are also bonus challenges that task you with completing certain activities as best you can with there being time or bonus optional objectives.


This trophy requires you to complete said activities and hit all those bonus objectives. For example, for the Pickpocketing challenge, not only do you have to pickpocket all the things without getting spotted, but under the time limit as well. The Acrobactics challenge asks you to navigate across the rooftops using the parkour/acrobatics moves and complete the mini race faster than the recommended time. The various combat challenges want you to use the prescribed weapon or technique to try out all the suggested moves like countering, parrying, light/heavy attacks and take out every opponent without getting hit etc. You also then need to complete the actual tutorial in the main game without taking a hit.


I actually really like this trophy. Yeah, it can be a bit boring at times but I like that it encourages you to actually try out all the playstyles in a safe and isolated manner so you can actually see what you like before you try building for it in the main game. You ever play an RPG where you invest in something, like say, axes, only to find axes are garbage partway through and you can't switch or respec? TES6 at least lets you know that beforehand which I like. In addition, the game is pretty forgiving with this trophy as you can keep retrying the challenges if you mess up and it will let you know if you ace them.    

"Mara's Embrace - Spend the night with another character". This trophy requires your character to get laid. By getting this trophy, you cannot roleplay the average TES player.

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"The Pirate's Treasure- Find the Lost Pirate Treasure".  This trophy requires you complete the aforementioned Quest. The quest tasks the player with finding treasure maps and using them to find 6 lost treasures all over the map. While you can collect some of the treasure maps and the treasures themselves beforehand, the game gives you the quests to collect them individually and sequentially. Moreover, this is the only quest in the game where the quest markers are disabled for most of it. Even if you have Guided Mode turned on. On paper, this isn't a problem. You can use the treasure maps to find out where to go and if you get stuck, you can use a guide. Except, with the way how I played the game beforehand, the quests kinda broke.

 

Ok, so normally, TES6 is pretty good at accounting for the player doing stuff out of order or completing quests before officially accepting them. The quest usually then has the player character going "oh, I already did x" and the quest giver going "Oh great job. You're even better than I thought. So we can skip this next step you should do Y now". This pirate quest is in a weird sort of limbo where it will let you complete some parts of it out of order, but the quest objectives and progression act like you're doing it "intended way". For example, one of the middle quests ask you to use a treasure map to find a treasure. I already found both beforehand 100+ hours ago but the quest didn't acknowledge that for some time until after the quest "started". I was then able to turn in the quest but the treasure maps remained in my inventory and I hadn't seen it yet so it had the "new item" icon on it. This caused some confusion later on as I was using the wrong treasure maps thinking it was the newest one.

And one of the later quests task you with using 1 treasure map to go find 2 other treasure maps and using them to go find the 2 actual treasures. Normally, when you find the first spot, the quest updates and points you to a merchant you need to interrogate who points you to a chest you need to loot to get the 2 final treasure maps. And then the game becomes hands off again like it usually is for this quest. But when I reached the spot, it didn't update because I had unknowingly already looted the 2 final Treasure Maps and just had to go find the treasure. I didn't know this and began worrying I had soft locked the quest. When I looked up guides, they said to go interrogate the merchant and loot the chest he points you to. I could still interrogate the merchant and get him to tell me where to go, though no markers appeared like they normally would and nothing in the game indicated I had already gotten what I needed. I couldn't even loot the chest as I had already looted it before. And when I browsed my inventory, the "new map" I had looked nothing like the one from the guides and there was nothing there. I really was convinced I'd had to do a NG+ run or something and properly do the quest. Before trying that, I decided to try one last leap of faith and follow the guides to see where the treasures actually were just to see if that would complete them somehow and not further break the quest. And to my surprise....that worked. I could pick up those treasures and complete the quests and get the final trophy I needed for the platinum. And it was only afterwards, looking through screenshots of other people's guides, that I realized I had all the treasure maps but the hands off nature of the quest and its weird progression didn't inform me.

 

"Meric's Adventurer: Uncover all Sub-Regions of Hammerfell and High Rock": This trophy requires you to visit every sub region on the map. This game introduced the new ship sailing system and underwater diving and by Talos it's going to make you use it to explore every crevice.

The way the game tracks is that when you open the world map, locations you haven't visited either have a rocky texture if they are on land or have a paper-like texture if they are on water. Once you do visit them, their texture updates to reflect what they actually look like. On paper, this sounds like a fair system. If you explore the map and do all the POIs, you should naturally hit most if not all of the locations. 

 But the problem is that it includes small random islands scattered all over the map. Some of which have the same texture unexplored as they do explored. So if you haven't been keeping track of which of these random islands you visited, it can be really tedious to find them. On top of that, this also includes all of the underwater locations as they also count as sub regions even though they don't explicitly show up on the map as different locations nor are there clear boundaries or borders so you wouldn't even notice if you entered or left an underwater region. 

 I only noticed something was fishy when I was looking through my PS5 Screenshots. Unlike other PS4/PS5 games but similar to Witcher 3, TES6 names screenshots based on your in-game location rather some date string. So if you take screenshots in Alik'r, it will name them as either "Alikr-1-A7-01-01-24" or "Sentinel-04-H9-03-02-23" (even the game has a hard time keeping its political borders straight lol). When underwater, most locations, even those that are POIs, will show up as either located in Tamriel, Hammerfell, High Rock or Illiac Bay. But a couple had unique names like "Thraas-Secrets-4-QZ-09-10-24". These are those unique sub regions that you need to visit at least once. But like I said, it's not always clear which you've already visited. Even PSNProfiles doesn't have a good list of which regions count and which are there. My solution was to dump all of my PS5 screenshots to a USB, dump them to my Mac, and cross reference them with a random YouTube Comment and the Unofficial Wiki that listed out possible regions, double checking if that region has multiple possible names. On top of that, the trophy is said to be buggy where even if you have met the requirements, it can pop hours later.  Fortunately, I got it as soon as I touched Samos Island.

 

"The Arena's Champion - Defeat all Elite Combatants in the Arena". This was one of the hardest trophies to get. Normally when you're doing the Fighters Guild Questline, you get set to the Arena, this massive Colosseum where you have to fight these overlevelled gladiators in unarmed combat. These gladiators are designed to be extremely difficult to beat and even have instant KO moves they can perform on you if you get stunned too much by their attacks since they are higher levelled and you aren't wearing much armour. When playing casually, this quest isn't an issue because you're supposed to get beaten up so the story can continue. You can even come back later and fight the enemies in a more fair setup. However, the trophy requires you to actually win on this first visit. 


I was stuck on this for quite a while. I'd eventually make a mistake, get struck by a stray punch, or get a rock thrown at my poor character's head from an offscreen opponent, get stunned, and then instantly Knocked Out by an opponent doing a German Suplex or Burning Hammer at Mach 8 on my poor character, breaking nearly every bone in his fragile warlock body, killing him instantly.

My only hope was making that strength fists build with some passive magic abilities because it was the only way I stood a chance. My character could deal some damage, dodge, parry and counter without using too much stamina, and recovered somewhat quickly after getting stunned. But even then it took me a long time. And there are people on YouTube who somehow did this without investing in unarmed! Those people are absolute machines!

I ended up repeatedly making attempt after attempt. Slowly learning the intricacies of the combat a little bit more every time I got teeth kicked in. My poor character may have gotten multiple ass beatings of a lifetime, but at least he was making more and more progress every time. Until finally, I slowly became the John Wick of TES6 unarmed combat. I danced through the battlefield, dodging and countering attacks and getting hits in (until I inevitably messed up and had to reset). Until I memorized every possible situation and thanks to my overly specialized build made specifically for this purpose, I prevailed. I beat the shit out of all those gladiators with my bare hands. I performed the same German Suplexes and Burning Hammers they used to break my neck on them, giving them a taste of their own medicine. They had to catch these Hands as they were Rated E For Everyone. Not even Johnny Sins evil Twin Brother, Sohnny Jins, could unfuck the mess the I left behind. And in the end, I earned that bronze trophy for all my hard work. I no longer have to frequent Super Weenie Hut Jr's. I can now eat nails without milk at the Salty Spitoon.


As for the game itself, I really like it. Bethesda has really improved and it feels like all the lessons they learned from Skyrim, Fallout 4 and Starfield coalesced in TES6. Like, the best way I can describe it is like it feels like a better, more fleshed out and fun next-gen Skyrim.


One major change TES6 makes is something called "alternate controls". Here, when you press a button on the controller like left, it changes your default controls to something for different situations. For example, if you're just exploring normally or fighting easy enemies, you can stay in the default controls. But if you get into a fight with a particularly tough boss, you can press left to switch to "combat mode". You lose the ability to pick up objects, interact/talk to people, sneak and jump regularly. But in exchange, those controls are replaced by more combat options like dodge, grab, parry, kick, throw etc. This system, although confusing, does allow you to have more commands and options than what a regular controller can provide. Because yeah, normally, you couldn't fit an additional kick or grab command onto Skyrim's controls scheme given every button was already assigned and did something. This system tries to address that and lets you assign custom control schemes for combat, stealth and parkour. I imagine even Mouse and Keyboard players might benefit from this as they could swap to more convenient setups on the fly rather than reach over and press like the "k" key to kick or something. Although, I have seen some PC players still assign every single possible command onto the default scheme and it just looks wild. How are those people even considered human?


Character Building is really fun. TES6 has the same approach to levelling up skills and attributes from Skyrim with many of the same categories like one-handed, 2 handed, sneak etc. There are some notable additions. Acrobatics, returning from prior TES games, has been modified a bit. Instead of using it to jump crazy high, it feels more "natural" here. TES6 introduces a rudimentary climbing, free-running, parkour and mantling system. It kinda resembles Mirror's Edge. So now it's possible to climb buildings, jump from rooftop to rooftop, scramble up ledges you barely reach, drop down and hang from ledges and do back/side ejects, and vault over or under objects in your way while running. It's really cool to do these in some of the larger cities and the game rewards you by leaving mini treasure chests and free XP hidden across various rooftops. If you see a place you think you can't reach but still somehow find a way to get there, the game rewards you for it.

But in addition, it's also useful in other places. Many dungeons now have alternate entrances/exits, pathways and secret areas and vents you can find if you look around. Like, you can enter or exit a building by climbing through a window you can break by shooting an arrow and jumping through it as long as you can find a way to reach it. It makes combos really nicely with thief and sneak playstyles as you can further silence or hide yourself while climbing and jumping around. There's also synergy with combat focused playstyles as the "roll after doing a jump" move you can unlock helps you with a much better dodge.

And if you can master and max it out, you can do some wacky stuff. The final unlock even lets you wallrun vertically and horizontally for a short while like in the Prince of Persia games. The only downside is just how taxing both the controls and stat requirements are. At low acrobatics, you struggle to even mantle up small walls even in light armour. Higher acrobatics do make that easier but doesn't entirely eliminate the timing aspect. In TES6, if you want to do any of the cooler and more advanced moves, you need to input the right commands with accurate timing. For example, to do a long jump into a ledge grab, you need to be sprinting with decent momentum just as you reach the edge of a ledge. Then hold jump and keep holding it until you're close to the ledge. Then quickly let go of jump, tap crouch (as it brings your arms and legs up) and then tap jump as you land on the ledge. And all while doing this, make sure you have enough stamina. At low acrobatics, some of the slightly higher ledge grabs require you have at least 90% stamina otherwise your character will lose 100% of their stamina, fail to grab the ledge and fall. Higher acrobatics both lower the stamina requirements, give you more speed and height from shorter sprints, and ease up on the timings. But it can still be tricky to nail even the basic moves here. There's some solace in that the game does tell you what you messed up with a quick prompt like "crouched too early/didn't hold jump enough, not enough stamina" so at least you can work on the timings. But given the different distances and heights of various jumps, it can be difficult to learn all the nuances without a lot of practice. Wall running in particular was murder on my hands as you have to alternate moving the left stick forward and neutral in a really fast rhythm in accordance with the wall running animation which begins vary as it progresses. Being slightly slower near the end and angled slightly down. This really messed me up to the point where I refused to try it ever again.


Hand-to-Hand is the big new melee skill TES6 adds. Allowing you to do grabs and takedowns during combat. You can either do this while unarmed, or with certain smaller and more manoeuvrable weapons. This does make combat more interesting as you can parry an incoming sword strike with your dagger and then seamlessly go into a German Suplex or Powerbomb on your stunned target. I especially like the submission style moves allowing you put adversaries in chokeholds. Either to restrain or non-letally take them out or to interrogate them. Be careful as you can accidentally still kill people here. Either by dropping them on their heads or by choking them too much. Oh, and you can even do some of these on non-humanoid combatants. I loved that one time I managed to somehow put a bear into an ankle lock.

This even plays into quests. Many quests often have a "pacifist/non-lethal" branch you can reach by not killing enemies in combat. This can affect how the quest turns out, what rewards you get and even your reputation. Certain quest givers will either refuse or want to hire you for certain quests depending on your kill-to-knock out ratio.

For example, early on in the game, there is a side quest by a guard that asks you to go attack another guard so he can come in and "arrest you" in order to get a promotion. He even offers to pay you. However, the guard he asks you to attack is some crazy high level boss and you don't realize that until the fight begins. If you kill the boss, the first guard backs out of his deal as he's afraid of you and you get a really high bounty that can't be entirely removed until partway through the main quest. But if you non-lethally just restrain him by keeping him locked in a pretty soft chokehold, you can actually tell him the details of the plan. And he'll want revenge so he agrees to "arrest" you and then reward you with double the money. Another side quest will only trigger if you go through several quests with a low kill count but high KO count. A duchess will ask you to to put her in a chokehold because she gets off on it. I found that very uncomfortable and hated every second of it. After she comes, she returns the favour and it was kinda interesting.

 

The timing, controls and stats for these are tricky here. Even if you do get your opponents in a grab they can be interrupted by other enemies. They can also fail depending on how much stamina both you and your opponent has left, how heavy both you and they are. It's harder to lift and throw a muscle bound fit knight clad out in heavy armour than some random starved bandit wearing rags on the side of the road. Grabbing someone involves making sure all these different factors are accounted for as well as from where you grab. This is where the alternate control system TES6 has comes in handy as you can assign a "grab control scheme" with commands for different attacks, grabbing high/medium/low, and switching positions and throws. It took a lot of fiddling for me but I eventually found something that worked. I put high grab on jump on x, roll/evade on circle, quick strikes on square, position switch on triangle, high grab on L1, Low Grab on L2, Medium Grab on R2, Alt Attack on R1.


There are more weapon types like spears, claws, staffs, chains, handcuffs and whips that have additional commands like twirl and change position that I found too confusing so I won't talk about them here. I'm sorry spears, claws, staffs, chains, handcuffs and whip main. But since there is no trophy for learning how you work, I don't care. 


There's also another cool feature that I really like. TES6 brings the "mutations" idea from Outer Worlds and Fallout New Vegas where depending on your actions, you will get these modifiers with pros and cons. For example, if you fight enough rats, you might either get a mutation that gives you additional damage against rats at the cost of taking more damage against them. I got one that gives you better odds when parkouring but any falls instantly shatter your ankles, one for more success performing stealth takedowns but take more damage against fire attacks, and one for better odds of finding loot and bonus XP at the cost of being unable to talk to female NPCs.


-Sailing and Diving


TES6's big new feature is being able sail around the waters surrounding High Rock and Hammerfell. As well being able to dive underwater using a Diving Bell. Think of how Assassin's Creed 4 Black Flag did it except it's a lot more seamless. You can, at any point while sailing, literally dive underwater and explore. And on paper it is really cool. You can find entire underwater caverns, cities, shipwrecks, monster and mermaid hideouts and more.

But I don't know, I don't really like it in practise. I find it kills the pacing. Much of the surface of the water is quite plain and it takes a while before you hit any interesting islands on POIs. I get that's how sailing works in every game from Windwaker to AC4 but I've always found that rather dull. Diving Underwater isn't much better since it takes a while before you find anything cool. Also, I chose an Argonian character so I wouldn't have to worry about breathing underwater but it turns out that potions and spells that help with that are so dirt cheap and common that it's a non-issue.

I much more prefer land exploration. Land has more interesting and varied terrain. It's more picturesque, it preserves more of the regular gameplay. Buildings are much cooler etc.


-The Story


TES6 continues the common setup of prior TES games of the player of the player being a prisoner and playing through a short tutorial section that also sets up the main quest before being let loose. This time though, you can choose beforehand if you want to be a prisoner on an Empire or bandit ship via dialogue and the rest of the ship changes to match your choice. This introduces the basics of the game as you do some quick chores for your chosen side, get into a ship battle with the other side, and get attacked by a kracken  before getting the option to confirm your choice and start the adventure. This does make replays more interesting than Skyrim at least.


A common criticism people level against many of Bethesda's recent games, especially Fallout 4 and Skyrim is the urgency of their main quests juxtaposed with the player's desire to explore the world and do side quests. Fallout 4 often gets hit the hardest here with "I'm putting off saving my family to go collect glue and explore the world. I have zero motivation to go save them". And Personally, I don't feel Bethesda's approach there is an issue and may even be the best approach for an open world game.

 

For one, a player can lollygag in urgent linear games as well. I can play Uncharted and spend my time looking for useless collectibles for a trophy even though Nate should really be moving on to facing the villain or what have you. And it's fine for a game to do this since it gives the player more to do in levels, a reason to explore, all while the urgent main story is still there for them to enjoy. Players can separate and compartmentalize different sections of games to enjoy them separately.

 

 

In addition, the concept of "zero motivation" could apply to any game. Like, I technically have no motivation in Dark Souls 1 to go ring the bells of awakening. There's no urgency if I don't go and ring it as soon as possible (hell, the world is screwed anyway). My character doesn't have a backstory or explicit reason for wanting to do it. He could just accept his fate and go hollow like others since there isn't even a chance things would work out. But players are still cool with going through it. Since the motivation the player has to play the game is more important than the character's reason in-universe.


Secondly, if we accept this is a problem, then there are only really 2 solutions to address this. The first is the "Jak 2" approach where there is basically no side quests in the open world. It's all just the urgent story. But this defeats the point of an open world which is to allow the player a world to do other things in besides the main quest. The second approach is the Minecraft approach where there is no main story and everything is equally up to you. But this limits the stories such games can tell.


I guess there is a third possible approach. You could do what Assassin's Creed does and have the premise be that you are playing through a simulation of what happened centuries ago. Where your character did actually do the main quest quickly and urgently but since it's a simulation, you're free to go do other stuff in between main quests and it would still make sense. Allowing it to have both an urgent main story, and side quests and have the fact the player can lollygag make sense no matter how they play it. But it's not like the fact AC has this diegetic explanation means its open world main quest is magically the most immersive thing ever. So clearly it's not that important.


Urgency is often necessary to give a story stakes and something to enjoy. A main story where the main character just goes and does whatever the whole time with no real continuity isn't a very interesting story. Even the open world games people claim "do this right" with no forced urgency like Witcher 3, RDR2 or Morrowind, still actually have points where they introduce urgency for stakes (e.g Witcher with Ciri or RDR2 with Arthur's illness). I often joke that if the people that complained about urgency in open world games wrote Breaking Bad, then the entire first season would have been about Walter White being a chill teacher and the cancer only kicking at the start of season 2. That would really hurt the pacing and flow of the show since it would take forever to get to the actual interesting parts.


Bethesda's approach allows for you to have that main story with urgency to give it stakes if you want to follow through it, while still allowing you the freedom to go explore the open world. It doesn't "dilute" one in order for it to be cohesive with the other because it realizes both can be enjoyed by players. Some players may play the whole main story so that story probably should be interesting. Some players ignore the main story and only do side quests so the side quests should be interesting. Some players do both.

 

Custom Quests:

One of the coolest aspects of TES6 is that players can create their own custom side quests and share them with others to play. In addition to being all to bring in mods even on consoles. And I really love this aspect. Yeah, the gameplay in these quests isn't much of a departure from the regular quests at this point (likely due to the limitations of the creator and how new the feature is) but the story and dialogue choices can be a lot more interesting. I have played really cool quests like the one where a guy made this parody of Castlevania where you can help this guy named Belmont deal with some sort of monster like Dracula and there were multiple choices and outcomes based on what you did during it. I've also played very boring ones where you have to escort an NPC across half the map. I've played ones that had really boring gameplay, but had writing that was "so bad it's good". Like one of them was this sorta epilogue for the main story and had the player character interacting with their family afterwards. But it was full of edgy deviantart swearing, typos and even some self awareness of that (like when Darius says "I killed the King of Skyrim (I forgot his name btw)"). And in between these conversions, there was an NPC called "Exposition Man" that tells you what's going on and how much time is supposedly passing between you waking between 4 NPCs. I was enjoying it even if it was so laughable.

Some of these were even designed to help the player level up. There are even these "XP Farm" Quests where you just kill some enemies or talk to NPCs and get a lot of XP quickly. There is one that exploits a glitch to help the player quickly synchronize viewpoints.

I genuinely recommend people try out the custom quests as they can be great. I also wish more games had a feature like that. The only other open world console game I can think of that has something like this was inFAMOUS 2 back in 2011. I remember spending quite a few hours messing around there and seeing all the wacky and serious content other players made.

 

-Other Stuff:

 

I love the game's implementation of Photo Mode and wish it was the standard for all over games. Here, you can enter Photo Mode and take a picture at any point. That photo now shows up on your map and in the games of other players. You can even see the photos taken by other players, upvote them and the photo with the highest votes in the last 24 hours gets highlighted as the photo of the day. Personally, I'd love if this was taken a step further with an optional "Dark Souls-esque" system where you can see in the world, icons that a player has taken a photo here and see the photo rather than using the map. There is one downside however. In more "unique" places such as bossfights with elite monsters or other monsters, or in Divine Temples, there tends to be a lot more photos by players which does spoil the surprise. Personally, I don't mind since so much of the map isn't unique that ways to highlight what content is there that's unique is great.

During the minotaur challenge questlines, one quest requires you to obtain a challenge token. If you choose to buy it, one of the other competitors will admonish you for wanting to "pay to win" and ask you "where is your sense of pride and accomplishment". Which is ironic given the game has a microtransaction store.


If you choose to romance Kyra, the player character says "We have a lot in common. I was hoping when the smoke clears, we could find somewhere quiet". Kyra responds: "And what exactly do we have in common? ". The player characters responds: "I just... We... I just thought that's what people said to each other. I wasn't expecting a follow-up." I found this funny.

 I love how the game not only finally has an in-game codex/database allowing you brush up on in-game lore in the game itself. But also how it has an "audiobook" mode for the codex/database where you can listen to those entries as you play the game. Almost like podcasts. It's great.


In closing, I really enjoyed my time with TES6. Yeah. It was a painful game to platinum at times, but the beauty and fun I had is unparalleled. Any minor frustration of annoyance I felt was eventually overturned by how novel this game can be. A true light in the world we only ever blamed for the shadows it created.

 I hope you enjoyed reading. Next up for me on the PS4/5 is that new Half Life game. On the VITA side, I hope to platinum that Gran Turismo game exclusive to it. See you all then.

Sunday 3 December 2023

A long review of Splinter Cell DS and its levels

 Hello everyone. Today I want to talk about the the Nintendo DS version of Splinter Cell Chaos Theory in detail.


This version of the game was originally released for the N Gage before being ported to the Nintendo DS. This version is widely regarded as the worst version of Chaos Theory and the worst Splinter Cell game. I’m here with the hottest take of the century to defend this game and argue it’s actually….. just kinda mid to be honest. More of a 6/10 experience. The sad thing is that this is probably the only and therefore best major stealth title on the DS.


I played this version a lot as a kid and feel that despite its massive list of flaws, at its best, it is an interesting demake of Splinter Cell on the DS that does some ideas differently and is an impressive game for the DS.


Let’s start with the controls. You move Sam with the D-Pad. X lets you jump and climb things. A lets you drop and fire your equipped weapon. B lets you crouch/stand and roll. Y lets you take cover on walls as well as interact with objects (e.g opening doors, grabbing enemies, interrogating enemies, accessing computers etc. basically, how the main SC games work here). Holding L has Sam walk slowly and scan items. Pressing R has Sam aim the currently equipped weapon. Select has Sam use his binoculars to zoom in to scan stuff or enter a scoped view with the SC 20K.


Everything else is done using the touch screen. You have icons to switch your currently equipped weapon and to toggle Night and Thermal Vision. The touch screen also has arrows you can tap to move the camera in that direction. Or just swipe and hold for fine control.


The touch screen is also used for the lock picking minigame. Unlike the main console version, instead of moving the left stick until it reaches the correct position, the DS version has it where you have to use the touch screen to manually push the pins into place. You need to find the correct pattern to push the pins in as pushing one pin up may push another one down. Personally, I find this version to actually be more challenging than the main console version. Especially in later levels when the number of pins increases and you often have some time pressure. In the main console version, I rarely felt lockpicking was challenging enough to where I needed to break the lock or bypass it. But if the DS version had that option, I’d be using it a lot more here. There is no hacking minigame however.


The touch screen also displays a mini-radar that shows how far nearby enemies and cameras are from you. It doesn’t give much more info than that. And if a guard ever gets sus or alerted, the radar no longer displays any info. A bit of an odd choice given that a major aspect of the main SC games was that they were more “realistic” with how you watched out for enemies. They explicitly avoided a Metal Gear style radar system. But given the more “video game-y” design of the DS version, I guess it fits here, gives you some heads up and encourages you to avoid detection even more.


Some of Sam’s acrobatic moves are still present. You can perform a Split Jump by jumping next to a wall and jumping again (similar to how it was in SC1 as opposed to CT). You can actually split jump in a lot more places in this version than in the main game. Even in the Lighthouse Mission, I counted at least 5 places you can do the Split Jump which, if I recall correctly, is more than in the entire main console version combined lol. Though, it is even less useful than in the console versions given that you can’t also draw your weapon and aim while doing a a split jump. There are also no uses for it to climb to a higher point without needing a ladder (technically, there are points where you can do that. But one of those uses lets you backtrack from a rappel point you couldn’t go back to. But there’s no reason to since there’s no reason to back track. Another point lets you climb up to a higher point, but there’s a ladder there anyway).


Sam can also hang from pipes and perform a hanging takedown (it’s only lethal tho. There’s no non lethal version of this move like in the console version). He can aim from corners and SWAT turn like in Pandora Tomorrow (these moves were missing in Chaos Theory tho).


So how are the controls overall? They are…fine. Like, they feel like they are as good as they are going to get given the hardware and get the job done. I like that the game pauses when you are in the interaction menu. But man, are they not ideal. Moving and interacting with basic objects is decent. But since the camera controls are on the touch screen, it can lead to more "stop and go" gameplay which can kill the pace of an already slow mission. I do wish there was some way to quickly reset the camera behind you using just the buttons rather than the touch screen. Maybe "L+R" or something?


Sneaking also operates a bit differently from the console versions. Since the DS lacks an analogue stick, there is no fine control over Sam's movement. You can hold L to have Sam walk slowly at least. This presents an issue as one of the gameplay mechanics of the console version was that you have to watch how fast you move Sam on different surfaces to control how much noise he makes which can alert enemies. The DS version compensates for this by removing the sound system entirely. If Sam is crouched, he is silent no matter which speed he's moving. So you can sneak up behind guards and grab them while crouch running at full speed if you want (I don't recommend it as you can mess the timing but it is possible). Sam only makes sound if he's firing a gun or moving while standing. This does mean that even though you can't whistle in this game to attract enemies, you can achieve the same result by just jumping or taking one step while standing.

Enemy AI is also really basic, hearkening back to SC1's AI. If you draw suspicion, a yellow meter pops up showing how long the enemy will be sus for. The enemy will then walk to where the heard a noise or noticed was sus and stand there completely still until you either deal with them or the meter empties and they go all "Must have been the wind" and go back to normal. Recall that your radar is disabled if an enemy is ever sus or alerted.

If you alert an enemy, they begin firing at you and can see you in the darkness (like SC1 and PT. CT changed that). This will also immediately trigger an alarm. Alarms operate like how they did in SC1 and PT rather than CT. If you get 3 alarms, the mission is over. Every mission now has Alarms (even if their main console counterparts didn't). The Alarm level (usually) goes down if you reach the next checkpoint. Alarms also don't affect the suspicion of later enemies. An Alerted enemy will also try running around to find you if they lose sight of you rather than stay still in one spot. They have a red meter that counts down how long they will be alert for. Once that meter depletes, they enter the yellow sus mode.

Unlike even the console versions of SC1 and PT, the DS version of CT doesn't have any easy way for players to melee enemies to knock them out. There's no elbow strike here. If you want to KO a guard, you either have to sneak up behind them and grab them then either knock them out or slit their throats to kill them (there's no real difference between killing vs KOs aside from it hurting your score in the end). Or you can drop on top of them. Or use a gadget or weapon on them. So yeah, if you ever get spotted, it is quite rough since you don't have any way of immediately fighting back or incapacitating the guard. You can't melee them and it takes too long to pull out a gun and shoot back. Your only option is to try running away and hiding and using a health pack to heal or trying to shoot them with the inaccurate touch screen. As a positive, at least it encourages the player to ghost through levels and avoid risky plays with enemy guards.

The light meter from the main games at least makes the transition over to the DS. It works....fine. The meter is divided into 3 sections. If you're in the shadows, the meter is at the left section and enemies can't see you if they aren't alerted. The middle section indicates if you're in a sorta lit area. If a guard sees you here, they become sus. And if it's in the far right section and a guard sees you, it is an instant alert.

Given the DS' hardware, environments aren't as pitch black as the console versions. But it's still usually clear what areas are dark and which are lit up by the grey shadow effect they have. So it's actually possible to play this game without ever using Night Vision......unless you play this game on a bright sunny day IRL. The sunshine actually makes it impossible to see in the dark so you have to use Night Vision to properly see. But using either night or thermal vision tanks the framerate like crazy. It is literally unplayable as the input lag makes it impossible to properly sneak up or past enemies. Add in that guards and objects blend into the homogeneous green look and it isn't a fun experience. You do need to use Thermal Vision at certain points to see lasers tho.

The level design of this game also hearkens back to SC1 and PT rather than CT. Levels are these long linear affairs with alternate routes and pathways being rare. Expect a lot more trial and error type gameplay here. In addition, there's far less you can interact with when sneaking through a level. You can't shoot out lights to create more darkness like in the console versions. You can't use the jammer to jam electronics since you don't have the jammer. You can't use the knife to cut through certain obstacles. You can only turn off lights if there is a switch that controls the lights in that room so there's more of a sense of rooms having "1 intended way to play through them". You can at least temporarily disable certain cameras and lasers with the Sticky Shocker and Chaff Grenades which is something. Also, the music in levels is repetitive as hell. There's only one track per mission that loops which gets really annoying. I had to play the game muted.

Though, at least the load times for levels are really short and levels aren't segmented into chunks like the console version so that's a plus. It's definitely an odd mix of mechanics and level design. The mechanics suggest that you should want to Ghost through more than ever given Sam's limited defensive options. But the level design rarely accommodates that and seldom provides additional options.

So yeah, if you ever feel like you want to play an SC game that has the general premise of Chaos Theory but with a downgraded version of the gameplay and level design of SC1 and Pandora Tomorrow, then Chaos Theory DS is the game for you.

 

The graphics are pretty good by DS standards. The game looks like a PS1.5 title which is probably the best praise a DS game could receive.


Funnily, in my review of the main console version of CT, one of my criticisms of the game was that there was no real difference between knocking out guards versus killing them aside from your end of mission score. You could easily knock out or kill guards which would permanently get them out of the way with no real trade off. Unconscious guards would only wake up if another guard found their body rather than them naturally waking up on their own. I said that I feel the game would have been better if there were more pros and cons for either ghosting past an enemy (you get to avoid them but need to then stay careful as they would then be patrolling around), knocking out an enemy (this gets them out of the way but perhaps they wake up at some point and become alert) or killing an enemy (you permanently get them out of the way but at the cost of a lower score).


The DS version, in a twisted way, actually sorta has this. Knocking out enemies is far riskier now given you need to come up behind them to grab them which can be messed up since you don't have fine control over Sam's movement or any way to melee guards if you mess up. If there are other enemies around and/or no way to kill the lights, that is a lot of risk you are exposing yourself to. You do have non-lethal equipment but they are limited and have some trade offs. Sticky Shockers will instantly KO an enemy from a distance and no matter where they hit the enemy but you don't have a lot of them and also need to save them for cameras and lasers. Ring Airfoil Rounds will only KO an enemy with a headshot and stun the enemy if hit anywhere else. They are also limited. But you can kill guards by shooting them. You have way more pistol and SC-20k ammo than you have non-lethal ammo. A headshot with a lethal weapon is a guaranteed kill (good luck doing it with the controls tho) and even a couple quick body shots will down an enemy before they can shoot back but this will automatically trigger an alarm. In addition, firing a gun is more likely going to alert multiple enemies around you. Oh, and it hurts your end mission score.


So in a weird way, the DS version actually has much more tangible pros and cons for the 3 different approaches than the main console version. Ghosting (or at least trying to) lets you avoid getting close to enemies and exposing yourself to risk but now requires you to keep sneaking more since enemies are wandering around now instead of being a non-factor. KO-ing enemies either requires you to expose yourself to some risk that isn't easy to recover from if you make a mistake, or use limited resources that have some trade offs that you might be better off saving for later. Killing enemies is relatively easy and straightforward. You have more lethal ammo than non-lethal and just need a headshot for the best results. But the controls and attention it brings have some consequences.


 

- Levels

The final part of this review is me walking through every level of the game and giving my thoughts on it.

 

Mission 0 - Training:

Unlike the main console version of  CT (but similar to SC1), the DS version has a full on optional tutorial mission that walks Sam through an obstacle course sorta like the one from SC1 with some of the trademark banter from Sam and the squad preserved through textboxes. I like this because it's actually really quick and does a nice job in introducing all of the mechanics of the game in a safe way for the player and in what context they'd be useful. I honestly wish the main console version of CT had this since that was a much denser game with a lot of mechanics and systems.

Mission 1 - Lighthouse:

This mission does a nice job in highlighting the differences between the DS version and the main console version's philosophies.

The layout of this level (and subsequent ones) is interesting. They "feel" longer than their console counterparts because they are these stretched out linear affairs with no alternate paths and a lot more quiet platforming sections. Their layouts are also quite unrealistic. In Lighthouse, you have supply crates stacked all over the place in places that aren't accessible unless if you're some secret spy and even then would be inefficient to access. There are doors that are non-functional or blocked by objects requiring Sam to crawl around using the vents. There's no real rhyme or reason to the placement of things. When the player enters the broadcast room, the game shows a cutscene telling Sam this is his objective even though it looks like any other room.

This isn't a criticism. Since the DS version is already going for a more "video game-y" vibe, such a layout makes sense there. The DS probably isn't capable for the kind of level design the console versions had which was "more dense" and "realistic" with more interconnected paths. Like, the console version of Lighthouse "feels shorter" because the important areas are bunched together and "organized" in a way that makes more sense for some Guerrillas that quickly set up shop. Plus, you can bypass some areas entirely depending on the paths you take so you effectively "cover less ground" here.

So back to the DS version, I feel the design of this level (relative to the low bar here) is decent. The first 25% of the level is entirely devoid of enemies as you have to platform through caves and storerooms. Which acclimatizes you to the controls if you skipped the optional tutorial. About 25% of the way in is when you encounter the first guards in isolated rooms. The game gives you a heads up with a cutscene and dialogue and provides a save point. So you can go up against enemies for the first time in a more "safe" way. Which is some nice consideration for the player. The second enemy you encounter is actually leaning against a door. So you have to use the Bash Door move to knock him out. Teaching the player that is a move they can do.

The rest of the mission is pretty straightforward. There are no surprises in gameplay like security cameras or lasers.

One aspect of the game's unrealistic layout does come back to hurt it. About 50% through the level, you come across a door that is locked electronically and have to take a branching path to hack a computer to unlock it that is pretty far away and then backtrack. Because of how the level is laid out, the locked door doesn't appear different or stand out as much. The game doesn't highlight it so it is sorta easy to miss this and take the branching path instead.

In the main console version, the more realistic layout prevented this issue. If you ever had to explore to unlock a door or backtrack, it was more reasonable to find what you were looking for. Like in the Displace mission, you could use the in-game signs and OPSAT map to find out where you had to detour to or where to backtrack to in a mostly intuitive way.

There are some neat optional touches I really like tho. Like, in the main console version, there wasn't that much info to glean about the guards here even with interrogations. In the DS version, you can only interrogate like the 2 guards Lambert tells you to interrogate. But there are computers scattered around you can hack which uncover a chain of emails as one guard discusses his crush on a girl and the others make fun of him for it. Or another where you can read emails from Lacerda to his men. I actually really like this aspect and feel this is the one area where the DS version does something better than the main console version. It rewards exploration with some nice lore or story or comedy like this. The main console version did have plenty of optional interrogations which added some nice comedy and interactions with Sam and the guards. But these tend to be focused more on the current situation. You don’t get as much “chill stuff” that peels back the curtain and shows some of the background of the area before Sam showed up.

The main story is also somewhat remixed here. You have a cutscene early on where there are guards discussing the optional weapon crates you can scan and they reveal that someone named "Dvorak" gave them these 5 crates. In the main console version, Sam doesn't learn this until the 3rd mission when robbing the bank.

Also, in the final stretch of the level, Lacerda is transmitting the info from Morgenholt via a phone from the top of the lighthouse. You have 30 seconds to snipe him or you get a game over. Though, once you snipe him, Sam checks the body and find the algorithm was transmitted successfully anyway (so why give a mission fail for being too slow then?). Sam then extracts from the nearby docks using a boat instead of from the top of the lighthouse like in the main version.

Obviously killing Lacerda here skips the need for the Cargo Ship level which was the second level in the main version. Upon reflection, I feel this was a good move. Cargo Ship was fun in the main version since it was surprisingly open ended in its second half as you could use the stairs on the sides of the ship and the vents in between to seamlessly move between decks and rooms. Since the DS version lacks that flexible and "realistic" level design, it likely wouldn't have done a great job in making a good Cargo Ship level.


Mission 2 - Bank:

 

The second mission of the DS version and the 3rd mission of the Main Console Version has Sam infiltrating a Panamanian Bank to figure out who Lacerda was dealing with. To cover their tracks, Sam is tasked with also stealing some money from the Bank while looking for the info.

The DS version of this level is once again a mostly linear affair. And a bit of a step up from Lighthouse in difficulty since there are now lasers and security cameras. One thing I noticed was that this mission actually tries to be sorta believable with its layout. While Lighthouse DS looked nothing like the real thing, Bank DS actually does sorta resemble how a real Bank would look which still playing mostly well (or as well as this version can). This is also the first mission to have a “no kill rule” as there are civilians in the bank. The main console version didn’t have a no kill rule here. Since you can't shoot out lights in the DS version, any lethal ammo you have on these missions is useless. The game could literally give you 0 pistol and SC-20K ammo on these "no kills" missions and it wouldn't make a difference.

There are some novel scenarios in the DS version that aren't in the main console version. For instance, when you need to flip the Treasurer's authorization switch, you need to disable a door blocked by lasers, hurry in, flip the switch and then get out before the lasers come back online. Then you have a 5 minute timer to get through the next major chunk of the level to get to the President's office to flip his switch. The game even gives you a free chaff grenade lying in the room. The console version didn't have any such additional security or time pressure. I feel the reason for the change is that in the console version, the level is more open and dense so it's easier to stealth through. Since the DS version of the level is more linear, having a time to get through a section of it fits better as an idea there.

In addition, how you rob the bank is much different. In the DS Version, once you open the vault doors, you have another timer to hurry and lock pick 4 of the boxes to get the money in chunks (you can use thermal vision to see the correct boxes from the incorrect ones), then get the info and then leave through a secret tunnel in one of the safety deposit boxes.

I kinda like this take more than the main version honestly. In that version, once you get into the vault, you can swipe the info and the money in one fell swoop with no additional challenge or risk (aside from some lasers you can avoid). Then leave by backtracking to a courtyard. Plus, the lore here is that Sam once explored this bank back in 1989 for a mission and there's some files from that available to 3rd Echelon. So there being a secret tunnel in the safety deposit boxes Sam can use like he did before and has knowledge of plays into that idea (there’s also an email you can find from the president of the bank where he’s curious about this mysterious safety deposit box that was established decades ago by an unknown person who might be dead now but won’t open for the sake of privacy for the client. Really adding to the experience). Whereas in the Main Console version, there really was no benefit to Sam having been there before. It might as well have been an entirely new bank.


Also, one touch I really like is the optional objective. In both versions of the mission, there is an optional objective to plant several fake emails on computers throughout the level to make the robbery seem like an inside job. In the DS version, you can actually read the fake emails you plant.

Though, a big criticism with this mission is that it can be easy to "soft lock" if you miss collecting a specific key or hack a specific computer. The game doesn't highlight or make it clear and it can be difficult to backtrack and see what you were missing.

 

Mission 3- Manhattan Streets:


The DS version splits the main console version’s 4th mission: Penthouse, into 2 separate missions, Manhattan Streets and Penthouse. My guess is that it’s more technical reasons as the DS probably couldn’t load both areas at once? The PS2 version of CT had the Penthouse mission be separated by a loading screen.

Manhattan Streets is also one of 2 missions in the DS version that uses a compressed and trimmed version of the CGI cutscenes from the main console version before you start the mission. It only includes part of the Penthouse cutscene where 3rd Echelon are talking about Zherkezi and the blackout hits. I imagine this is for technical reasons as storing video probably eats up too much storage on the cartridge. In any case, if you only have room for 2 truncated CGI cutscenes for the DS version, this is a good move and usage here as it has Sam interacting with his crew and we see what are the consequences of the algorithm. It is odd that the cutscene is displayed on both screens at the same time tho.


As for the mission itself, it’s decent. You spend way more time and ground navigating through Manhattan’s back alleys, sewers, some streets and buildings than in the main console version and we return to the more "nonsensical" layouts of Lighthouse. The mission also has a no kill rule similar to the corresponding section in the main console version. But unlike the other version, the DS version gives the player 8 minutes to complete the mission as the National Guard is cutting off access to the roads. The main console version doesn’t have any time pressure here.  This adds some nice variety and escalating difficulty to the DS version. 

I feel the time limit is a little on the strict side. I’ve played this mission countless times as a kid so I knew mostly where to go (I did get turned around accidentally in one section, messed around with some enemies and wasted some time getting a bonus) but still managed to complete the level with 20 seconds on the clock. I think it might be a bit annoying for a new player so 9 minutes might have been a better pick.


This is also the only mission I can think of where even the downgraded split jump more than earns its keep. There’s one alley with 2 guards that can be kinda tough to get past. But if they are lined up close to each other, you can jump near where you do the split jump to lure them both to you. Then do a split jump, then drop and KO 2 guards at once. You do lose around 40 points for this since this alerts enemies for a second before they get knocked out. But I don’t care. I love it.


This mission also has a bonus collectible. It’s near the end before you enter the garage vent. If you find it, it unlocks a new skin for Sam he can wear when replaying missions (Sam even comments he “found a new suit for Saturday Night Fever”). As a kid, this was 1 of only 3 suits I found in this game despite all my replays.


The mission is completed by going into the elevator that leads into the target penthouse. I do feel this is a bit of a step back compared to the main console version. In that one, you ascend a neighbouring building and then ride a zip line to the Penthouse. I feel that was cooler because you get to see a bit of the Manhattan rooftops and it added to the spy feel of the mission. Instead of targeting the building directly, you use an adjacent one. The DS version by comparison, is a lot more plain. You already infiltrate other buildings the same way so it feels less novel. It also doesn’t help that DS’ Penthouse is mostly navigating interiors anyway.


Mission 4- Penthouse:


The DS version’s take on this mission has the player enter via an elevator to one floor, then make their way to a ladder to enter the penthouse suite proper. There’s not much backtracking until then. Everything before the Penthouse suite does visually look rather dull. The penthouse suite section offers a bit more visual variety so it does look rather cool and even somewhat realistic. But the game does pad this section. You need to first go to the lower floor bedroom to get a keycard for the upper floor room. Then go to the upper floor room and hack some computers. Then come back down to the same lower floor room so you can interact with Dvorak. Then go to the same upper floor room so you can exit. So yeah, not a good look here.


This mission also has a no kill rule. Which is odd because the main console version didn’t have that there. So this is the 3rd mission in a row with a no kill rule. It doesn’t really make much sense since the enemies here are unknown mercenaries rather than civilians. I think the game says it’s because 3rd Echelon didn’t have the time to obtain proper authorization for this mission on American Soil so Sam can’t kill?


The mission is also interesting because when you first encounter guards, a cutscene plays where Sam and co are confused about who these guards are. Sam is told to scan 2 of these guards’ faces so they can ID them (which is awkward since these guards are fully covered. So you can scan any part of them for 3rd Echelon to get the info).


In the main console version, Sam was sus of these guards since they had the same equipment as Lacerda’s bodyguards back on the Cargo Ship mission. He got an objective to interrogate one of them to learn they were working for Displace. This added to the sort of “conspiracy/mystery” that game was going for and tried to connect the missions. The DS version stumbles a bit here because of how it cut Cargo Ship and compressed some story aspects.


One aspect I did find particularly disappointing of the DS version’s story is that Sam learns what Dvorak really is and gets the objective to get output info from him quite a fair bit before he interacts with Dvorak. Dvorak itself just looks like a regular computer. In the main console version, you come across this random old and eccentric man who tells you he’s Dvorak’s keeper. He leads Sam to these weird interconnected machines and cathode Ray tubes who he says is Dvorak. You then have to do a quick minigame of hitting the correct lights to collect the output. It’s quite memorable and unique for the SC games. I guess it evens out for the DS version after doing Bank’s ending better.


In terms of gameplay, it’s a mostly straightforward affair. One thing I found interesting is that this mission really rewards you for exploring with non lethal ammo. You get absolutely showered with Ring airfoil and sticky shockers to the point you can KO every nearly enemy in the level from range and still have ammo to spare. In prior levels you might find a couple rounds here and there but never this much. It’s also weird when you remember that unlike the main console version, there aren’t even any night vision cameras or lasers or anything that would warrant this many resources. I have personally beaten this mission without using any additional resources and never felt it was absolutely impossible or something without them.


My conspiracy theory is that during playtesting, many players likely found the mission too challenging so the devs responded by showering the player with extra resources to compensate. My only evidence to back this up is that this is the first mission to introduce guards that don’t move from their posts. So there are sections where the only way to progress is to either use a non lethal tool to KO an enemy or distract/lure an enemy away so you can either slip past guards (with your radar unavailable for some time afterwards), or slip behind and grab then KO them (which does take some practice to use well given the controls of this version). Unlike the main console version, there’s no easy way to melee enemies or many alternative paths to objectives and rooms. It’s funny that rather the game improving the level design to allow players more flexibility in navigating through them, it kept the super linear levels and just gave the player more non lethal ammo.


This mission also is unique in that there is a locked door with 6 pins (the hardest so far and for most of the game) that holds a blueprint that gives you part of the code for the panic room. So at least there is more optional rewards.

Finally, the last section of the mission is rather funny. You get a save point before you go to the roof. On the roof there is a cutscene where Sam gets told he needs to fly the Helicopter himself out of there for his own extraction. But he needs to turn on the helipad lights so he can properly see. But he needs to watch out as there are guards coming up to the rooftop. This sounds like an interesting challenge. In order to extract, you need to turn on the lights but this leaves you exposed to the upcoming guards. How do you deal with this? Well, you can literally dash straight to the generator to turn on the lights and then to the helicopter in like 20 seconds max and complete this level. It's a bit anticlimactic given how much the game hyped up this final section lol. At least it's sorta cooler than extraction in the main console version?


Mission 5 - Displace


Hey, the 2 versions have synced up now. Mission 5 is both Displace in the DS and in the main console version.


As a kid, I remember quite disliking the DS version of this mission. Sam himself describes this place as "even a ghost would have a hard time sneaking in". This level is crawling with security cameras and lasers. There aren't as many shadowy places to hide. And the layout of the level can be confusing given how you need to go between floors using the emergency staircase and there isn't much of a map or any help info telling you this. You have to remember where to go from the temporary cutscenes and text boxes.


So yeah, there is a bit of a difficulty spike in this mission. I remember this being the first mission where I started getting mission fails by triggering 3 alarms. It's a step up. Especially given that there is no grace period with security cameras and lasers as they trigger an alarm the exact second they see you unlike the main console version. But here, the level design actually starts picking up as well. For instance, you start on the rooftop of Displace and your objective is to find the emergency staircase and use it to get to the basement. There are some guards, lights and security cameras on the roof. But there are 2 panels that can disable the lights and cameras temporarily. You can try going a bit out of the way to hit these but need to be careful as the guards can then come back and turn then on.


Another instance is in the basement. You need to hack a panel so you can open the path to the vents. But there is a guard and camera guarding the panel you need to hack. You can distract the guard and then deal with him and then use a sticky shocker to temporarily disable the camera and then rush to hack the panel. But this is prone to triggering alarms from the camera seeing you. Or you can go parallel and climb a pipe to cross some lasers so you can enter another room the game doesn't tell you about. This room contains a different panel that you can hack will temporarily kill the lights, lasers and camera in the basement. The guard will come all the way to the room to turn the stuff back on. But this level has some civilian type enemies for guards. These civilians, when sus, won't have their indicator show up on the screen even though they will be acting like sus AI. So it can be easy to draw their attention without realizing it. They also won't immediately trigger alarms in some cases. This happened to me in my most recent playthrough. I forgot to properly hide a body earlier when I killed power in the basement. The guard made his way to the room, stumbled over a body and ran to an alarm panel. I managed to just barely nab him in time. It was then I realized this level is starting to exhibit gameplay, level design and AI sorta on par with SC1 (or more accurately, sorta close to it). Where was all this in the previous levels lol? To add on to this, this is the first level in this game where there are alternate pathways and vents in certain areas that can help you bypass more guarded areas to get you to your objective. So yeah, between the multiple options for certain obstacles, the "layered" level design and structure, and added challenge, this level is the first to feel like it could have been in SC1 (albeit in a rough state).


The level also has some puzzles. One requires you to get the codes to hack into 2 servers. But when you get the codes, you get a list of 20 4 digit codes. I remember as a kid, I didn't understand the puzzle and just brute forced every single combination (and getting quite a few game overs from the 3 alarm limit in the process) from that list until I got it. The solution is to notice the correct codes are missing a "-" in front of them (which I had to lookup as I genuinely did not notice that and wasn't willing to brute force them again. Curse my poor eyesight). Also, there are supposedly 3+ hidden costumes in this level but in all of my years of replaying this level, I only ever found 1.


The level's ending is also unusual. After Sam gets all his info, he's told to get to the ground floor entrance so his team can cause a diversion so he can extract. The game hypes this up with Sam being curious on what this diversion could be. But there's nothing. The mission just ends. Talk about clickbait 😤.


Mission 6- Hokkaido


The only other mission in the game with a 144p CGI opening cutscene from the main version of the game. It's a trimmed version of the Walsh being sunk and Sam interacting with Shetland.


Again, if the game only had room for 2 cutscenes, I feel it chose well. The Walsh getting sunk was a big deal in not just this game but also Ghost Recon 2. And having Sam interact with Shetland does help the story in seeing their relationship. Shetland is arguably the closest thing CT had to a "main villain" that actually interacts with Sam (Otomo is pretty absent tho despite being the final villain) so it's a good choice.

 

I remember really liking Hokkaido in both the main console version and the DS version. It was a nice change of pace from what comes before and after.

 

That's sorta true in the DS version. For the first time since Lighthouse, there is no kill restrictions. And boy howdy, is it really useful in this mission.


There are also no lasers or security cameras. Which again, is a nice change of pace from the intensity of Displace and Penthouse. To compensate the guards are "more alert" in that they they move around a lot more now and have more overlapping patrol routes so are harder sneak up on or headshot with any weapon. And some of them will automatically jump you unless you already know about that. So the ability to kill comes in more handy but isn't entirely safe. 

 

The aesthetic and visuals are also quite cool and a nice change of scenery from the office buildings and urban locales of the past several missions


There are a few aspects of this mission I am more mixed on tho.

The first is the level design and layout. Hokkaido really hearkens back to Lighthouse with the "unrealistic" layouts. Rooms and buildings have no real connection or flow to them and there are lots of "fake" doors that look just like the real doors you have to use. Some real doors require a key to open them that can only be dropped from guards you knock out. But before you have the key, you can't even "interact" with the door so they look just like fake doors. There are "vents" you can access beneath some of the buildings that don't look like vents from past missions so you wouldn't know you can access them until you accidentally walk into them.


Since I have played this mission before, I had some idea of which doors are 100% fake and where some of these "hidden" vents are. But I imagine for a new player, this level would be really confusing. The only consolation is that since this level is mostly linear with no alternate paths or secret rooms, you at least always have some sense of what the correct path is even when you are lost. Still, some more signposting or at least dialogue from Sam might have helped players here.


The more controversial aspect I feel is that this is the first mission with full on scripted gunfights you have to engage with. There are a few times (either in a cutscene or walking into a room) where an enemy will begin shooting at Sam and you have to shoot back. This won't ever trigger an alarm and there is no other way to safely go around or get to the enemy. So it feels like these are some set piece moments. You can use your non-lethal rounds if you want to avoid killing (it is finicky but doable). 


I like the spectacle, they do shake up the formula and these aren't terrible to go through (certainly better than the scripted gunfights in SC1) but I do feel they are a bit incongruous with the feel of SC and rather they be optional or entirely avoidable in some way.


The storytelling of this mission is also quite different. In the main version, it's optional to interact with Nedich and once you encounter him, you can kill him right there. He doesn't really know Sam. The DS version makes it a cutscene where while Sam is holding him at gunpoint, he asks to turn around and see Sam, recognizes Sam, talks to Sam for a bit, manages to escape by needing Sam to get in a gunfight with another guard and has a "boss fight" where he automatically starts shooting at Sam and you need to use a ranged weapon to take him out.


It does add some more "cinematic flair" to the story at least. Like, if the mission isn't going to be as open ended and stealth focused as its main console version, then this does make it unique. Closer to Metal Gear Solid than Splinter Cell. But still, I'd rather the design of Displace and console SC. I'd rather the DS version try and emulate that more.


The mission also has a full on cutscene with Shetland interacting with Zherkezi and escaping via a boat. Sam can also extract via boat afterwards.

 

One sidenote is also the optional objective for this mission. In both the DS and main console version, there is an optional objective to find several hidden microphones for Admiral Otomo. The main console version signposts this a lot better by having both Grimm and the guards in the level talk about them. Some areas even have the guards searching for them. The game also tends to place the microphones in pretty logical places like near telephones. Not so in the DS version. There's not much signposting for them and they seem to be placed in very random locations. I couldn't discern any pattern for them. Using Thermal vision everywhere with its 15 FPS to try and find them isn't very fun. At least they are somewhat visible even using normal vision.




Mission 7- Battery:


Aesthetically, this was my least favourite mission the main console version. I found the location and area rather bland visually. The DS version is at least faithful to that aspect at least so.....points for accuracy?

This mission reminds me of Displace DS in that it is a longer and more elaborate level with a lot more emphasis on security traps like lasers and cameras. But also more complex layouts and progression. This mission also has a fair bit of backtracking at various points as you either unlock certain doors or obtain keypad codes requiring you to keep a bit of a mental map of branching paths and doors you pass by.

The level also tries to be this weird mix of "sorta realistic like the Bank Mission" and "completely unrealistic and stretched out like Lighthouse". Some parts of the level don't make much logical sense and seem only to be made for the player's sake. Other parts feel like they were made to be believable like how certain corridors lead to sorta practical office rooms or bathrooms with dead ends. The level sorta alternates between these 2 "styles" moreso than past missions which either stuck with one or infrequently alternated.

 

Like I said before, there is merit to both styles of play. The "more realistic" approach lends itself better to non-linear design as the player can more naturally intuit where they have to go and what's in the way, as well as more use shortcuts more naturally as they have a better sense of what they're bypassing.  This is what the main console version used. If you were tasked with getting to the next floor, you would look for stairs or an elevator and the layout of the level was more intuitive to navigate. It also made backtracking less annoying and more feasible as the player wouldn't have to cover too much distance and have more help in not getting lost. The "less realistic" approach that the DS version usually uses works best in more linear and straightforward designs where the player is usually just moving forward. The player doesn't need to worry if these blocky and sorta interchangeable looking rooms look like other blocky and interchangeable rooms as they just need to worry about getting past whatever obstacles the rooms have.


Because Battery DS keeps switching between these styles, I find it makes navigation more confusing and less straightforward. For example, once you manage to hack the comms room, you're told to get to the war room for your next objective. You can even find the keypad code for the war room in the comms room. But nothing so far in the level highlighted exactly where the war room was. You just need to remember that one door you passed earlier a while back with 2 security cameras and a locked door with a keypad is where you need to go to next. So instead of more naturally going back to that point, I often found I was "guessing" where I had to go with some amount of uncertainty as opposed to just navigating the level like usual. This mission is also weird because it doesn't give the player many hints or use text to flag points of interest.


Like, in the main console version, if the player comes across a keypad they have the code for, the code pops up on their HUD when they get close to it. Letting the player know this is the right path. You also sometimes have Sam or the crew comment if Sam is close or just missed their objective. The music also changes when you are close to an objective. And finally, you have a map that tells you where to go.

The DS version has none of this. This level has very little chatter from Sam or the crew. The music remains the same throughout. There is no map or waypoints (except for extraction). The "keypad code" popup doesn't appear. In fact, in this mission, there your "notes" tab doesn't get updated with codes. I'm not sure if this is a glitch or an intended aspect. So you have to scour through all the emails you collected looking for codes and hope the code is the correct one because there is no indication if this is the war room or the server room or the break room. Doors also don't stay unlocked so you will have to keep inputting the code whenever you wish to enter or exit them.

One odd application of this is when you need to hack into the server room after climbing up the elevator. The room is guarded on the outside by 2 guards and 2 lasers and has 3 doors. 2 of which are locked by keypad codes and one of which can be lock picked but it's between 2 lasers. You can use your sticky shockers to disable the lasers and quickly lock pick the door.... Or you can grab a guard and interrogate him for the code to one of the doors. This is probably the only time in the game so far when you can interrogate a guard for a code without the game telling you that you can. In the main console version, you can casually interrogate nearly half the guards you come across. Even if some of them don't have any useful info, the banter is usually funny enough that the player would be conditioned to try interrogating everyone they come across. But since the DS version doesn't do this, I suspect most players would probably miss this interaction. And it has gameplay consequences since the game gives you zero indication where exactly you are and what room this is. Does this door actually lead to the server room? Or is this just another section of the level? You won't know unless you have played the level before. And since your notes tab appears to be disabled, you need to actually remember this code for the time being. If you just KO the guard or access the keypad without knowing about the info, you may accidentally input the wrong codes without realizing you don't have the correct codes, triggering alarms in the process. Oh. And once you do hack the room, 2 more guards spawn as you backtrack. So if you didn't hide any bodies, you get alarms. This is the first time the game has done this.

I appreciate the game hearkening to the options and situations presented in the main console versions, but without the proper set up and conditioning and support, I worry they may be more frustrating there than helpful.


This level also absolutely showers you with resources. I found close to around 30 Sticky Shockers and multiple lethal ammo refills. And I can see the value here given how many security lasers and cameras there are. You don't get many chaff grenades so you may feel you want to save them and use Sticky Shockers as much as possible instead. In past levels, this wasn't too much of an issue as you could shoot Sticky Shockers to disable a laser or camera and then move past them to safety and then repeat. But this level has sections where sometimes, multiple traps overlap. Like you have a security camera overlooking lasers. So if you wish to get through the area using just Sticky Shockers, you have to use the imprecise aiming controls to quickly shoot one of the traps, and then the other(s) and quickly move through and hope you have enough time before they come back online. And then repeat if you have to backtrack through them. These sections are annoying as a result. Since I had replayed this level before, I knew when to spend time disabling certain traps and when to just eat the alarm(s) since I knew there was a checkpoint ahead and alarms would reset to 0 at certain checkpoints (I still occasionally failed and got some game overs because I incorrectly remembered where some of them were though).

This is another example of where the realistic layouts hurt the game. The aforementioned area with overlapping traps leads to the missile launcher. In the main console version of the game, you need to visit both launchers that are laid out in a symmetrical way. But the DS version only has one you need to visit. There is no second one even though the layout is still set up in that realistic symmetrical way, complete with traps. I remember as a kid really disliking this section because I wasted all my chaff grenades to get to what I assumed would be the second launcher because that's how it was in the main console version. Only to see that the door to the second launcher was a fake one and I had to go somewhere else. If the player doesn't need to go to the second launcher, why even have the room be symmetrical and have a hallway lead to where the second launcher would be complete with traps that eat your resources and are annoying to get past? Why not just have the one hallway?

The mission also remixes the story of this mission. The conversation with the general that Sam overhears that exonerates North Korea happens relatively early on. Sam even suggests that "this seems too good to be true" and "this feels staged". I was wondering if the DS version was tweaking the story a bit here but no. That dialogue doesn't lead anywhere.

In the main console version of this mission, Sam gets a timer when you approaches the first launcher. You need to then get to the second launcher quickly to disable the missile. In the DS version, the missile launches and Sam is told to "drop everything (including the transfer of data from the Server room) and get to the control room to deactivate the missile". But there is no timer here. You can take as long as you want to get to the control room. Once you do complete that and upload the data, on the way to extraction, the base suffers a blackout and you have 6 minutes to backtrack the ENTIRE level to get back to where you started the level to complete the mission.

This mission felt really long to play and really dragged. The main console version of this mission ended once Sam stopped the missiles as the extraction point was right next to the launcher. The DS version ended the Bank mission by having the player extract from a secret tunnel next to the vault.

The past missions took around 20-30 minutes to complete (+ an extra 10-15 minutes for any retries and reloads). This mission took me around 40 minutes + an extra 20 minutes for retries. It did not need to be this long.

I think this mission really highlights the limitations of the DS version. This mission could be tweaked and work fine in a main console SC since those have additional mechanics and systems to aid in navigation and dealing with security. Here on the DS, these become more annoying and frustrating. Just proper signposting alone would easily improve this mission.


Still, to this mission's credit, at least the emails you find on computers are funny with there being scams for "Hot singles in your area" and stuff. Also, Holy S$%T, the rats in this level are massive!


Also, during my most recent playthrough, I ended up bugging the level. During the aforementioned interrogation section, I had failed it and was replaying it. I accidentally mashed Y when grabbing the guard and both triggered the interrogation and killed him by slitting his throat at the same time. I got the code before his dialogue ended abruptly since he was dead. But this put my game in a weird state where I could no longer KO guards. If I grabbed them from behind and mashed B, I would not KO them. I could only kill them Y. Reloading a save didn't fix it and I didn't want to restart the entire mission. So I continued on and had to kill every guard I can across and would grab. I'm glad this mission didn't have a "No Kill" restriction lol.


Mission 8 - Macci Yakki Hotel.


I have a confession to make..... I've been Mandela Effected here. I completely forgot this mission even existed in this game. It's been completely wiped from my memory. When I first started this playthrough for this review, I assumed that only Cargo Ship and Hotel/Bathhouse were the only missions cut from this game. So I was confused in the Hokkaido mission when Shetland was able to flee since I assumed Sam killed him there since there was no Hotel/Bathhouse mission. But no. I was wrong. Instead, Seoul was the mission that was cut.


Though, this does make sense. Seoul would have been a difficult mission to translate to the DS. There are supposed to be soldiers, vehicles and drones scattered around engaging in firefights. Every enemy unit is supposed to be alert and not chilling or patrolling a regular area. Even the environment is meant to be dangerous and inconsistent with fire and crumbling buildings. I imagine the DS would have had a hard time with all this so I'm not upset it was cut here.


Anyway, back to Bathhouse/Hotel. This mission is a bit of a remix compared to its main console counterpart. In that version, this mission was called "Bathhouse" and you navigated through this hotel/bathhouse hybrid run by a local gang known as the Red Nissian (which, I recall, was Japanese for "Red Herring". Foreshadowing to the player that the real antagonist was someone else). The main "gimmick" for this mission was that in the various bath rooms, there would be steam that would render Night Vision pointless, requiring the use of Thermal Vision. This part was fun. The second part of the mission with guards using Night Vision against you and that were really annoying to sneak past or deal with dragged this mission down as arguably the worst mission in the main console version of CT.

In the DS version, it's entirely a hotel (probably because the game wouldn't be fun to play with the sub 15 FPS with Thermal Vision) run by the Yakuza. It's also designed more like the Bank mission as having these much more believable and realistic layouts with much more readable art design. Like, there's a hallway where you can enter the rooms of the tenants (mostly to hack some computers and find some ammo) and these look really good and look like real hotel rooms and corridors. There are laser mines you need to explode to get past which does kinda feel a bit unrealistic lol. The bathrooms look like real bathrooms and you can use the optic cable to look in them even if you can't open the doors.

The hotel lobby looks like a real lobby. Even the bar and comedy room looks a lot like a real bar and comedy room. Like, hot damn, it really feels like this level's visual and art direction was made to make this level feel unique and novel. Where was this in Battery DS lol? Or the rest of the game? The visuals here are strong enough to help offset how prior missions could often feel tough to visually navigate.

There are some places where the visual design can't help overcome the hardware. There's a section early on where once Sam enters the comedy room/bar, a guard walks out of the bathrooms. And Sam notes how odd it is that he's walking out of the women's bathroom even though the men's room is right beside it. This is the game tipping you off that there is a secret room in the Women's bathroom. But there is nothing that visually tells you which bathroom is for whom. The Men's room looks very similar to the women's one. There is no icon or signage. But the game still had the cutscene telling you at least. I wish Battery DS had that since that would have really helped there as that level really needed some better signposting.


The rest of the level has you navigating between the backrooms and hallways of the hotel. There is a nice contrast between the grey of the maintenance rooms and the red of the hotels. Like I said, some strong visual design here.

The "Shetland is the villain reveal" is done by having Sam watching him from a balcony in a large lobby instead of a vent into a small room. You then have to chase Shetland as he tries to escape through a parking garage. Though, I did mess up a bit because this lobby connects back to some earlier areas in addition to the parking garage you have to go down to. That was rather embarrassing.

This is where the DS version differs drastically from the Main Console Version. In the Main Console Version, after you learn of Shetland's treachery, Displace Mercenaries and I-SDF forces start shooting each other. You have to sneak through and around firefights to try and catch up with Shetland. On top of that, I-SDF soldiers have Night Vision and block critical paths making it quite difficult to get past them. And after that, there's a section where Shetland and co rig the generator room with bombs so you have to disarm them while the place is swarmed with I-SDF guards and Shetland tries to monologue his viewpoint to you.

Personally, I found this to be the worst and least fun section of the entire game. The first half of Bathhouse was great, but this second half was really frustrating. Whenever I replay CT, this is when I forgo my usual stealth playstyle and just start blasting or throwing frag grenades. I normally take the Stealth Loadout for missions. This is the only mission where I feel it's better to take Redding's Recommendation.


The DS version handles this section differently. For one, there are no firefights between Displace and I-SDF forces. Instead, there are only 3 suited guards (not sure which side they are exactly on) placed at key points. You can't sneak past them so you have to shoot them. Which you can do easily as they don't have any Night Vision. There is one guard placed behind a corner you can't shoot safely but I found you can take him out safely with a Frag Grenade. There is no bomb disarming section.

In the next room before the parking garage, you'll find Shetland standing in front of the door. If you enter the room, Shetland will then "activate" and begin running. If you don't shoot him before or during this section, you actually get a game over where Shetland escapes. He even taunts Sam that he will now be out of work. This caught me off guard because there wasn't a section like this either earlier in this game or in the main console version. I was expecting it to be like the main console version where you follow Shetland into the final room where he then monologues and then Sam kills him or something. Suffice it to say, I got quite a few game overs here. Shooting Shetland here triggers a brief dialogue where Shetland is all "we could have been successful together" to which Sam replies "you were always in it for the money while I was doing it for duty". Lambert then tells Sam "not to waste his breath on this traitor" and to get out of there. Going through the parking garage in the next room completes the mission.


Ignoring the gameplay and judging these 2 missions entirely on their story, like if you were making a Splinter Cell Chaos Theory Movie or novel which version of this mission would work better. I'd say the main console version does this better. It's more climactic and intense to see Sam sneaking around firefights and disarming bombs all while Shetland monologues around him. While the DS version is really spartan here. To the point where some of the story is lost in the process. The DS version glosses over much of Shetland's motives and the I-SDF's involvement. This hurts the conflict between Sam and Shetland as friends, as well as the wider conspiracy. Granted, this aspect wasn't great in the main version either. The story didn't spend that much time focusing on Shetland or Otomo so the twist of their involvement and that they are the antagonists didn't hit as strong as it could have but still.

Though, from a gameplay perspective, you could argue this is the one time the DS version is the better experience purely because it is less frustrating overall lol.


Sidenote: but I noticed that there is no mention of the Red Nissian or Francis Coen in the DS version. Instead it's just referred to as "The Yakuza" here. 


Mission 9 - Kokubo Sosho


The final mission of the game. And one that pulls out all the stops. After the last few missions were light on cameras, lasers, traps and no killing, this one goes all out. Expect rooms with very little shadows and cameras ready to spot you if you so much as put a toe out into the light.


If anything, this might be one of the more frustrating missions as all the flaws of the game really show up to test you. The trial and error gameplay, long gaps between save points and easy to trigger alarms weren't very fun to play with. The game gives you 3 save slots per mission and I often used all of them to go back to earlier saves because walking around with 2/3 alarms was often more trouble than it was worth. And for some reason, the alarm stage often persisted between multiple checkpoints/save points when normally, the game resets them back to 0. Often requiring me to replay this mission over and over again to past sections with as few alarms as possible.


If I have to be positive, at least it feels on brand for the final mission to crank stuff up and take away some of the crutches you might have been relying on. It really does feel quite tense at least. Even the framerate couldn't keep up in this mission. If you turn on Night or Thermal vision in some of the larger rooms, the lag is so intense that it can take about an entire second for your inputs to register.

 

Alright, I'll be honest here. I do feel I've been pretty positive on this game. Probably more than it deserves. But holy hell, this is the only mission in the game I absolutely despise. I would rather replay the entire game from scratch than play this mission. This one playthrough took me around 2 hours of attempts to clear. Part of this was that even as a kid, I never completed this mission. I was familiar enough with every other mission in this game that even though I haven't played this game in over 10 years, I could feel my way through them. This one was the mission where I was pretty much 100% blind. And yeah, it's rough.

 

The mission goes hard on the more realistic looking layouts. Rooms are often expansive. Often looking like they connect to different areas. Some of them do but most are optional and/or are dead ends. This leads to a lot more trial and error looking for what the correct path is. It's incredibly frustrating having to essentially experiment or spend a lot of time going through what appears to be the main route only to discover it isn't and having wasted a good chunk of time, resources and alarms getting there. And the lack of checkpoints/save points in the first half of the mission only exacerbate the issue. I often had to replay 10-15 minutes worth of gameplay as a result.


As an example, after the first save point, you need to go to a nearby room but first you need to spend a sticky shocker round to temporarily stun a camera that 100% blocks your path and never moves. Once you do that, you move into a hallway. To your left are 2 lasers you can't cross or disable at that point. There's also a single guard that patrols and stands still for a long time so he can be easily eliminated. Up ahead there is a door that leads to a lobby like area with a single guard, a camera slowly rotating around and an easy to miss laser. You need to avoid or KO the guard without getting spotted by the camera, then get past the camera to grab an easy to miss keycard. Then repeat the strat to get past the camera again, open a door next to the camera that leads to a server room. Hack a laptop there to disable those lasers I mentioned earlier. However those lasers won't be disabled forever so you need to run back without getting spotted by the camera.


The lasers lead to a vent. Once you get through that vent, you end in an area similar to the lobby from the main version of CT with that weird statue thing you can climb to reach higher floors and the vents near the ceiling. There is a guard on this floor you need to take out otherwise he will see you. And ideally, take out another guard on the floor above with a Ring Airfoil round because the statue you have to climb is entirely lit up and you're very easy to see as you're climbing it. Once you get to the top, you need to jump onto a ventilation path. There is a vent hole you can follow but that's leads to an entire optional area that's not worth it. Instead, you must jump to the neighbouring vent or drop down to the closest floor and follow it until you see a big block, climb it and then jump to the next ventilation hole you can barely see. This leads to a save point.


This entire section takes around 10-15 minutes to play through. And if you trigger a single alarm (which is very easy to do if you get spotted by anything), it's often worth reloading a save because you need as many buffers as you can for later section. I feel bad for a new player and how much they'd have to replay to get a decent run.


It was worse for me because I actually went to that optional area in the vent first. It's rough because there are so many easy to miss traps and lasers in the vents, cameras which don't move and some whom are immune to your sticky shockers so you have to use your limited chaff grenades to not trigger an alarm, and guards that never stop and give you an easy chance to nab them. It then leads to a corridor with 3 lasers that move back and forth depending on your movement so you need to time your movement so you're inside any offices or precisely navigate around them as they move. Both which are harder than normal due to the framerate being worse than normal. There are some computers in the offices you can hack guarded by bulletproof cameras that don't even reward you with anything. Not even an optional objective. There's a guard you can hack for a code but you don't even use that code anywhere in the level. And once you're done there, you have to backtrack all the way through that hall of lasers and cameras, throw another chaff to disable the camera and vent lasers and climb back to return to that statue lobby room.

But the strangest thing is....this level feels more ambitious than the game its in. Because the actual layout, architecture and design of the environments is really convincing, expansive and realistic. Like, as I was playing this level, I started to think this might be a Metroidvania esque level, or even a prototype level for the main version of CT. Like, I could "map" the different floors and how they'd interconnect to each other in my head. That server room I mentioned earlier that let me disable the lasers had another fake door with an enemy on the side. So I expected that I would have eventually backtrack through that fake door to access another objective or as a Dark Souls-esque shortcut. But no. Nothing of that sort happens. The areas barely interconnect with each other despite looking like they'd do. It's weird.


To use an analogy, it's like if you took the Kokubo Sosho level from the main version of CT, and then locked several doors and alternate routes so there was only one linear path (and some dead ends for some reason).


My conspiracy theory is that Kokubo Sosho DS was originally planned to be that more expansive and interconnected level the layouts seem to suggest. But the devs ran out of time and resources and just had to make do with what they had. That would explain the weird layout, punishing difficulty and the entire second half of the level.


Speaking of which, the second half. After you find the US prisoners and double back to the weird statue lobby room, dropping down to the first floor lets you access a route to the War Room where Sam needs to record the meeting. In this part of the level, the game starts giving you more frequent and reliable checkpoints/save points like in the prior levels. It also goes back to the unrealistic layouts from prior levels. Even the colours of levels as this bright green or red cubic rooms looks rather surreal. There are some BS moving lasers and tough enemy placements though.


The story diverges a bit from the main console version of CT. It starts out similarly enough. Sam suggests looking for a vent that he can use to record the meeting. But then, Lambert tells him the meeting can't be recorded by him and suggests he find an "auxiliary backup recording station". Sam hacks that, learns Otomo is the villain. Then follows Otomo to deeper down into the facility. Sneaks through some pretty easy rooms and hacks some computers and catches up to Otomo. Even has an actually kinda cool in-engine cutscene where Sam smacks him into a desk. Otomo attempts to stab himself. Sam doesn't immediately stabilize him but is told to blow up the nearby generators to stop the missile launch and then drag Otomo out.


This section after Otomo stabs himself is weird. It's in this massive room where one side has a fake door, a camera and 2 lasers. The other side has a real door that leads to a hallway. This hallway contains a generator room where you need to plant 2 charges and there's a camera there. This room is also filled with like 7 sticky shockers. Finally, that hallway has one final door at the end.


Lambert also tells Sam that there is a microchip in Otomo's body that he needs to open certain doors so he has to drag Otomo around with him. And also that Sam has permission to kill now.  I was simultaneously pretty exhausted after playing such a long level but also kinda excited of how I could kill enemies and have to solve the puzzle of dragging Otomo around now. The game even forces you to autosave at this point.

 

I was rather confused when I saw in the objectives menu that the "don't kill anyone" objective was still active. And also that after I planted the 2 charges, I had a 30 second timer to grab Otomo and get to extraction that was 52 meters away. I failed but thankfully the autosave was pretty close. I reloaded it, did everything correct and then......the mission ended. The game even has the final cutscene from the Main console version.

It was really bizarre. From the layout of this section, Lambert's dialogue, the amount of resources you get, and the condition of Otomo, I was under the impression that there would be another 10-15 minutes of gameplay in dragging Otomo across a couple rooms to unlock doors, avoiding cameras, lasers and guards to plant charges before returning back to the central room for that final extraction sequence.


But no. It just ends early. To be fair, I guess I can't complain given I had already spent over 2 hours on this single mission was really glad it ended early. But this still fuels my conspiracy theory that this mission was originally meant to be much longer and more expansive than it ended up being. If the DS version was better designed and had better checkpoints and more gadgets and ways to get past traps, I could see this idea as being a really fun and intense way to end the game. Instead, it might be for the better. Especially since I won't ever be replaying this mission ever again.


-Conclusion:



So what have we learned from this game so far? I will say that despite its issues, the mechanics and individual systems are decent in isolation and on paper. And despite its low poly and blocky look that often makes it hard to distinguish between objects and areas, the game is sometimes able to overcome that. Macci Yakki Hotel, Bank, Manhattan Streets and Penthouse in particular highlight when the game's visual design is at its best.


However, when taken as a whole, the cracks start to show. The game's strong visual design in a few areas is offset by the rest of the environments in the level looking so blocky. Which become frustrating in levels like Displace and Kokubo Sosho that ask you backtrack or explore more expansive areas with optional paths or dead ends. Levels also often have only 1 way to progress. It's rare to have additional vents or find alternate paths to bypass challenges. This both hurts replayability and a regular playthrough since it can be frustrating to trial and error your way through. Even the low framerate and lag make more precise moves like weaving between guard patrols or lasers more frustrating than they need to be. The game also having save points be few and far between (an issue also present in the console version of SC1 and PT) adds to this.


But despite all that, I think it would have been possible for a sequel to improve some of these aspects. Assuming graphics and the size of individual levels in CT DS cannot be improved, I'd feel the game would benefit from more segmented levels like the PS2 version of CT. Said PS2 version often broke levels into separate segments separated by loading screens and rarely had you backtrack through them. I feel something like this could have improved performance for the DS. The DS version of CT only really does this once. Separating the Penthouse Mission into Manhattan Streets and Penthouse. But I wouldn't be opposed to a version that takes this even further. Like, maybe you have "Lighthouse 1 (from when Sam enters until like halfway through the level" and "Lighthouse 2 (the remaining half of the level)".  A benefit of this is that would allow for some levels to perhaps be more open ended without worrying about how the rest of the mission interacts with it. For example, lets say Kokubo Sosho was split up into 3 missions. Part 1 would be infiltrating it, taking around 10-15 minutes to deal with all the lasers and traps. Part 2 would be locating the hostages in a 20 minute open ended environment, and part 3 would be 20 minutes for getting to the War Room and Otomo in a linear shot.


In terms of mechanics and systems, while I would like a sound meter, the lack of analogue movement on the DS discourages that. Instead, I think the game would benefit from the following feasible additions: 

-an in-game map. This would help compensate for the blocky visuals and larger levels to find your objectives. Like the PS2 version of CT, even though that version is more linear than the Xbox version, the map still helps locating objectives in the more maze-like levels. 

-Manual Saving. The game desperately needs the ability for the player to manually save as going 10-15 minutes without a save point, especially in larger levels where alarm levels don't go down and you can be stuck with 2/3 alarms, is rough.

-More alternate pathways and options within levels. The game rarely offers even basics like vents to bypass areas, panels to hack to disable lights. And when they are present, they are often the only way to safely progress. I'd love if the game had some sort of loadout system where you could forgo certain pieces of equipment in exchange for others. For example, having less pistol and SC-20k ammo and frag grenades in exchange for more chaff grenades, or being able to bring a disposable tool to automatically hack or open locked doors that would require you to explore the level to find a keycard or something. The game would also benefit from more distraction tools given how annoying enemies can be.

-I don't mind the fact that Night and Thermal vision are super situational or that they tank the framerate when they're used. I wouldn't even mind if the game removes them for the sake of performance. But I'd love if there was some way to compensate for that. Maybe just a temporary enhanced vision mode like in the MGS games that can highlight lasers, cameras and items of interest.



With all that said, do I recommend the DS version of Chaos Theory? Sadly no. Despite my nostalgia and (mostly) fun time replaying the game and seeing the few things it does better than the main console version, there's very little little reason to play it. There's nothing it does that isn't better done in any other SC game. I know that's harsh. And it is often expected that a handheld with limited hardware wouldn't be able to compete with the console version of the game. But still, even the GBA version of Pandora Tomorrow, a 2D Side Scroller/Platformer/Stealth hybrid game, I feel, is more novel and fun to play and replay. I would recommend everyone reading this to go check that one out if you can.


The DS version of CT is really ambitious and cool, but perhaps the hardware really just wasn't capable of making a direct translation of Splinter Cell. Maybe it would have been better for it to do with the GBA version of Pandora Tomorrow did or what Metal Gear Ghost Babel did on GBC and opt for a scaled down 2D demake of the source game rather than attempt to be a more ambitious 3D version. Like, I can picture a sorta weird version of Metal Gear Solid 1's gameplay in the skin of Splinter Cell Chaos Theory on the DS and having it play a lot better than the version we got.


But at the same time, Chaos Theory DS is the only 3D stealth game on the DS. There are no Metal Gear, Hitman or Tenchu games on DS. The Assassin's Creed games on DS are either 2.5D (Altair's Chronicles) or 2D (Discovery). And on top of that, the DS version even has the Spies vs Mercs Multiplayer mode. So it is one of the most technically impressive DS games to ever exist.


The sad thing is, I would probably have been excited if there were more SC games on the DS despite the issues. I'd be down for a DS version of Double Agent that perhaps scales back on some of the detail, gives Sam a few more distraction and combat tools and just gives some straightforward levels. I would have played the hell out of that. Maybe even a DS version of Conviction. I know that had an iOS version that I really enjoyed.


The DS version of Chaos Theory is simultaneously, one of the most impressive games I have ever played on the DS and something I had a good bit of fun with and wished spawned more sequels, and one of the worst games that I wish was something different to what it ended up being.


Thank you all for reading. This is probably going to be my last post of 2023. See you all in 2025 when I finally review the Ninja Turtles Games on GBA or something.