The stun grenade is a great example, since it has the ability to disorient several men at the same time. These tend to come in handy only at very specific times, which is a little unfortunate because there are several cases in the game where using any one of them could get you out of a sticky situation.
With gadgets, there aren't too many changes but you do get an assortment of grenades and an EMP emitter that weren't staples of the previous games in the series. You can also do this from a shoreline or ledge, and even grab someone adjacent to you when leaning against a wall. Swimming under the ice, you can slice a hole through and grab the falling guard to take him out for good. You can choose to spare them and just knock them all out, but it will slightly affect your standing with the terrorist group.Īs in every new Splinter Cell title, Sam has a few new methods to take out unsuspecting guards. For instance, in an early mission where you have to hijack a tanker docked in the Russian Far East, the JBA tells you to kill everyone on board when there's no real need to. Though the safest way to do that is probably to just complete all the objectives.īut even things like alerting guards too often or taking too long to get something done will raise the ire of either side. This doesn't necessarily mean that you have to complete all objectives, only that you need to create enough of a balance so you don't lose face with either side. His standing with both the JBA and NSA are shown as meters, and if either one falls to zero, then Sam is finished. To appease his employers, Sam has to fulfill objectives for both sides. It's this balancing act that becomes the underlying plot of the game. The storyline is arguably the most profound of the series, largely because it's about Sam himself, a man torn between his loyalties and his loss of faith in what he does best. What the JBA elite don't know, naturally, is that Sam is playing them for fools, and is in contact with his NSA handler, Lambert, at all times. In order to do this, the JBA is willing to kill a lot of people and they want Sam to be the trigger. The overall mission is to infiltrate John Brown's Army (JBA), a homegrown terror cell bent on destroying the "evil, corrupt forces in America" and bringing the country back to its "democratic roots" (read anarchy). We learn that Sam's daughter is dead, putting him in an emotional ringer that opens up his most dangerous mission yet. The first mission of the game is more of an intro that sets everything up. Rather than move with precision to meet narrow objectives, Sam is tasked with playing nice on both sides of the fence.
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But he can sure take down terrorists with as much dramatic flair as 007.Īs the fourth installment (or technically the fifth if you count the PSP version "Essentials"), Double Agent is very much a game about its namesake. He doesn't wear a tuxedo and he doesn't seem to be into martinis, regardless of whether they're shaken or stirred.
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Trial and error can sometimes dominate gameplay.