Splinter Cell: Blacklist

At the beginning of Splinter Cell: Blacklist you walk along a corridor littered with dying men, your colleagues finishing them off with occasional bullet fire. The men die and the narrative strides on into a different space. But in that corridor there was a rare, blink-and-you’ll-miss-it twinge of discomfort over the actions onscreen.

I decided to ask Ubisoft Toronto game designer Maxime Béland (who worked on Blacklist as well as three of the Rainbow Six franchise) about how he approaches making a game that involves shooting representations of other human beings.

“I think the number one thing is respect,” said Béland after a taking some time to think. “We’re not giving you $5,000 more if you do a headshot and there’s blood everywhere. We didn’t go in and put blood everywhere. We’re doing it realistically. I think what’s great with our game is that it’s up to the player. When you’re playing Sam [Fisher] if you want to kill no-one you can.”

[Full interview at Wired.co.uk]

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