When Splinter Cell: Conviction came out in early 2010, many fans of the series were ready to make convictions of their own when it came to Ubisoft’s treatment of the series. Creative Director Maxime Beland has a reason for some of the stripped-down features, however.
In a recent interview with OXM, Beland stated that because the game’s development had to radically change gears at one point, the whole production suffered a bit as a result.
I am extremely proud of Conviction because of the challenges we had. When Alex [Parizeau, producer] and I arrived on the team, we had to change the direction, we had two years to make it happen. So Conviction is sweet and sour in a way, because I’m super proud of that game, and I know that if would have had more time we could have had a lot more stealth and made some journalists happy, some fans happy.
But like when I arrived on Conviction – understand that Sam did not have a two-handed weapon. Dragging dead bodies wasn’t there any more. It wasn’t there. Some people tell me, why did you cut dragging dead bodies from Conviction – I’m like, I didn’t cut it, it wasn’t there when I arrived!
At the same time, you’re never making the game you want. There are so many constraints – the time, the technology, the challenges. Sometimes in your head it’s beautiful, then you code it and you’re like ‘this sucks, what did we do?’ Any other art form is the same thing, right. I’m sure even the most popular songs ever when the artists release them, they’re always going ‘ah that part, I wish I could tweak it.
Lastly, he assured fans that the upcoming Blacklist would not suffer from the same issues, as it had a more focused development cycle.
Splinter Cell: Blacklist comes out on PC, PS3, and Xbox 360 on March 26th, 2013. Make sure to follow OnlySP for more convicting news.