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Action & adventure · Shooter

Tom Clancy's Splinter Cell: Blacklist

Blacklist isn’t about being unseen — it’s about choosing how loudly you want to be heard.

Worth your time?3.5/5Yes.Play the whole thing.What works, what does not, who it is for ↓
9:59in productionCh. 1 · Third-Person Control/ 9:59 · ceiling 15 min
4 chapters · 9:59Ceiling 15:00

The brief is written and checked. The video joins this page when it is cut.4 chapters · 1 min read · 9:59 planned

Read the brief

Tom Clancy's Splinter Cell: Blacklist is a 2013 action-adventure stealth game developed by Ubisoft Toronto — its debut project. It gives players three clear paths: silent infiltration, aggressive stealth, or direct combat — each supported by tools like the Tri-Rotor drone, light destruction, corpse hiding, and sensor goggles. It runs in third-person. Players rotate the camera, crouch, run, and scale ledges. Killing alerts enemies who see corpses — so hiding bodies is essential. The game’s strength is its tight, readable cause-and-effect loop. Its weakness is the separation of its systems: stealth, action, and progression never fully converge.

Chapters & takeaways4
  1. 1:02
    Third-Person Control

    Stealth is a verb, not a mood — it’s crouching, leaping, rotating the camera, and using cover on demand.

  2. 2:37
    Corpse Logic

    Killing has consequences — corpses alert enemies, so hiding them is mandatory, not optional.

  3. 4:30
    Sensor Warfare

    Fisher doesn’t just see in the dark — he makes darkness, then sees through walls, then sends a drone to shock or explode.

  4. 6:10
    Studio Debut

    Ubisoft Toronto launched as a lead studio — and Blacklist was its first statement of intent.

1 more chapterFewer chapters
Worth your time?

Yes. Play the whole thing.

3.5/ 5
What works
  • mark-and-execute takedowns
  • environmental manipulation (light, ledges, corpses)
  • Tri-Rotor drone utility
  • Spies vs. Mercs asymmetry
What does not
  • narrative depth
  • systemic AI
  • mechanical evolution across campaign
Play it if
  • players wanting polished stealth-action hybrids with clear rules
  • players valuing responsive controls and session-based objectives
Skip it if
  • players seeking emergent narrative
  • players seeking deep simulation
  • players expecting hardware-defying innovation
Who should play it, and who should skipHide who it is for
The written brief1 min read

What the game is

Tom Clancy’s Splinter Cell: Blacklist is a 2013 action-adventure stealth game developed by Ubisoft Toronto. It is the studio’s debut project. It combines traditional stealth with aggressive stealth and direct combat, anchored by tools like the Tri-Rotor drone, corpse hiding, light manipulation, and sensor-based vision modes.

How it actually plays

The game uses a third-person perspective. Players rotate the camera, run, crouch, and leap over obstacles. They complete levels without being noticed by taking cover or scaling ledges. Killing enemies alerts others who see corpses — so players hide corpses to avoid detection. Fisher destroys lights to create darkness, uses night-vision and sonar goggles to detect enemies and see through walls, and deploys the Tri-Rotor drone to spy, distract, shock, or kill.

What works

The mark-and-execute mechanic delivers immediate, tactile feedback for precision takedowns. Environmental manipulation — destroying lights, using ledges, hiding bodies — creates consistent, readable cause-and-effect. The Tri-Rotor drone adds spatial agency without breaking immersion. The asymmetrical Spies vs. Mercs multiplayer mode forces distinct, complementary playstyles.

What does not

It does not sustain tension through environmental storytelling or AI unpredictability. The hub-based progression and universal economy flatten risk-reward trade-offs over time. Stealth and aggression coexist but rarely collide meaningfully — choices are segregated, not integrated.

Who it is for, and who it is not

It is for players who want a polished, mid-2010s stealth-action hybrid with clear rules, responsive controls, and session-based objectives. It is not for players seeking emergent narrative, deep simulation, or hardware-defying innovation.

Is it worth your time

Yes — if you want a tightly tuned stealth-action loop that rewards planning, improvisation, and playstyle consistency. It is not worth your time if you expect narrative depth, systemic AI, or long-term mechanical evolution across the campaign.

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Metal Gear Solid (video game)Hideo Kojima / Konami · 1998A top-down stealth action-adventure set inside a nuclear weapons facility, where players control Solid Snake to infiltrate, evade, and acquire key cards from bosses while managing shifting threat states: infiltration, alert, and evasion.
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Metal Gear Solid 3: Snake EaterHideo Kojima / Konami · 2004Metal Gear Solid 3: Snake Eater is a PlayStation 2 stealth game set in a Soviet tropical forest in 1964. It replaces abstract health with bodily injury tracking, swaps binary detection for a dynamic camouflage index, and ties stamina to foraging and rest. Its loop is observational, adaptive, and physically grounded—not cinematic, not reflexive, not narrative-first.
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Metal Gear Solid 2: Sons of LibertyHideo Kojima / Konami · 2001Metal Gear Solid 2: Sons of Liberty is a PlayStation 2 stealth-action game released in 2001 by Konami. It features two narrative chapters—the 'Tanker' prologue with Solid Snake and the 'Plant' main section with Raiden—set near New York City in an alternate-history timeline. Its stealth loop relies on observation, environmental interaction, and squad-based enemy AI. It explores memetics, information control, and freedom of thought through a postmodern, fourth-wall-breaking structure.
Up next in Games

Tom Clancy's Splinter Cell: Chaos Theory

Ubisoft Montreal · 2005 · 8:40

Chaos Theory turns stealth into a real-time calculus of light and noise—and makes you solve it twice per second.

8:40