Where the original Splinter Cell shone and most probably, where it's biggest flaws lie, was in gameplay. Addictive action with the right blend of adrenaline surges and tense stealthy moments, meant that SC immersed the player into a world of espionage and attempted to help gamers cross the line from classic all-guns-a-blazing action to a more strategic approach, proving that it could be just as intense. At the same time the level of difficulty involved in the game alienated some players who could not invest the necessary time in order to master the stealthy arts.
Although built from the ground up, Pandora Tomorrow cannot deny its heritage and therefore maintains the same ingredients which will guarantee that those who liked the first will love the sequel. On the other hand, the improvements mentioned earlier, have been brought-in, in order to increase the game's appeal and attract the gamers who had been disappointed by the difficulty involved.
Storyline
An issue which plagued the original game had to do with the incredibly complex storyline which left most gamers too confused to completely become Sam Fisher. Pandora Tomorrow will include an equally intense storyline but this time round developers have approached it in a minimalist mood. Less is more means that there will be fewer characters involved but they will be examined in detail and interesting background information will come up. Expect lots of juicy details on Sam's past while some mystery figures from the first game, Colonel Lambert for example, will also be further examined. Since the SC series will see a lot of sequel action it is also likely that some of the people surrounding Sam will appear in future installments of the game.
Linear?
Another complaint from the original which kept surfacing in fan sites, forums and reviews of the original game has also been addressed. Many who played Splinter Cell found the progress too restricting and most decided to let the developers know. Ubisoft have been careful not to react to those complaints instinctively by relinquishing all control of the way a player moves through the game. Instead they have made the game's linearity a little less obvious, creating a free-formish experience. One example used a lot to demonstrate that shift in gameplay is that of the train level where Sam can move through the inside of the carriage, in the old-fashioned way, or under them in a Cape Fear kind of way or hanging on the side of them in a new way. The last method is also helpful in describing a new dynamic affecting gameplay in Pandora. The role of civilians in the game has been upgraded, being spotted by one will carry consequences. In the train level if Sam hangs over a window of the carriage for too long or when the light is on him, the passengers will spot him and the ensuing noise they create will alert guards and enemies. This element of gameplay will add another level of strategic thinking to the game, the effects of that cannot yet be ascertained but definitely help increase game anticipation.
Too Noisy?
The original Splinter Cell introduced a three-level alarm system which when triggered made the game harder until, on the third level, the mission came to an abrupt end. Except for the fact that saving your progress became an art in itself, the system also didn't make real world sense and made the game, on some levels, extremely difficult. That, you will be glad to know, has been scrapped. Instead of a three-level alarm, players will have to move through the Pandora Tomorrow world careful of its guardians. If Sam is careless, leaving a body somewhere obvious or stepping on anything but foam, guards will become more jumpy. If he keeps it up they will wear flak jackets and if he insists on leaving his mark everywhere they will rush for their helmets and proceed with even more thorough searches. On paper this is an exciting change since the game will become more realistic while at the same time easier to get to grips with, without becoming too simple.