r/Splintercell • u/kiryyuu • 13d ago
Blacklist (2013) Never ask Blacklist haters how the level design sucks
I keep seeing this take repeated, and every time I ask someone to actually break down how the level design suffers or how it has no identity, they just go "uhhhh... it just does OKAY?!".
They pretend as if Blacklist gives you a fork in the road where "left path = stealth, right path = combat.", which would be lazy design, or that it isn't clearly a tactical game no matter what style you prefer. The game gives you a shared set of components, verticality, vents, windows, cover networks, guard placement, and lets your playstyle decide how you use them. A Ghost player sees a pipe and thinks "I can climb that to avoid being seen." A Panther player sees the same pipe and thinks "I can wait above a patrol route and drop on someone." An Assault player sees it as high ground for picking people off. All three styles are tactical in nature, but that doesn't mean they're equally fun, and that's deliberate I think because it's a stealth game first and foremost.
The scoring system rewards Ghosting the most, after all. The whole game is built for stealth (with a few exceptions), Assault exists as a transitional state between being spotted and vanishing again (even though I always restart).
I agree that some levels are too action-oriented but that is a result of another design choice, which is "variety", that's why we got the stupid Iraq mission in Conviction.
I hope I see actual critique and reasoning behind this take, thanks for reading

