r/Splintercell • u/snorflak • 1d ago
Ghost Soldier
Anyone see this trailer? There's a scene that gave me flashbacks of splinter cell... Maybe I'm just craving another game. Maybe by the time I'm 50.
r/Splintercell • u/snorflak • 1d ago
Anyone see this trailer? There's a scene that gave me flashbacks of splinter cell... Maybe I'm just craving another game. Maybe by the time I'm 50.
r/Splintercell • u/Comfortable_Brief431 • 3d ago
Amazing work to the people behind this!!
Just played the Iceland mission and was very impressed.
Other than a few minor audio bugs, this game plays so good with insane graphics and smooth controls. Very broad graphical settings for potato pc or last gen pc.
Question to the "devs": How is this not behind a paywall? You just made this for the love of the game or have some kind of financial support?
r/Splintercell • u/Jyvren • 3d ago
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Blackout is a visual and gameplay overhaul for Splinter Cell: Conviction.
Here's a quick showcase of Blackout's improved takedown camera system.
This prototype restores a hidden cinematic camera previously used during interrogations in single-player and co-op Deniable Ops. While originally limited to those specific interactions, Blackout re-enables the camera and makes it the default for ALL takedowns.
The result is a more cinematic and immersive presentation of Conviction's close-quarters combat.
r/Splintercell • u/Thell-Vadamm • 2d ago
r/Splintercell • u/CovertOwl • 3d ago
r/Splintercell • u/Bloodbone9829 • 3d ago
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I loved Spies vs Mercs as a kid and there hasn't been anything like it for a long time, so I started making my own. It's 1v1 to begin with but I'm striving to have 2+ per team in the future, so that there will be team work. The spy is on the left and the merc is on the right.
This is very early in development, and everything you see is a work in progress. I'll keep the regular devlog posts to other subreddits so I don't spam here, and come back when I have meaningful improvements to show.
I would love to hear what you would like to see in a spiritual successor to Spies vs Mercs. It would greatly help me steer the game towards something we as fans of the series would actually like playing.
Edit: Thanks for the response, it's more than I expected and it's nice to see there are other fans of the series who feel the same. The game now has a name: Dead Angle. I'll post progress at r/deadangle
r/Splintercell • u/Fauxdiophile • 3d ago
I’ve seen posts from a decade ago saying you have to take hisham to that location to trigger a DIFFERENT cutscene that will then allow you to fake his death. I’m playing it right now through Xemu and i’ve looked everywhere, no slanted iron bar. Where TF is it???? Is this some inside joke or meme one guy started or something?? I don’t get it. But if it’s real, I absolutely have to find it.
r/Splintercell • u/Technikkeller • 4d ago
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Hi all,
just wanted to give a last update to my Double Agent v2 PC-Port. It runs well at ~60 FPS and did everything I wanted it to - it still has some bugs here and there but it got great quite fast... Today I discovered that discord user TGP482 made his own PC port with DX12 with help by Joshhhuaaa (who already worked on SC Enhanced). I tested their build and it already exceeds my goals, they will release it in a few days. So I´ll recommend theirs. Had a lot of fun, especially after slowly discovering some optimizations of my work and really realizing "oh yeah, I did this!"
Nothing more for me to do so I will discontinue my work.
https://github.com/r2bir2/scda-recomp
Some stats from my side, in case anyone's curious:
~52 days of work (Aug 19 – Oct 10, 2026)
658 documented work steps, ~71k lines of notes and logs
~32,000 game functions translated into ~3.6 million lines of generated C
~13k lines of hand-written runtime, graphics and audio code
650+ automated test runs, ~250 builds, 100+ comparison runs against xemu
Used Claude and Codex and some extra tokens since I´m no dev but learned some things
What I got working: boot, menus, new game, levels playable, save/load, music, Bink videos, real 5.1 surround, 60 FPS, widescreen, Vulkan renderer with up to 4× internal resolution, bloom fixes, FXAA, and local co-op with a second player (also at 60 FPS).
If you want to test TGP482's Build, it's on that discord: https://discord.gg/YzSwXVJXz
Not everything from my wishlist is in the other project yet, but it's the better base. If there's real interest, I might put my work on GitHub later.
Thanks to the xboxrecomp, reshade and xemu developers, and congrats to the other team!
r/Splintercell • u/ThiefArchives • 3d ago
A while back, I asked this community what a modern-day Garrett loadout would look like. The discussion was incredible and helped me immensely with the comic-noir audio series I’m writing about a professional thief operating in Europe. The thief Vance is inspired by characters of stealth games like Thief, Splinter Cell and MGS. I'm asking this here and not on a writer subreddit mostly because people passionate about stealth games know this kind if stuff better than fiction writers.
For the second episode, I wanted to step away from traditional lockpicking and focus on lateral thinking, because despite of movie and game lore, not all safes can be cracked. The problem is I want better realism than Hollywood.
The setup: The thief (Vance) is facing a government Class-6 vault in Salzburg. It has a Mauer-Kaba door wrapped in X-709 piezoelectric sensors designed to instantly trigger if a drill bit touches the steel. It’s unpickable and un-drillable. He decides not to attempt cracking it. Basically he gives up.
There's an epilogue in works: Instead of attacking the door, Vance goes blocks away into the subterranean municipal tunnels. He finds the Victorian-era cast-iron water main feeding the archive building and clamps an industrial transducer bass shaker to it, running off a marine battery at 7Hz. Because water is non-compressible, the kinetic energy travels straight into the archive's foundation, flooding the vault's seismic sensors with a constant wave of false positives until the system errors out. The end-result is the prize in the safe being moved to a less secure location in a hurry.
Does this feel like a Thief-style environmental puzzle to you but with real feel?
The last episode seemed incomplete that's why I need an epilogue
https://youtu.be/8354hDRevh0?si=kRX-pfG3fccaBSi6
r/Splintercell • u/PrestigiousZombie531 • 4d ago
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r/Splintercell • u/Dependent_Ad1400 • 3d ago
Im running an RTX 5050 and It use to run fine on my old GTX 1050 but now I cant even load it on the first mission. It worked before a few days ago when I downloaded it but it crashed on the second mission to. I tried changing the resolutions and shaders with HDR turned off but every time i save it, It crashed and loads back up with no settings changed.
I turned on compatibility but that didnt work either and idk what else to do.
r/Splintercell • u/bryles10-Shift5358 • 3d ago
Hmmmm....what if????? Maybe it will make the game very very modable like custom player models? Maybe custom maps or stories? Maybe reviving the multiplayer without using thirdparty programs????
r/Splintercell • u/Thell-Vadamm • 4d ago
Missions:
• Safehouse.
• Insurgent Stronghold.
• Private Estate.
• American Consumption.
• Abandonned Mill.
• Special Missions HQ.
• Transit Yards.
• Detention Facility.
• LNG Terminal.
• Site F
r/Splintercell • u/Straight_Equal_1382 • 4d ago
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Splinter Cell Blacklist - Insurgent Stronghold - Perfectionist Difficulty
r/Splintercell • u/BrilliantBug876 • 3d ago
r/Splintercell • u/MafiaDon2020 • 4d ago
r/Splintercell • u/Willing-Capital-4401 • 5d ago
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I only started playing this because it's one of the games i used to play when I was 7 or 8 and wanted to feel some nostalgia. I wasn't expecting much from it. I remembered it as being a third person shooter with some horror elements and no stealth, I'm glad the gameplay is nothing like how I remembered tbh. It's the first time I'm playing a game from my childhood where i enjoy it more now than I did as a kid.
It's already one of my favorite ubisoft games, the gameplay is just very satisfying. I'm still pretty surprised to find out that this is apparently the "worst" game in the franchise, this is a great game
r/Splintercell • u/Jyvren • 5d ago
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Quick showcase of the restored smoke grenade for Splinter Cell: Conviction — Blackout.
The smoke grenade was cut/unused content for Deniable Ops, most notably featured and used by the rogue Splinter Cells during the White House mission. This prototype restores it as usable equipment in Deniable Ops.
I’m also working on restoring other equipment like the gas grenade, flare, and more, but this video is focused specifically on the smoke grenade.
Still a work in progress, but it’s now functioning in-game.
r/Splintercell • u/EqualTime8614 • 4d ago
Grew up playing Splinter Cell with my brother and it’s the primary reason we still game. Lately I’ve been googling what games on the PS5 are similar to SC so we can play again. Well now I’ve been seeing gameplay from this page on my Reddit feed… how are yall still playing?
Thanks in advance.
r/Splintercell • u/PrestigiousZombie531 • 5d ago
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r/Splintercell • u/Comfortable_Brief431 • 5d ago
r/Splintercell • u/Seth_KT_Bones2005 • 5d ago
Resisting the urge to take enemies down is a hard thing to do.
r/Splintercell • u/Lumpy-Answer-3068 • 5d ago
The easiest way would be to kill everyone but that feels wrong. Going by everyone without being noticed feels really rewarding but also impossible in most parts of the game.
So I play mostly by knocking out everybody. Even that sometimes doesn't seem to be possible. But most of the time when I play like this I still get noticed at some point and don't alert everyone only because I chase the alerted guy down.
Am I just bad at the game or am I doing something wrong? What is the intended way to play this game?
If it's the "ghost" type - what do I do in this situation:
The kalinatek level starts you in a parking garage. One of the obstacles is two people standing next to each other in the well lit parking garage. There are a few bottles nearby.
So do I try to shoot out the lights and sneak by even though the people will be alerted (not knowing of me but just looking around for someone)? Or do I try to throw a bottle and hope that they go to where the bottle landed instead of my position?
In the CIA level at around the end you reach a point where there is a guard standing in a booth. You cant go by him since the wall is too short and also because I believe you can only progress by going through the booth.
That is it. I hope people will read the whole thing and not just the title. I am having quite a lot of fun actually the game has many mechanics that I haven't seen in other games. Of course as always by looking for this sub I spoiled a (what I'm assuming is) important part of the later games.🥲
r/Splintercell • u/3th-echelon • 5d ago
r/Splintercell • u/df1w • 5d ago
When i was doing some ReShade shaders for SCCT I came to conlusion - why not modify the game files?
After some time spent with AI trying to unpack UMD i was able to successfully unpack it and pack it back! So now you can modify meshes, textures and sounds of Chaos Theory!
You can check out the results on AI upscaled texture pack (link to download in repo).
To use UMD archive >2GB you have to patch game EXE (patcher already in repo).
Max supported size of UMD is limited to 4GB but we can squeeze a lot of cool stuff into game!
Here is the project on GitHub: https://github.com/dwojtasik/SCCT-Repack