>>10968>being a graphics whore>for an incomplete game that was on the shitty as fuck N64
With that said Splinter Cell 1&2 are overblown in popularity. The only thing that made SC1 stand apart from other stealth games was the fact that sound and darkness really played a great emphasis on the game mechanics. For consoles this was completely unprecedented since no game pulled it off like SC did. Not just that but ever since Thief 1&2 no other games even attempted or did it properly.
SC2 really fell flat on its face since it was made by Ubisoft's B team, and it really shows. The levels are good, but they lack the polish and refinement SC1 had with its lighting and audio system. Plus it introduced casual elements that plagued and ruined the series. Despite SC2 however the series hit its highest point and never got better after Chaos Theory. That game is uber realistic, if you're not a graphics faggot masturbating over vaseline smeared N64 games that is. The lighting system for the most part still holds up today, and the sound system as well.
What really made Chaos Theory revolutionary was not the fine tuning of the mechanics from SC1, or the graphics leap comparable to Doom 3's, but the gameplay improvements and game mechanics additions. You could take down enemies from cover using melee if they were close enough to you, or if you were hanging over them. Enemies would randomly shoot at dark places or inspect them if you dicked around too much in the shadows.
Enemies would act more and more paranoid as you got sloppy during a mission. Patrols would intensify if there were bodies missing for too long. No other game, even MGSV comes close to Chaos Theory due to this. Although to be fair I have not played Doom 3 The Dark Mod, which is a free stand alone game made by old fans of the Thief series.
As I said before though ever since SC2 casual elements were introduced into the series, and Chaos Theory really makes it obvious. SC2 has SOME missions that let you go Rambo, in Chaos Theory you can either be a ghost, or Rambo ON ALL MISSIONS with absolutely no consequence. Not only does it kill the immersion, but weapon's balancing takes a massive hit, since weapons are no longer a rarity or procure on sight like SC1.
There's now loadouts one emphasizing stealth, the other Rambo attitude. Granted on SC1 IIRC there's a great number of missions where you can go Rambo as well. But going Rambo in those is PAIN AND SUFFERING, even in the easy difficulties your aim recoils too much for that to be a viable strategy. Trying to be rambo leads to a painful exercise of kiting enemies around towards grenades, mines, or gunfire while dodging their aim.
People often shit on the classic MGS games for their "shit" combat, but I think that's unfair. Since in MGS2&3 it's entirely possible to head shot enemy soldiers consecutively with the most basic of hand guns if you're skilled at the first person shooting mechanics. Granted in MGS1 it's not possible to do this, but at least there's first person strafing which allows you to dodge bullets. This is very unlike Splinter Cell where the shooting is SOLELY dictated by a shitty reticule with a VERY inflexible recoil timer.
One shot from the hand gun or rifle and your aim is about as shaky as a Parkinson's patient until the recoil timer cools down. Very unlike MGS2&3 which had visible recoil you could always compensate for by either shooting up or down towards your target.