Splinter Cell: Conviction development did not go well
Ubisoft Toronto's Maxime Beland has been talking about his experiences working on Splinter Cell: Conviction and their new game in the series Splinter Cell: Blacklist.
Beland, who is now the creative director on Splinter Cell: Blacklist, explained that Conviction had become "a rescue job" and as a result became a huge learning experience for him.
"I'm not going to go into the whole story, but Conviction was kind of a rescue job for me," said Beland. "[I was] brought in because it wasn't going well. We changed the direction and kind of shipped the game in two years. So Conviction is very sweet and sour for me."
He added on Blacklist, "We have these three player profiles, player archetypes in our heads. We have the ghost player, that doesn't want to kill or get detected. We've got our action/tank/killer player on the other end of the spectrum, that just wants to throw frag grenades, blind fire, shoot people in the head. And then in the middle, we have what we call the panther. So we're building the game with those three archetypes in mind. You're really going to be able to mix and match different parts of suits to make your own Sam."