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Including us. Due to popular demand, Pandora Tomorrow does contain a lot more outdoor environments than the original, enabling Sam to get out, stretch his legs a bit and test his new green-hued stealth suit. The jungle environment in particular is a lot of fun, as you can lurk and hide bodies among the greenery and Sadono's crop of er, recreational herbs. You can also use your thermal sensors here to search for hidden booby traps that might be lurking in the foliage.

The sun also adds a superb new twist to the outdoor missions and demonstrates how the developer has continued to use light and darkness as a predominant aid to stealth and detection. When you're outdoors, the sun will realistically move through the sky throughout the mission. This has the effect of both hindering and helping you, as the moving sunlight will cause shadows to lengthen, create and destroy pools of darkness and occasionally if you're lucky blind your enemies.

The first demo comprises a short yet tense single-player mission set on a speeding train, while the second gives you a taste of the game's innovative Spies vs Mercs' multiplayer.

First up, the single-player demo. Requiring equal parts patience and timing, the mission sees you working your way through - as well as over and under -the Paris-to-Nice night train. Your job is to find Norman Soth, a shady terrorist and possible double agent, and tap his phone conversation with a laser mic. It's one of the more straightforward missions in the game, and provided you remember your stealth basics, you'll be fine.

The multiplayer demo is a different story. The game mode is basic in concept - hide and seek with guns - but there are countless intricacies to discover and even stealth veterans may be a bit bewildered at first.

The demo contains just one map, Mount Hospital, and one mode, Neutralization, which tasks the Spy team with finding and hacking a number of terrorist devices. It works a bit like a bomb-defusing mission in Counter-Strike , but with a maximum of four players and two very different playing styles.

Remember: you'll need a mouse with a wheel to get the most out of Pandora Tomorrow. The wheel is used for context menus and movement speed, so if you haven't got one, upgrade now! Oirty SNEAKS everywhere, it's time to prepare yourself - the follow-up to the greatest stealth shooter ever is almost upon us. What was initially tipped as an expansion pack has now blossomed into something more substantial, and Pandora Tomorrow now promises both a robust single-player campaign and the exciting prospect of online multiplayer.

New moves for Sam Fisher include the ability to pause in the middle of shimmying along a beam, hang by your legs and take pot-shots at enemies, as well as a Streetfighter 2 -style somersault kick. However, still the biggest mystery surrounding the sequel is how the new multiplayer modes are going to work. We've seen some snippets of them in action, but only enough to glean that you work in squads, and have the full range of stealth options available to you.

It's not yet clear if there's to be a full-blown stealth deathmatch mode, or if you're simply able to play through the solo campaign in co-op - though the screenshots are certainly suggesting the former. All will come clear in the coming weeks, as Ubisoft is planning to strip away the cloak of mystery very soon. Tell You what, it's a damn good thing computer screens have that nice bright glow about them, as I'm currently writing this review in complete pitch darkness.

Not because I think I'm Sam Fisher and have to stay in the shadows all the time - that would just be ridiculous. No, it's just that I shot out all the light bulbs in my house the other day - just to save on electricity, mind.

And I only used the silenced pistol so as not to upset the neighbours. They were already a bit put out after I made their dog stop barking, though I used the silencer then as well, so I don't know what they're bloody complaining about.

Maybe they're terrorists? Perhaps I'll pay them a visit later and see if lean But where were we? By sheer coincidence, and not at all connected to my recent behaviour, the subject of today's review is third-person sneak 'em up, Splinter Cell: Pandora Tomorrow. Coming little more than a year after the original took the stealth-action genre to new heights, the follow-up promises eight huge new missions and an exciting new multiplayer game mode.

But what is it? An expansion pack? A sequel? A pseudosequel expansion pack? Well, it's all of these things, and yet none. Confusing I know, but that's the nature of things when you're working for a top-secret branch of the CIA. Which of course I'm not. Let's have a look at the game then. From the first moments, it's good to be back. As soon as the curtain rises on the magnificently sun-drenched insertion point, Pandora Tomorrow reminds us why we loved its precursor so much.

The faultless presentation, the immaculate looks, the beyond-Bond spy kit - everything is as we left it in the world of Third Echelon - and that means great. A few new features quickly become apparent. The HUD has been streamlined, such that the lock-pick and optic cable are now built-in, context-sensitive items that never appear in your inventory. Enemy alert modes, once vague and amorphous things, have been neatly clarified - trip one alarm and all tangos don flak jackets; slip up twice and they add a helmet.

Dumping unconscious bodies has also been made more transparent, your light meter now flashing helpfully to indicate a safe drop-point. And even Sam Fisher, 'the most reluctantly ageing badass in the world', has become a little more nimble.

On top of his regular wall-peeks and split-jumps, the grizzled gunman can now do half-split-jumps, hang by his legs to shoot, and perform the so-called SWAT turn - a kind of stealthy switcheroo that allows you to pirouette past open doorways with complete discretion. As you'd expect, they're all completely farfetched and extremely cool. The sophisticated stealth system also impresses just as much as ever.

The game opens in Indonesia, where the US embassy has been raided by militant insurgents, kicking off a typically close-to-the-knuckle Tom Clancy plotline about anti-US terrorism and bioengineered virus agents. It's a politically sensitive scenario, so there's a 'no lethal force' order in place for much of the mission and indeed, the entire solo campaign.

Straight off, I decide to be really clever and beat the no-kill edict with a bit of foul play. Sneaking up and pistolwhipping the terrorist guarding the embassy gates, I proceed to dump his inert form in a stream, thinking there's no way in hell the game is monitoring his oxygen levels.

More fool me. Two minutes later, I fail the mission for drowning a man. It may be a small thing, but to me, that's impressive. It's smart, it's coherent with the gameworld, and it's the sort of thing that makes Splinter Cell the best stealth series out there.

Saying this, Pandora Tomorrow is not without its problems. The single-player missions have a definite expansion pack feel to them, because, er, that's exactly what they are. There are some superb moments, which occasionally surpass what the original game managed -including a cool over-and-under escapade on a train and an excellent Die Hard -esque airport mission - and yet the same old criticisms of Splinter Cell still apply. The game is still relentlessly linear, the occasional painfully obvious choice of pathways somehow only highlighting the lack of genuine decision-making.

Again, the developer has singularly failed to capitalise on some of the best moves and gadgets in the game. Things like the split-jump, heat-vision, human-shield and remote spycams are criminally underused. But perhaps the most significant letdown is the Al. While it hasn't actually got any less advanced since the previous game, it does give that impression, having been watered down in response to criticism that the original game was too difficult.

But instead of taking the tricky route of rethinking level design or adding new gadgets, the developer has simply made the enemies deafer, blinder and more stupid. NPCs will walk within a foot of your position and not see you, they'll happily ignore the deaths of nearby comrades, they won't bat an eye if you shoot out every light in the room and leave them in pitch blackness, and they'll certainly never leave the room to pursue you. Not only does this rip holes in the thin gauze of immersion covering our eyes, but it makes the whole thing a bit on the easy side.

Veterans should probably head straight for the Hard mode, and this is never a good sign for game balance. Despite all this, Pandora Tomorrow is still Splinter Cell, and as such is great fun. The missions are well designed and full of inventive stealth set-ups, and for me, more of the same is just dandy. But things really haven't progressed very much since the original. However, before we declare Pandora Tomorrow an expansion pack masquerading sequel, let's not forget the really exciting part: the superb, innovative multiplayer game.

You see, Pandora Tomorrow is actually two games in one. The single-player campaign was developed in France as a straightforward expansion for the original Splinter Cell - that's the 'Pandora Tomorrow' bit. Meanwhile, in Shanghai , an entirely different team was working on a new multiplayer concept, dubbed 'Shadownct Vs Mercenaries'. The basic idea is this. Two teams face off in a brilliant computerised version of hide-and-seek. One team plays in first-person mode and has all the firepower on its side - that's the meres.

The other team plays in classic stealthy third-person, and has agility, sneakiness and deception on its side - the so-called shadownets. From this brilliant concept, everything else follows naturally. There are a few different game modes, but basically the meres have to protect a number of items from being nicked, hacked or otherwise tampered with by the shadownets.

To help them in this aim, the levels are littered with motion detectors and hacking monitors linked to the mercenary comm channel, and they can add to this array by laying spy-traps, trip lasers and proximity mines - all there to cause headaches for the shadownets. The shadownets are basically wannabe Sam Fishers -junior spies who haven't quite taken the stabilisers off yet. They can perform many of the same moves, such as wallpeeks, split-jumps and whizzing down ziplines, but they're not as invisible or as powerful as Sam himself.

Plus, they're only armed with stun guns, flashbangs, diversion cams and the like, so their best bet is to stay out of sight and only pounce when surprise is most definitely on their side. The result is a superbly balanced game of cat-and-mouse with more tension than Jordan's bra-strap.

There is however, one caveat. Due to limitations imposed by the Xbox version, there's a maximum of four players in the game. Metropolitan Museum Cleveland Museum of Art. Internet Arcade Console Living Room. Books to Borrow Open Library.

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