The game has a range of mechanics to encourage this approach, and some will inevitably prove controversial.
It's all about knowing when to hide, and when and how to strike. If earlier Splinter Cells were always a little in thrall to Metal Gear Solid, then this one's closest point of comparison is last year's Batman: Arkham Asylum. Sneak, snipe, blast out the lights and think your way through each situation and you might just have a fighting chance. With your foes heavily armed, well-trained and working together, it's almost impossible to survive in a straight-up gun battle - this is no Uncharted 2 or Gears of War.
There's still a lot of sneaking to be done but there's a sense that, rather than avoiding guards and evading surveillance, you're using Sam's skills to whittle down the numbers of the hired heavies, private contractors and corrupt agents ranged against you. In comes a faster-moving, more aggressive Sam Fisher, and a more action-oriented brand of gameplay. Out, for instance, go such Splinter Cell hallmarks as the rubber suit and goggles and - to a degree - the gadgets and ceiling hanging, corridor straddling, moves of old. Provided you're prepared to accept these, it's a stunning tactical action game. In actual fact, however, the new Splinter Cell brings in new ideas, new features and a whole new tone. After the diversions of Splinter Cell: Double Agent and an initial, aborted attempt to radically reinvent the series with Conviction, fans might have expected a more back-to-basics final game. (Pocket-lint) - First things first: this isn't Splinter Cell as you know it, and if that's going to be a problem, you're better off steering clear.