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GS: When did you start work on it? FC: We started the development on the GameCube engine for Splinter Cell in July 2002. Domitille Doat: We have been working on the PS2 version for about a year.
Fortunately, “Splinter Cell” has arrived, and not just for X-Box. The award-winning game, which claims to “redefine” the stealth genre has finally been ported to Playstation 2 and Gamecube. In this ...
Originally a flagship 2002 holiday season Xbox title, Tom Clancy's Splinter Cell is now under new orders: infiltrate Nintendo and release simultaneously for both the GameCube and Game Boy Advance ...
But if you only own a GameCube and you happened to enjoy the first Splinter Cell, you're in luck, because Ubisoft's port of Pandora Tomorrow to Nintendo's console is highly competent. It plays well.
All the Latest Game Footage and Images from Tom Clancy's Splinter Cell The GameCube version has an exclusive feature where you can link up to the Game Boy Advance, which allows you display a real ...
Ubisoft announced on Dec. 15, 2021 that a remake of Splinter Cell, the 2002 stealth-action game for GameCube, Xbox, and PS2, is in development at its Ubisoft Toronto studio.
Splinter Cell is one of the Nintendo GameCube's hardest games. Try playing this game on Hard mode, and you'll face enemies with increased health who can withstand frag grenades.
The first Splinter Cell title dropped in 2002 for Xbox, PC, Mac, PlayStation 2, GameCube, and Game Boy Advance. Ubisoft went on to launch multiple other entries ...
Tom Clancy’s Splinter Cell was released in 2002 on PC, the original Xbox, PlayStation 2, Mac, GameCube and the Game Boy Advanced. It took inspiration from Metal Gear Solid 2 and kicked off a ...
StarcraftManiac posted 23/12/2007, 10:08 Topped Pandora Tommorow visually and was eventually the most realistic Gamecube game to be released on the system (visually) ...
The problem is, Splinter Cell contains many exclusivities that do not make sense for fans who want the full experience. For example, the 2002 Xbox version contains three levels that are exclusive ...
GS: When did you start work on it? FC: We started the development on the GameCube engine for Splinter Cell in July 2002. Domitille Doat: We have been working on the PS2 version for about a year.
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