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at the Games forum within tehPARADOX.COM Online Sharing Community; The graphics in Chaos Theory feature a number of improvements, including the addition of normal ...
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Old 08-03-2007, 12:27 PM   #1
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Default SPLINTER CELL chaos theory



The graphics in Chaos Theory feature a number of improvements, including the addition of normal mapping and HDR lighting. The game also features a number of major changes and improvements to the series' basic gameplay.


[edit] Stealth Mechanics
Chaos Theory features refined stealth mechanics. In addition to the standard light bar, the game also features an aural monitor that measures the noise that Sam makes, along with the ambient noise of the environment. It is important for Sam to make less noise than his surroundings; otherwise, the enemy guards will hear him.

The AI detection has been altered as well. In former titles, after Sam would leave a certain area, the game would automatically do a sweep of the previous area for all unconscious or dead bodies in a well-lit spot. If any were found, an alarm would be triggered. In Chaos Theory, the bodies have to be discovered by a patrolling guard in order to trigger an alarm.

Being spotted by enemies will still trigger alarms, and alarms will still cause enemies to become more alert and combat-ready (such as causing them to wear flak jackets and helmets). However, triggering too many alarms will no longer cause the game to end automatically. Even killing civilians or friendly soldiers won't cause Fisher to fail the mission, although doing so will cause Fisher to be seriously chastised by his superior, and cost him significantly in his mission score.

Chaos Theory is also the first game in the series to keep track of mission performance. Missions are summarized upon completion with various statistics such as the number of times detected or the number of guards killed.


[edit] Close-Quarters Combat
Chaos Theory adds a combat knife to Sam's close-quarters combat abilities. Sam can use the knife in multiple ways, such as threatening an enemy during an interrogation, or killing an enemy in close-quarters combat. Also, it no longer matters what direction Sam attacks from when using melee attacks, nor does it matter if enemies are aware of his presence, as opposed to earlier entries in the series where he had to attack from behind and the enemy couldn't be alerted to him in order to take them down in one hit. He also has the option of using lethal or non-lethal force when ending an interrogation. As an expansion on Sam's ability to shoot while hanging upside down (introduced in Pandora Tomorrow), he can choke down or break the neck of enemies below him. He also has the ability to pull people over railings while hanging off a ledge and throwing bodies off of cliffs or over railings, even onto other guards. However, the ability to shoot around corners has been removed, although this is balanced by being able to switch the side of Sam's body the gun is on while in a firing position.


[edit] Weaponry
Fisher is now able to choose from one of three different equipment "kits." There is Redding's recommended kit, an assault kit, and stealth kit. Redding's Recommendation gives Sam an even balance between ammunition and non-lethal weaponry. Assault provides more ammunition at the expense of non-lethal weapons while the Stealth kit contains more non-lethal weaponry at the expense of brute force, lethal weaponry, and spare magazines/clips. On missions where an objective is to cause no fatalities, the player is unable to choose the Assault option.

The 5.7x28 mm pistol,(realistically identified as the FN Five-seveN) returns with a new feature: the Optically Channeled Potentiator, or the OCP. When fired at certain electronics, the OCP can disable them for a limited time. Fisher can disable lights, security cameras, and more. If the device cannot be disabled, it will temporarily malfunction instead, such as causing the blue screen of death when attacking computer towers. When Fisher successfully disables the electronic device he aimed at, a green light appears on the pistol; if he misses, a red light appears. In both cases Fisher must wait a period of time for the OCP to recharge and become ready for use again.

The SC-20K, (realistically identified as the FN F2000) modular assault rifle returns with a multitude of new attachments, such as a fore grip that reduces recoil and increases accuracy, a launcher that fires non-lethal weaponry, an under mount shotgun attachment for close quarters firing, and a 20 mm sniper attachment for long-range combat. The SC-20K's standard scope now only zooms to 1.5x magnification, while the sniper scope allows from 1.5x to 3.5x magnification.

A large variety of non-lethal weaponry can be fired from the SC-20K launcher, such as the Sticky Camera, the Sticky Shocker, and the Airfoil Round, and Gas Grenade. The Sticky Camera will reveal an image of the area in which you shot it. In addition, it can make a clicking sound that will attract enemies, and also emit a CS gas that will render any enemies in the immediate area unconscious. The Sticky Shocker will shock and incapacitate its target when fired. If shot into a body of water, the shocker will incapacitate all targets in the water. If a single enemy is struck while in water, the electric current will be grounded and electrocute the enemy with 500000 volts. The Airfoil Round is a hollow metal ring that will knock out the target. It is still possible for an unconscious enemy to die if shot, dropped from a considerable height or dropped into water, no matter how shallow. Non-lethal weaponry is important in missions in which Fisher is forbidden to kill anyone.

Fisher also has multiple types of grenades. There is the Gas Grenade, which emits a CS gas that knocks enemies unconscious, the Smoke Grenade, which provides Fisher with a cloud of smoke to hide in, the Flash Bang Grenade, which will temporarily blind and deafen any enemy near it, and the Frag Grenade, which will kill any enemy within its blast radius.


[edit] AI
Enemy AI has been improved, with enemies taking cover, leaning around corners, using squad-based tactics, and even throwing grenades. Enemy AI will also react to changes in the environment; if a light switch is turned off, an enemy may become concerned, more so if the light is shot out. Enemies may even become so frightened as to start firing wildly into shadows, or throw a flare onto the ground next to them, making it difficult to sneak up on them. They will also open fire on Sam if they walk into him, or if he is seen in the light. They will fire a large amount of rounds at his last known location, so if detected, the player is advised to reposition himself and attempt to sneak past or eliminate the enemy.

:
800 MHz Pentium III or AMD Athlon
256 MBytes RAM
DirectX 8.1b
32 MBytes video card
DirectX 8.1b compatible sound card
8x speed CD/DVD-ROM drive
1,5 GB Hard Drive Space

- Recommended Configuration:
1000 MHz Pentium III or AMD Athlon or better
256 MBytes RAM or better
DirectX 9
64 MBytes video card
DirectX 9 compatible sound card with surround system
8x speed CD/DVD-ROM drive
2,1 GB Hard Drive Space

- Splinter Cell supports the following graphic cards
- Nvidia GeForce2 Ti/Ultra/Pro/GTS/MX400/MX
- Nvidia GeForce3 family
- Nvidia GeForce4 family
- ATI Radeon 8500/9000/9500/9700

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Last edited by langthang; 02-13-2008 at 08:06 AM.
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Old 12-02-2007, 12:16 AM   #2
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Default Re: SPLINTER CELL chaos theory

Download error:The files has been deleted
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Old 02-13-2008, 08:06 AM   #3
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try it again he just post it wrong
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Old 02-13-2008, 09:04 AM   #4
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Default Re: SPLINTER CELL chaos theory

This is ripped version?
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Old 02-14-2008, 10:29 PM   #5
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Default Re: SPLINTER CELL chaos theory

we have a situation here:

The file has been deleted

please reupload.

thanks..

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Old 07-04-2008, 04:31 PM   #6
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Default Re: SPLINTER CELL chaos theory

files are working
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