Splinter Cell: Conviction - interview

DL: In fact we are more into a kind of "homage" and we decided to set the game in autumn to give more room to shadow. With low autumnal suns, everything shadows are becoming part of the visual environment. To give you an idea of the level of quality we have reached globally on the 3D side: even though lights and shadows are no longer at the core of our game, we currently have, in ConViction, the best-looking shadows the series has ever seen.

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