Splinter Cell: Conviction - interview
Splinter Cell is only based on light and shadows, say developers
DL: When we released Splinter Cell, it was all about Dynamic Lighting. We developed this technology and it was the next-gen of the days. We have been working on several technologies to once more give a next-gen feel to the lighting in the game, through global illumination and reflective lighting. The main ingredient we are using as a distinctive mark is the intensive use of per pixel Ambient Occlusion (AO). As we are going to deliver a fully interactive environment, AO was the perfect technology to make the large number of objects we showcase on screen look absolutely integrated, and not part of a simulation. Lighting is no longer the source of gameplay, however, it is still a key component to make the environment very credible, and ultimately easily readable for the player.
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more
17 years before unleashing Quiet on the world in Metal Gear Solid 5, Hideo Kojima said he didn't want "dishonest" designs like "female characters with huge busts" in the series
Arcane writer says "it was always our hope" to get a character from the show into League of Legends
How Final Fantasy 7 Rebirth represents the best of Final Fantasy's past while charting a course for the future