Splinter Cell Original Team Absolutely Hated Tom Clancy’s Books Calling Them Awful for One Reason

by Pelican Press
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Splinter Cell Original Team Absolutely Hated Tom Clancy’s Books Calling Them Awful for One Reason

In video game history, not many other titles have had as significant a hand in popularizing the stealth-action genre as the Splinter Cell series. Centered around the mysterious operative Sam Fisher, the series captivated players with its innovative yet engaging gameplay, tense atmosphere, and intricately deep narratives, achieving critical acclaim and gaining a devoted player base.

However, a revelation sheds some light on the development process of the first title that might shock the fans. Since the start, the development team had a strong negative opinion about the source material due to its political views. Even though the team’s goal was to incorporate Tom Clancy’s work into the game, it took some creative liberties and introduced some of its visions.

How the Splinter Cell Team Felt About the Source Material

The image shows the player walking covetly in Splinter Cell Blacklist
The development team of the first title hated the source material and decided to innovate. | Image Credit: Ubisoft

When Ubisoft Montreal first started its journey to create Splinter Cell in 2002, it aimed to transfer the intrigue of Tom Clancy’s well-thought-out universe into a compelling video game. Clancy is known for his intricate military thrillers, which seemed like a perfect fit for a project aiming to showcase espionage and covert operations.

However, in an interview, lead level designer Ed Byrne revealed that the development process didn’t start as smoothly as they had hoped for. According to him, the team was not satisfied with Tom Clancy’s books and opposed some of the author’s views, especially the various political ones incorporated in the story.

Due to this major difference in opinion, the developers decided to take some creative liberties with the game, incorporating various tropes which they felt better fit with their vision. His exact words were:

Every time we added more tropes, the more Clancy-like it became. They were just so awful. I can admit it now. I’m sure Ubisoft would love to hear this, but I mean, none of us loved Clancy. It wasn’t our dream license.

This confession shows the disconnect between the development team and the literary source material it wanted to incorporate. However, despite these differences, the series went on to achieve critical acclaim and commercial success, highlighting the need for an engaging, interactive experience rather than following the source material to the T.

The Complex Legacy of Splinter Cell and Its Origins

The image shows a player sneaking around the enemies in Splinter Cell Blacklist
Fans of the series still enjoy the games’ unique charm and await future remakes or new titles. | Image Credit: Ubisoft

The disconnect between the game’s development team and Tom Clancy’s literary style was very significant, but that did not undermine the series’ impact or its ability to captivate the audiences’ hearts.

In retrospect, this revelation highlights the tough process of adaptation. At first glance, it might seem easy to translate words into interactive video games or media, but more often than not, it involves navigating through complex creative differences and making tough decisions about how to represent source material in the best way possible.

For the Splinter Cell team, this creative difference meant embracing its own creative visions and crafting a game that, while inspired and based on Clancy’s world, stood apart from his literary legacy.

In the end, as players continue to enjoy and remember the franchise as it set a milestone in stealth gaming, the story told by Ed Byrne will serve as a reminder of the challenges and creative tensions that can generally arise when adapting beloved franchises from one medium (books) to another.

What is your favorite instalment in the series? Tell us in the comment section below!



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