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Splinter Cell: Conviction Was A Rescue Job

Creative director of Blacklist, Maxime Béland has claimed that the development of Splinter Cell: Conviction was riddled with problems and that he was brought in for a rescue operation.

Released back in 2010, Conviction brought in many new changes which didn’t go well with fan of the stealth series.

Speaking with Joystiq, Béland said:

Conviction was kind of a rescue job for me.

We were brought in because it wasn’t going well. We changed the direction and kind of shipped the game in two years. So Conviction is very sweet and sour for me.

Béland continued saying that he now holds a better understanding as to the needs of the fans of the series.

We have these three player profiles, player archetypes in our heads.

We have the ghost player, that doesn’t want to kill or get detected. We’ve got our action/tank/killer player on the other end of the spectrum, that just wants to throw frag grenades, blind fire, shoot people in the head. And then in the middle, we have what we call the panther.

So we’re building the game with those three archetypes in mind.

You’re really going to be able to mix and match different parts of suits to make your own Sam.

The new Splinter Cell is going to allow players to customize their loadouts to suit these play-styles.

Splinter Cell: Blacklist is going to be released in March of 2013 next year for the PS3, Xbox 360 and PC.