IMDb RATING
8.6/10
3.2K
YOUR RATING
Proving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.Proving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.Proving you can't keep a good agent down, Sam Fisher returns for this third undercover outing, which takes him deep inside North Korea on an information warfare mission.
- Awards
- 3 wins & 1 nomination total
Michael Ironside
- Sam Fisher
- (voice)
Don Jordan
- Irving Lambert
- (voice)
Danny Wells
- Captain Arthur Partridge
- (voice)
- (as Dany Wells)
George Morris
- Morris Odell
- (voice)
Andreas Apergis
- Milan Nedich
- (voice)
Terrence Scammell
- Admiral Toshiro Otomo
- (voice)
- (as Terrence Scammel)
Luis de Cespedes
- Hugo Lacerda
- (voice)
Russell Yuen
- Long Dan
- (voice)
Alain Goulem
- Additional Voices
- (voice)
- (as Al Goulem)
Featured reviews
This is based upon the PC version. In this third outing they take care of how pitifully poor at unarmed combat Sam was in the first two(seriously... a elbow to the head of a foe, and so weak that it takes two to knock anyone out, the second one being so slow that they'll fire off numerous rounds at you before it hits them?). Not only can you now render someone unconscious in one hit at close range from any angle, you can knife them, with the one difference being that they'll die. The blade can also be used to cut through fabric, and thus make new openings to tents and the like. You can now(due to all the new ways of taking out opponents at short range), drastically different from the ones before this, actually complete the majority of the game without firing a single round, if you please(!). For the first time in the series, you can get someone to go over a railing, in a couple of ways(my favorite? Pulling them over it, whilst hanging on it... oh yeah). That, along with hiding bodies, is made unnecessarily harder, though, by the changed, and now rather awkward, direction controls. Frankly, it usually doesn't make much of an impact, but when trying to Grab, or choose where exactly you're throwing or ditching enemies, it can get on your nerves. You can now travel through air ducts and the like. You get a few cool pieces of new equipment, such as EMF Vision, which reveals electronics, and is useful for figuring out where you can use your OCP, an attachment to your pistol, which temporarily disables cameras, lamps, etc. Speaking of things that go with your guns, the trusty SC-20K is changed around... though it still has the scope, there is now a genuine Sniper to turn it into, as well as a Shotgun, a precise one, and finally the one we know, that launches stuff. Hacking plays a bigger role here, and it's actually something you *do*, not just one click and it's done. It's not tough to get used to, and it isn't overused, I was never bored with the feature. You can now also use the ability to circumvent Retinal Scanners and Keypads, instead of coercing someone, or finding the code, respectively. The Split Jumping is the simplest and, actually, most awesome-looking of the three. Sensibility to light and sound is still the cornerstone(however, I could swear that there were times where I was in darkness and I, myself, could see Fisher, maybe it was for aesthetic reasons). There is now a Noise Meter, and while that might seem redundant, it's helpful in that it gauges how loud the surroundings already are, and thus lets you know very accurately how silent you have to be to not be heard. The graphics and animation are beefed up once again, and this has more elaborate cut-scenes, almost invariably fully rendered(one or two are in-engine), and they all relate directly to the story(apart from, like that of the original, the intro), which is very interesting and well-told, by the way. This time, especially near the end, they don't steer entirely clear of clichés, and the twists are good, if not all the way unpredictable. The Clancy fingerprint is yet again a strong positive of this, and the realism is high as a sky-scraper. This expects that you have tried the first two, and remember what happened in them. It doesn't do the "disappointing sequel" thing, nor lets up on difficulty, particularly(there are now three settings). It does spike up incredibly suddenly at some points, then again, it is mostly even. There are still faked news reports, and now, before each mission, you get a nice, detailed briefing, describing the situation, with every member of your team, and potentially ones you're working with temporarily, and you can listen to each, individually, again, if you missed anything, after which, you Load Up, where you select one of three(or only two, once or twice) configurations of what you bring along, depending on how you intend to handle it, Recommendation, Stealth, and Assault. That brings me to a very welcome new aspect to this... it actually has a reasonable amount of freedom(not as much as others, but they tried, and they succeeded as far as they went with it), as far as how you get through it. The varied objectives sometimes have more than one way to solve them(several computers, as well as people you can Interrogate, may hold the same bit of info that you are to collect, for example), and there are sometimes several ways to get to a spot. Apart from that, there are of course still many ways of getting rid of(or outright avoiding) the guards. This goes further in the streamlining of stuff that was there before in the franchise, and although one or two places, it maybe goes a little too far, it's almost exclusively a great thing. They bring back the map, and actually try to make it genuinely useful this time. It's a 3D model, and you can rotate it 360 degrees, it just has no specifications on anything, and doesn't tell you exactly where you are, it highlights that area. They were kind enough to add red squares to where your goals are, and this has the least "trying to figure out where you're supposed to go and how" of the trilogy. This can be frustrating. Sneaking is fun, as is fighting. While I haven't tried the multi-player, I can say that it sounds entertaining. There's Co-Op(two people, similar to single-player) and Versus, the latter of which has Extraction, Neutralization, Bombing, Disc Hunt Mode and Deathmatch. Music is nifty, not sure it's the same level as the predecessors. Audio is excellent, voice acting and effects alike. There's finally re-playability, with Unlockables, optional assignments and a rating system that gives a percentage readout of how well you did. I recommend this to any and all fans. 9/10
9 out of 10 - The Pinnacle of Stealth Gameplay
Chaos Theory wasn't just another entry in the Splinter Cell franchise - it was a seismic leap forward in nearly every way. Released in 2005, it redefined the standard for stealth action, refining the series' mechanics while adding an edge that felt darker, deeper, and more immersive than its predecessors. It's the entry where Sam Fisher didn't just survive the shadows - he owned them.
Gameplay: Stealth Refined to Perfection
The stealth in Chaos Theory is not just an option - it's a finely-tuned instrument. You're given tools, gadgets, and weapons, but your biggest weapon is choice. Want to go non-lethal? Use the OCP (Optically Channeled Potentiator) to disable lights and electronics, then choke enemies out. Want to go loud? The SC-20K can make noise when it has to, though it always feels like a last resort.
The enemy AI was smarter than ever, reacting to sound, light, and movement with surprising intelligence. This wasn't a game you could run-and-gun your way through - you had to think like a ghost. And every decision had weight.
Tone and Story: Darker, Sharper, More Personal
Unlike the more clinical approach of Pandora Tomorrow, Chaos Theory brought a grittier tone and a sharper edge to Sam Fisher himself. This Sam is more seasoned, more sarcastic, and far more human. The writing - especially Sam's banter with Lambert - hits that perfect balance of dry humor and razor-sharp realism.
The story itself - a geopolitical thriller with Japan, North Korea, and private military corporations - taps into early 2000s post-9/11 paranoia with unnerving accuracy. But it never becomes overwhelming. It's grounded. It's tight. And most importantly - it works.
Multiplayer & Co-op: Way Ahead of Its Time
The co-op mode in Chaos Theory deserves special praise. Two agents, working together to navigate levels built specifically for teamwork - it wasn't just an extra mode, it was a full experience. The communication, the coordination, the tension - it laid the groundwork for what stealth co-op could be.
Versus multiplayer returned with spies vs. Mercs - and for many, this mode alone justified the purchase. It was unique, intense, and demanded skill, patience, and strategy.
What Keeps It from a 10?
Only a few things hold it back from perfection: The story, while tight, doesn't always match the emotional resonance of later entries like Double Agent or Conviction.
Some mechanics, like quick saves, made the challenge feel less intense compared to the hardcore stealth ethos of the earlier games.
A few levels had slightly uneven pacing, especially for players wanting more variety beyond tech-based infiltration.
But these are minor critiques in a game that redefined its genre.
Final Verdict
9 out of 10. Legendary stealth.
Splinter Cell: Chaos Theory is the game where you set the pace. It gives you the sandbox, the tools, and the enemies - then says, "figure it out." It's slick, smart, and serious. A stealth masterpiece that aged better than most of its contemporaries.
If you love tactical thinking, strategic execution, and a cold, calculated protagonist who can crack a joke and your neck - this is the one.
Chaos Theory wasn't just another entry in the Splinter Cell franchise - it was a seismic leap forward in nearly every way. Released in 2005, it redefined the standard for stealth action, refining the series' mechanics while adding an edge that felt darker, deeper, and more immersive than its predecessors. It's the entry where Sam Fisher didn't just survive the shadows - he owned them.
Gameplay: Stealth Refined to Perfection
The stealth in Chaos Theory is not just an option - it's a finely-tuned instrument. You're given tools, gadgets, and weapons, but your biggest weapon is choice. Want to go non-lethal? Use the OCP (Optically Channeled Potentiator) to disable lights and electronics, then choke enemies out. Want to go loud? The SC-20K can make noise when it has to, though it always feels like a last resort.
The enemy AI was smarter than ever, reacting to sound, light, and movement with surprising intelligence. This wasn't a game you could run-and-gun your way through - you had to think like a ghost. And every decision had weight.
Tone and Story: Darker, Sharper, More Personal
Unlike the more clinical approach of Pandora Tomorrow, Chaos Theory brought a grittier tone and a sharper edge to Sam Fisher himself. This Sam is more seasoned, more sarcastic, and far more human. The writing - especially Sam's banter with Lambert - hits that perfect balance of dry humor and razor-sharp realism.
The story itself - a geopolitical thriller with Japan, North Korea, and private military corporations - taps into early 2000s post-9/11 paranoia with unnerving accuracy. But it never becomes overwhelming. It's grounded. It's tight. And most importantly - it works.
Multiplayer & Co-op: Way Ahead of Its Time
The co-op mode in Chaos Theory deserves special praise. Two agents, working together to navigate levels built specifically for teamwork - it wasn't just an extra mode, it was a full experience. The communication, the coordination, the tension - it laid the groundwork for what stealth co-op could be.
Versus multiplayer returned with spies vs. Mercs - and for many, this mode alone justified the purchase. It was unique, intense, and demanded skill, patience, and strategy.
What Keeps It from a 10?
Only a few things hold it back from perfection: The story, while tight, doesn't always match the emotional resonance of later entries like Double Agent or Conviction.
Some mechanics, like quick saves, made the challenge feel less intense compared to the hardcore stealth ethos of the earlier games.
A few levels had slightly uneven pacing, especially for players wanting more variety beyond tech-based infiltration.
But these are minor critiques in a game that redefined its genre.
Final Verdict
9 out of 10. Legendary stealth.
Splinter Cell: Chaos Theory is the game where you set the pace. It gives you the sandbox, the tools, and the enemies - then says, "figure it out." It's slick, smart, and serious. A stealth masterpiece that aged better than most of its contemporaries.
If you love tactical thinking, strategic execution, and a cold, calculated protagonist who can crack a joke and your neck - this is the one.
I have recently looked through video game boards and had watched Spike TV's video game awards. Splinter Cell Chaos Theory was not even in the running for game of the year. It was used in best graphics technology and best use of sound. But it did not win in either category. Game of the Year went Resident Evil 4, which by the way is a crap game in my opinion. Other games nominated for Game of the Year and were not as good as Splinter Cell Chaos Theory were God of War, FEAR, and World of Warcraft. Jade Empire was even a favorite over Chaos Theory. Damn RPGs don't do anybody good. I just hope that Splinter Cell Double Agent (part 4) will be a much better game and will receive credit for what it will do for the gaming industry. Double Agent should and will win Game of the Year for 2006.
Plain and simple its a really good game. its got an awesome plot and the graphics have improved from the old splinter cell games. when i got this game and played it i was addicted i just couldn't get enough of the game. I wouldn't recommend playing co-op with someone who's never played the game before. I've tried. Usually they will just run around shooting anything and end up getting killed within the first minute or so. but the single player is terrific. If you don't have any patience i wouldn't recommend playing the game. In this game you are the shadows. YOU choose how, when, and where they die. YOU are your enemy's greatest fear. they cant stop you. at the flicker of a light your enemies will fall. how do you kill something that can't be seen? you don't.
I got this game today (3/29/05) and played forever. The only reason that I stopped playing was because of the parents. This game is the best Splinter Cell game. It has kick butt graphics, sound, AI, physics and more. If you are looking for a game to rival any and defeat it, get this one. The fact that there are different paths through and around most obstacles is awesome. In the first two games, which were and still are sweet, you could only go one way through a level and each time you died you had to do the same boring "stuff". Not here. The new moves and different paths are awesome. I especially love the stealthy kills with the knife or choke hold while hanging upside down. Ubisoft and Tom Clancy did a great job at creating a game sequel that is better then the rest.
P.S. "Kick butt" just doesn't do justice but it is prohibited to say what I want to say. But everyone should know what I'm trying to say.
P.S. "Kick butt" just doesn't do justice but it is prohibited to say what I want to say. But everyone should know what I'm trying to say.
Did you know
- TriviaDuring the 5th level, on Displace International Headquarters, when in an air vent you can hear two guys talking about the new Prince of Persia game, made by Ubisoft.
- GoofsOn the Cargo Ship level, a radio can be heard talking about the East Coast blackout. However, the blackout had not occurred yet in the game and occurs in a later level.
- Quotes
Anna: The Maria Narcissa.
Sam Fisher: Sounds like your setting me up for another blind date.
Anna: The Maria Narcissa is a boat.
Sam Fisher: So was the last girl you set me up with.
Anna: Fisher!
Sam Fisher: Sorry.
- ConnectionsFeatured in Icons: Splinter Cell (2002)
- SoundtracksOne More Regret
Written and Performed by Kesshin
Heard on several of the radios spread throughout the game
Details
- Release date
- Countries of origin
- Languages
- Also known as
- Tom Clancy's Splinter Cell: Chaos Theory
- Production company
- See more company credits at IMDbPro
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