While there's no denying that Master Chief is the most important character in the history of the Xbox family, one could make an argument that Sam Fisher ranks a close second. When it was released for the original Xbox, Tom Clancy's Splinter Cell was one of the most technologically advanced console titles ever. Although many people bought the game to check out the amazing dynamic lighting and impressive stealth action, they kept coming back for more because there was just something about the world-weary Mr. Fisher's lack of enthusiasm about the spy game. After seeing the series' first next-gen title, Tom Clancy's Splinter Cell Double Agent, it looks like Sam's life just got a lot more interesting

As you might be able to glean from the title, Double Agent finds Sam attempting to infiltrate a terrorist organization, although the line between good and evil starts to blur quite a bit. You'll spend much of your time in the terrorist group's headquarters, where you'll live, eat, and sleep near them as you go deeper undercover. While some games might be content to simply let the hero make his way, Double Agent forces Sam to make a number of tough ethical choices. The game will actually change depending on what you do, and some parts of the game will only be available if you play in a certain manner. There are multiple paths from start to finish, and there will be a number of endings.


In each level there will be several objectives for both the NSA and the terrorist organization, and they'll often conflict with one another. Sam will face quite a few ethical quandaries, such as whether to personally kill an innocent civilian to save hundreds of lives. Of course, killing the innocent will get you in good with the terrorists who are testing you, but the NSA won't be happy. If you don't, there will be implications further down the line, and things might turn out worse than if you had just pulled the trigger. Unfortunately, we only got to see a brief demo of the game, and this sounds like a mechanic that needs to explored in more depth.

Much of these sequences played out during what the developers are calling "directed moments," which are essentially interactive cutscenes. Although the directed moments are very cinematic, they never really pull the player out of the action, instead infusing the proceedings with emotion and action. In the sequence we saw, Sam had to decide between killing a hostage and sparing his life. As it played out and Sam raised his firearm to aim, we took control and pulled the trigger, despite the fact that he was pleading for his life with his glistening eyes. It was a brutally visceral moment, and we hope that there will be a number of them spread throughout the game.