But the problems here aren't technological at all-they're strictly design problems. Sure, this is the first Splinter Cell game for the 360, and there's bound to be some production tangles created by the hardware transition. When the fourth game in a previously solid series goes so terribly awry, it's tempting to imagine all kinds of scenarios that might explain what the hell happened-Ham-handed corporate interference? Breakdown in production process? Designer going through a nasty, highly distracting divorce?
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