Neutering this powerful ability is the caveat that, in order to carry out executions Fisher must first perform a successful melee attack on one of his marked targets - be that falling through a skylight on to an unsuspecting victim, or simply grabbing a guy from behind and plunging a sharp piece of metal through his ear.Ī cover system has also found its way into Conviction, with minimalist icons appearing at corners and allowing Fisher to sprint and slide into safety. Once targets are marked, a single button press is all that's needed to guarantee a bullet to the head. Slow-motion headshots, firing off to the side while sort of clutching the pistol to Sam's chest in a way that doesn't sound cool on paper - it's automated, rapid-fire death-dealing. "Mark and execute" is another of Conviction's buzz-wordy features, essentially allowing you to tag nearby enemies from behind cover - or from the other side of a door if you've got a snake-cam - before bursting into the room and swiftly murdering them with stylised, highly accurate aplomb. In this case, I surface from the far end of the gutter, circle the yard to find the guards firing into the pit at where they think I am. It's this marker that your pursuers will focus on, either by raining down covering fire or approaching cautiously, and the obvious signposting of your supposed position helps you flank and surprise misdirected goons with far greater ease than would otherwise be possible. Fisher will leave behind a ghostly silhouette at the spot where he left the enemy's field of vision. Though it's something Al claims to be have been doing for a long time in many other games, Conviction employs it in a far more literal fashion. In the scuffle, I discover one of Conviction's primary new features: the notion of a last-known position. No, instead of alerting everybody to my presence by means of magic hi-def projection, I opt to blunder into the yard, clumsily grab the first body I see and, using him as a human shield, attempt to down the remaining baddies before snapping the guy's neck like a twig and leaping into a nearby gutter, damp with my own cowardice. Objectives and cinematics are beamed on to surfaces in the game world as a clever and contemporary means of delivering information to the player without Sam having to squint at his product placement PDA mid-mission. "Bloody hell," says Sam as he skulks away, embarrassed, "that's the last time I project my objectives onto buildings." Except that's not what really happens because, as I'm patiently informed, the giant letters are merely a narrative device and therefore undetectable by terrorists. Another one shouts something angrily before they all start firing into the air and screaming, driven mad by the realisation that. Unexpectedly, the words "Interrogate the Black Arrow officer" are projected on to the front of the building in 30ft tall letters for all to see. Past a yard strewn with vehicles and short walls, a seemingly abandoned warehouse looms.
Sam Fisher Crouches behind a crate of some description, the moonlight glinting off his tri-focal goggles (which we swear are smaller than they used to be) as terrorists chatter just feet in front of him, oblivious to their proximity to somebody famous.