The splinter cell suffers a terrible fate at the beginning of Sam Fisher’s first expedition with the future generation. Shortly after that, Sam’s life begins to fall apart around him. As time passes, his separation from Third Echelon deepens. He even puts himself in danger by getting himself jailed.
However, this is all a part of the master plan. Sam Fisher is now a double agent, meaning he works for the National Security Agency (NSA) and a terrorist group known as the John Brown’s Army (JBA). Sam is still, for the most part, a decent human being. But how long will that last? Will Sam do what’s suitable for the NSA and bring those responsible to punishment, or will the allure of the terrorist organization be too much for him to resist and cause him to fail?
The decisions you make will affect the outcome. During the game, you will be confronted with various ethical dilemmas. Should you shoot a prisoner to gain the JBA’s trust, or should you refrain from doing so to keep the NSA on your side? Regardless of the outcome, your confidence level in one party will increase while it decreases with the other party. The trust system is a new feature just added to Double Agent.
As you complete ten tasks, shadow and silence will be your most reliable allies. You can headfirst into the situation, but you won’t get far. Sam will need to sneak behind crates and walls, hide beneath trucks and tables, slip through highly secured locations, and bypass electronic, fingerprint, voiceprint, and retinal locked doors to become a master spy. You must hack or question an adversary to obtain keycodes and combinations, and you can either render an adversary unconscious or kill them. When you are dangling from a rail, you can allow an opposing guard to pass by or reach up to grab him and hurl him to his death below. Your mouth is the most effective weapon you own. You can lure an adversary to your location by whistling, and once he is there, you can sneak up behind him as he leaves his patrol to investigate the source of the noise. Your customizable weapon is a safety mechanism.
As a double agent, Sam will participate in several operations. You will go to the headquarters of the JBA in New York City, you will travel to the Congo to rescue a soldier, and you will board a cruise ship in Cozumel wearing shorts in broad daylight with minimal cover, all of which will force you to adjust your stealth patterns. You will find yourself in the center of a war-torn metropolis, right in the middle of a conflict between guerrilla fighters and military personnel, and both sides want you dead. There are a variety of missions for you to perform, and each one may be finished without firing a single shot.
The multiplayer mode is very much like those of previous Splinter Cell games. You can play the game as a mercenary or a spy. The spy role is presented from the typical third-person perspective, while the mercenary part is shown from the first-person viewpoint. Spies are charged with the mission of stealing vital information, and mercenaries are tasked with the mission of eliminating the spies and guarding the documents. Each opposing force possesses its own set of distinctive arms and equipment. Spies do not have conventional armament, which means they do not have anything that can kill a mercenary, but they do have a variety of technologies and gadgets that can assist them. Mercenaries are equipped with powerful rifles, explosives, and the ability to switch between visual modes.
Additional content has been added to the PS3 version of the game, including a new female spy character for the multiplayer mode, two new maps based on a unique setting for the multiplayer mode, a new set of co-op challenges, and minor alterations to the previously released content.