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Not only does this level exhibit the afore-mentioned broken sink problem, but it’s also one of the few levels in the game that seems designed to be played in only one way.
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(Perhaps because it’s so fresh in my mind.) In this level, Sam Fisher must sneak onto a Coast Guard cutter, incapacitate a number of enemies, defuse a bomb and then escape before the cutter explodes. I’m thinking in particular of the game’s very last (optional) level. Still, a little more play testing could have avoided this and would have made the game even better than it is. In a more open-ended game this would be a deal breaker, but in a game like Splinter Cell, where trying combinations of sneaky moves over and over (and over) again is kind of the point, it’s less of an issue and there’s usually an alternate method of achieving goals. While playing the game, I often found myself having to repeat dumb, inconsistent tasks merely to trigger the thing or event which was “supposed” to happen so that I could advance the game. Splinter Cell: Double Agent reminded me of that sink. And if it takes you longer than six seconds to wash, you have to do it again for as many three-second intervals as it takes to wash your hands.
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This means that mid-way through washing the thing will turn off, and one must remove one’s hands from the sink, and then replace them in order to get more water. It’s set to cycle off after about three seconds and, once triggered on, must be triggered off again before it will turn back on. Here at The Escapist Compound, we have those motion-sensing sinks in the restroom the kind which are supposed to “know” when you’ve got your hand under the spigot, waiting for water.