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Ubisoft Partners with Quazal to Bring 'Splinter Cell 3' Online

by Rainier on June 16, 2004 @ 11:12 a.m. PDT

Quazal and Ubisoft today announce their partnership has produced the Tom Clancy’s Splinter Cell 3 multiplayer experience: one of the most innovative multiplayer designs to date, with cooperative moves that have never before been seen in a video game. A continuation to the story of Sam Fisher, member of the ultra-secret Third Echelon, Splinter Cell 3 is currently in development at Ubisoft’s Montreal studios.

Shown for the first time at this year’s Electronic Entertainment Expo in Los Angeles, Splinter Cell 3 wowed audiences and garnered several ‘Best of Show’ awards with a theatre-style presentation that included plenty of live gameplay. Key to this presentation was the all new co-operative multiplayer mode. For the first time, players will be able to form a team of special secret agents and work together in unique ways to infiltrate enemy strongholds, eliminate opposition, and accomplish covert missions.

“Due to the early integration and parallel development of Quazal’s SyncSim for Net-Z technology in Splinter Cell 3, we were able to place all of our focus on the multiplayer gameplay instead of worrying about the technology,” said Jimmy Boulianne, multiplayer programmer at Ubisoft. “We think that this effort and cooperation really shows on the screen, as the game is an incredible multiplayer experience.”

Quazal has partnered with Ubisoft to bring this technology to Splinter Cell 3. Using Quazal’s SyncSim for Net-Z networking middleware, players are assured of a solid multiplayer experience with no divergence between the connected stations. Splinter Cell 3 also takes advantage of Quazal’s Voice for Net-Z technology, allowing players to communicate clearly with each other and coordinate their efforts against the enemy.

“The presentation at E3 was a real eye-opener,” said Mike Drummelsmith, Developer Relations Manager at Quazal. “Seeing the cooperative elements of the new Splinter Cell with an audience was an amazing experience, and has made us even more excited about working with the team at Ubisoft!”

The SyncSim for Net-Z technology was first proposed to Ubisoft early in 2003, and it was quickly decided that it was the only way to implement the innovative gameplay that the design demanded, while staying on schedule.

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