Splinter Cell dev says the Chaos Theory team "couldn't have gotten more out of the hardware if we wanted to," thanks to a "paradigm shift" fueled by the original Xbox

Splinter Cell
(Image credit: Ubisoft)

Splinter Cell: Chaos Theory represented almost the very best of the graphical technology available at the time, and the team behind it would have been hard-pressed to have pushed it any further.

Speaking to Edge Magazine, Clint Hocking - creative director on Chaos Theory and a writer and designer on the original Splinter Cell - said that when it came to the third game in the iconic stealth series, "we couldn't have gotten more out of the hardware if we wanted to. In many ways, Chaos theory and a small handful of other titles led the transition to a sort of pseudo-next generation."

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Ali Jones
Managing Editor, News

I'm GamesRadar's Managing Editor for news, shaping the news strategy across the team. I started my journalistic career while getting my degree in English Literature at the University of Warwick, where I also worked as Games Editor on the student newspaper, The Boar. Since then, I've run the news sections at PCGamesN and Kotaku UK, and also regularly contributed to PC Gamer. As you might be able to tell, PC is my platform of choice, so you can regularly find me playing League of Legends or Steam's latest indie hit.

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