Someone thought adding automatic health regeneration to a "tactical" shooter was a good idea. They were wrong. The game is completely dull and devoid of any sort of difficulty, turning into a "stop and pop" sort of affair, where cowering behind a wall for a few seconds regenerates your health up to max.
The core of splinter cell is quite nice, the movement offered is fun if a bit clunky and the gadgets provided to you are a great way to allow you to tackle a situation in the manner you choose. The problem is, you'll very, very rarely make use of any movement out of your own volition, as the game is terribly linear. It's basically a long corridor, no room has any alternate entrance, and even though Sam can run, jump, and climb freely there's nowhere to climb to, nothing to explore. To add insult to injury the game forces you into combat on 2 occasions, at which points the game devolves into sitting in a corner and popping the heads of incoming enemies, who have a tendency to gain nightvision when alerted. The game feels like a huge waste of potential, were it not so linear it could have been great. The end result is just mediocre.
Fahrenheit's gameplay mainly consists of QTEs and very simple adventure elements, so the meat of the game is in its storyline/characters/dialogs. And at first, it is very interesting, weird, and quite frankly pretty well done. The characters are a little bland, and the dialog isn't very interesting, but the plot manages to keep you going. Until it gets really silly. I don't want to spoil anything, but a cool and weird occult crime story turns into a mayan superhero alien story.
On paper it sounds great,and you would think that you'll have to find a way to assassinate people yourself,but the whole time the game takes your hand through what is basically a decorated corridor.There is only one scripted way to kill every target. Could have been MUCH MUCH more.