Splinter Cell: Conviction — Blackout introduces non-lethal takedowns and solo enemy counter grabs, changing how every encounter plays out.
Counter Grabs
Enemies no longer just hold their ground and shoot. They’ll rush you and try to put you in a grab, pinning you in place while the rest of their squad closes in. Get caught in the open and you can be swarmed in seconds. Portable EMPs, Smoke Greneades, and Mark & Execute are crucial in this moment. Struggle three times to break free from the grab.
Non-Lethal Takedowns
Switch between lethal and non-lethal at any time. Knock enemies out to slip past them without killing them, or use them to create a distraction. But it’s a double-edged sword: a downed enemy can wake up, alert the entire map to your presence, and keep patrolling to hunt you down.
What This Changes
Assault is now more punishing, loud is now far riskier. Every time you charge a room, enemies get a chance to close the distance. That makes Portable EMPs and Mark & Execute more important than ever. Kill the lights before they can rush you, or drop the group before anyone gets close.
Ghost is now a viable playstyle, with gas grenades and smoke grenades joining your arsenal, luring, and tasers possibly on the way. Much like Blacklist, you can switch between Ghost and Panther at a moment’s notice — slip past a patrol unseen, then strike from the shadows when the opening comes.
Splinter Cell: Conviction — Blackout is still in active development, and everything shown is subject to change.