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Tom Clancy's Splinter Cell: Chaos Theory

2005 · Ubisoft Montreal · Ubisoft Milan

Use light, sound and flexible routes to infiltrate spaces that reward patient observation.

GAMEBOX SCORE

93

Provisional GAMEBOX editorial ratings. These are not verified facts or aggregate review scores.

/ 100

Retro Score91
Hidden Gem87
Revival Potential80

GAME DNA

experience
Player agency · Mastery challenge
genre
Stealth · Action
mood
Tense · Atmospheric
gameplay
Stealth · Infiltration · Exploration
difficulty
Hard
era
2000s
pacing
Slow
perspective
Third-person
structure
Mission-based

DISCOVER BY GAME DNA

Game DNA is GAMEBOX editorial classification; era comes from the sourced release year. Ratings are separate editorial judgements.

ABOUT THE GAME

Use light, sound and flexible routes to infiltrate spaces that reward patient observation.

Use light, sound and flexible routes to infiltrate spaces that reward patient observation.

WHERE CAN I PLAY IT?

Availability information will be added to the GAMEBOX database.

We only list legal and officially available platforms and services.

RETRO HISTORY

First listed release: 2005. Explore the cited source for the game's release and development history.

ORIGINAL RELEASE
2005
Developer
Ubisoft Montreal · Ubisoft Milan
Publisher
Ubisoft

DISCOVER MORE

SIMILAR GAMES

Explore what makes games feel like Tom Clancy's Splinter Cell: Chaos Theory

GAMEBOX algorithmic assessments of editorial Game DNA. Confidence describes overlap strength, not a probability of enjoyment.

2012

Dishonored

73% SIMILAR

STRONG MATCH

Tense · Atmospheric · Stealth · Action · Player agency

WHY IT'S SIMILAR

Both games share Tense / Atmospheric mood; Stealth / Action genre; Player agency experiences (shaping outcomes through consequential choices or approaches).

Similarity breakdown
  • experience: Player agency28% distinctive overlap · 23.0 / 83.1 points
  • mood: Atmospheric · Tense100% distinctive overlap · 62.7 / 62.7 points
  • genre: Action · Stealth100% distinctive overlap · 28.3 / 28.3 points
  • gameplay: Exploration · Infiltration · Stealth100% distinctive overlap · 31.5 / 31.5 points
  • structure: Mission-based100% distinctive overlap · 33.1 / 33.1 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: No shared values0% distinctive overlap · 0.0 / 7.3 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: No shared values0% distinctive overlap · 0.0 / 4.2 points

2006

Hitman: Blood Money

71% SIMILAR

STRONG MATCH

Tense · Atmospheric · Stealth · Action · Player agency

WHY IT'S SIMILAR

Both games share Tense / Atmospheric mood; Stealth / Action genre; Player agency experiences (shaping outcomes through consequential choices or approaches).

A close match offering a different series or DNA profile.

Similarity breakdown
  • experience: Player agency18% distinctive overlap · 16.4 / 92.6 points
  • mood: Atmospheric · Tense100% distinctive overlap · 62.7 / 62.7 points
  • genre: Action · Stealth100% distinctive overlap · 28.3 / 28.3 points
  • gameplay: Exploration · Infiltration · Stealth100% distinctive overlap · 31.5 / 31.5 points
  • structure: Mission-based100% distinctive overlap · 33.1 / 33.1 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: Third-person45% distinctive overlap · 3.1 / 6.9 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: 2000s100% distinctive overlap · 3.6 / 3.6 points

2016

Dishonored 2

73% SIMILAR

STRONG MATCH

Tense · Atmospheric · Stealth · Action · Player agency

WHY IT'S SIMILAR

Both games share Tense / Atmospheric mood; Stealth / Action genre; Player agency experiences (shaping outcomes through consequential choices or approaches).

Similarity breakdown
  • experience: Player agency28% distinctive overlap · 23.0 / 83.1 points
  • mood: Atmospheric · Tense100% distinctive overlap · 62.7 / 62.7 points
  • genre: Action · Stealth100% distinctive overlap · 28.3 / 28.3 points
  • gameplay: Exploration · Infiltration · Stealth100% distinctive overlap · 31.5 / 31.5 points
  • structure: Mission-based100% distinctive overlap · 33.1 / 33.1 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: No shared values0% distinctive overlap · 0.0 / 7.3 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: No shared values0% distinctive overlap · 0.0 / 4.2 points

1998

Metal Gear Solid

67% SIMILAR

STRONG MATCH

Tense · Atmospheric · Stealth · Action · Player agency

WHY IT'S SIMILAR

Both games share Tense / Atmospheric mood; Stealth / Action genre; Player agency experiences (shaping outcomes through consequential choices or approaches).

Similarity breakdown
  • experience: Player agency34% distinctive overlap · 24.1 / 70.8 points
  • mood: Atmospheric · Tense100% distinctive overlap · 62.7 / 62.7 points
  • genre: Action · Stealth100% distinctive overlap · 28.3 / 28.3 points
  • gameplay: Exploration · Infiltration · Stealth100% distinctive overlap · 31.5 / 31.5 points
  • structure: No shared values0% distinctive overlap · 0.0 / 26.7 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: Third-person45% distinctive overlap · 3.1 / 6.9 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: No shared values0% distinctive overlap · 0.0 / 4.0 points

2004

Metal Gear Solid 3: Snake Eater

66% SIMILAR

STRONG MATCH

Tense · Atmospheric · Stealth · Action · Player agency

WHY IT'S SIMILAR

Both games share Tense / Atmospheric mood; Stealth / Action genre; Player agency experiences (shaping outcomes through consequential choices or approaches).

Similarity breakdown
  • experience: Player agency25% distinctive overlap · 18.4 / 72.1 points
  • mood: Atmospheric · Tense100% distinctive overlap · 62.7 / 62.7 points
  • genre: Action · Stealth100% distinctive overlap · 28.3 / 28.3 points
  • gameplay: Exploration · Infiltration · Stealth100% distinctive overlap · 31.5 / 31.5 points
  • structure: No shared values0% distinctive overlap · 0.0 / 26.7 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: Third-person45% distinctive overlap · 3.1 / 6.9 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: 2000s100% distinctive overlap · 3.6 / 3.6 points

2000

Thief II: The Metal Age

45% SIMILAR

PARTIAL MATCH

Player agency · Atmospheric · Stealth

WHY IT'S SIMILAR

Both games share Player agency experiences (shaping outcomes through consequential choices or approaches); Atmospheric mood; Stealth genre.

Similarity breakdown
  • experience: Player agency28% distinctive overlap · 23.0 / 83.1 points
  • mood: Atmospheric22% distinctive overlap · 14.6 / 65.1 points
  • genre: Stealth37% distinctive overlap · 11.7 / 31.5 points
  • gameplay: Exploration · Infiltration · Stealth66% distinctive overlap · 22.2 / 33.5 points
  • structure: Mission-based100% distinctive overlap · 33.1 / 33.1 points
  • pacing: Slow100% distinctive overlap · 10.1 / 10.1 points
  • perspective: No shared values0% distinctive overlap · 0.0 / 7.3 points
  • difficulty: Hard100% distinctive overlap · 4.6 / 4.6 points
  • era: 2000s100% distinctive overlap · 3.6 / 3.6 points