Tom Clancy's Splinter Cell Double Agent GameCube

  • Publisher: Ubisoft
  • Release Date: Oct 26, 2006

Mixed or average reviews - based on 8 Critics

Critic score distribution:
  1. Positive: 3 out of 8
  2. Negative: 1 out of 8
Buy On
  1. Even those who only own a GameCube should probably avoid this version of Double Agent, which has fewer features and worse graphics than its counterparts on other platforms.
  2. 50
    Honestly, it's an okay game at heart, but it's hard to see that if you've even caught a glimpse of the other versions.
  3. If the only console you own is a Gamecube – steer clear of Splinter Cell: Double Agent. But if you happen to own a PS2 or Xbox – pick up one of those versions and you will have an awesome holiday.
  4. Galvanized by the well-implemented trust management system, Splinter Cell: Double Agent proves to be another great game in this venerable series. Alas, the graphical limitations of the Gamecube keep this version from the success of its peers.

Awards & Rankings

#23 Most Discussed GameCube Game of 2006
User Score

Mixed or average reviews- based on 5 Ratings

User score distribution:
  1. Positive: 0 out of 1
  2. Negative: 0 out of 1
  1. EtienneM.
    Dec 24, 2006
    Strong points of this game: -The trust system has a direct impact on your game experience. It is much more than a simple statistic to look at Strong points of this game: -The trust system has a direct impact on your game experience. It is much more than a simple statistic to look at on your mission report. -Greater liberty of movement. In past Splinter Cell games, many movements were seldom used (such as the wall kick) and you rarely had more than one or, at most, two viable options to get past some guards. In Double Agent, your options are much more varied and Fisher's various skills come in handy much more often. -The default controls are more or less the same as in Chaos Theory, so it's easy to pick up if you've played that game already. Weak points of this game: -Graphics. I'm far from the "graphics > all" mindset, especially with great gameplay, but it's to the point where it's almost impossible to tell which areas of the game are "lit" and which are "dark". In a stealth game, you can see how it hurts the immersiveness and gameplay. The in-game shadow calibration doesn't do much to improve the situation, I'm sad to say. -Some things are just plain weird, such as the ability to knock yourself out by bashing a door that only opens towards you... -Particularly in earlier levels, some encounters seem to force you in dealing with an ennemy in a particular way, even past the tutorials, which is annoying if you want to retain a "no kills" record. I haven't had a chance to try the multiplayer yet. All in all, not a bad game at all but still not as strong as we could hope for after the great first three episodes of the series. Full Review »