Ubisoft Montreal's success inspired the company to continue its Canadian expansion, and a new studio,
Ubisoft Toronto, was announced on July 6, 2009. Headed by
Jade Raymond, the studio focuses on the creation of
triple-A video games and intellectual property. It worked on a new installment of the
Splinter Cell series, which was in parallel development with an unnamed project, and the Toronto team was made up of Ubisoft Montreal's core
Conviction team. Maxime Béland, who had worked on
Conviction, was the game's creative director, Ubisoft Toronto was the game's lead developer, with assistance from Ubisoft Montreal.
Ubisoft Shanghai developed the game's co-operative multiplayer mode. The Toronto studio focused on the game's Windows, PlayStation 3 and Xbox 360 versions, with the Wii U version developed by Ubisoft Shanghai. In 2010, the series' fifth installment,
Conviction, was released. Although it received generally positive reviews, it was criticized by series fans for lacking some features. Béland considered
Conviction a "stepping stone" for him when he prepared for the development of
Blacklist. The development team studied
Conviction reviews and feature lists, deciding to discard its "black-and-white" stealth approach, and also deciding to bring back the Spies vs. Mercs mode introduced in
Pandora Tomorrow. Béland called the mode's return "the easiest decision of [his] life", since the team considered its absence
Conviction greatest misstep. Ubisoft sent questionnaires through
Uplay to thousands of players to collect feedback on
Conviction new features. When players called
Conviction campaign weak and short, the team added a stronger storyline and greater character depth by introducing the Fourth Echelon and Fisher as a leader (a series first). To encourage repeat play the team introduced the aircraft hub and the strategic mission interface, a player menu. The Toronto studio hoped to introduce the franchise to a broader audience, while remaining tactical and hardcore for long-term series fans. The team also introduced accessible, action-oriented gameplay segments which would suit new players, crafting open-ended levels which could be reached with different approaches to broaden the variety of play. The developers re-worked the controls to increase gameplay fluidity, allowing players to automatically leap over objects and traverse a simplified environment. During
Blacklist development, its team faced a variety of challenges. The first was to create stealth which was satisfying and fun for players. According to the team, players gain satisfaction from stealth with freedom and choices which allow them to develop a plan. Players must experiment, with each decision having consequences. Game director Patrick Redding compared it to the development of an ecosystem; the team designed a dynamic
artificial intelligence which would react differently to players' actions, making levels feel alive and adding randomness. Encouraging the "panther" style of play (aggressive stealth), the team incorporated elements from the original ''Tom Clancy's Splinter Cell
(where one mistake would abort a mission) and Conviction'' (where stealth seamlessly becomes combat). This approach, the team thought, could help players to feel like elite, silent predators. Series veteran
Michael Ironside did not reprise his role as the voice of Sam Fisher. His part was played by
Eric Johnson, who also performed the motion capture. In a
Blacklist developer diary, Ironside said that he was passing the torch to another actor. According to Ubisoft executives the change was made to take advantage of new performance-capture technology to enrich the game experience, and Ironside assisted Johnson with the role.
Elias Toufexis, voice and performance-capture actor for Andriy Kobin in
Splinter Cell: Conviction, said that he would return for the new game. Unlike
Conviction, the game would have no interactive torture sequences. Instead, players could choose whether to kill or incapacitate a target after interrogation. The system was not complex, and it was hoped that players would choose based on instinct. According to Béland, every player choice is gray and there are no right or wrong choices. After a mixed-to-negative response, Ubisoft removed the scene from its final product.
Marketing Splinter Cell: Blacklist was introduced at
E3 2012's Microsoft press conference on June 4, 2012, for
Microsoft Windows,
PlayStation 3, and
Xbox 360. In February 2013, a
Wii U version was rumored to be in development, and Ubisoft confirmed the report two months later. Originally scheduled for release in early 2013, the game was pushed back to August on January 16, 2013. On August 3, 2013, Ubisoft confirmed that the game had been declared
gold, indicating that it was being prepared for duplication and release.
Splinter Cell: Blacklist was released in North America on August 20 and in Europe three days later for Microsoft Windows, PlayStation 3, Wii U, and Xbox 360. The Paladin Collector's Edition, a limited edition of the game, has a remote-controlled plane, the graphic novel
Splinter Cell Echoes, a Billionaire's Yacht co-op map, an Upper Echelon pack with a Dead Coast map, gold sonar goggles, and a limited-edition poster.
Splinter Cell: Blacklist - Spider Bot, a 2D puzzle game tie-in, was released for Android and iOS platforms on June 10, 2013 and is available on Google Play and the App Store respectively.
Homeland,
downloadable content for the game, was released on September 26, 2013. It added a crossbow, several new costumes, and two new missions which can be completed alone or with another player. ==Reception==