Compara los precios de Tom Clancy's Splinter Cell Conviction™ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ubisoft Montreal. Publicado por Ubisoft. Lanzado el 27/4/2010. Disponible en PC. Géneros: Action. Puntuación Metacritic: 83/100.

Mark and Execute feels great for about six hours, then the credits roll. Worth it for the co-op campaign with a friend, less so if you came for a proper stealth sim.

I've played a lot of cover-based action games, and Conviction is one of the few that actually nailed the fantasy of being a dangerously competent operative rather than a slow-crawling shadow goblin. Ubisoft Montreal made a deliberate call here: ditch the methodical, punishing pace of Chaos Theory and build something faster, leaner, and more cinematic. That choice split the fanbase in 2010 and it will still split you now. Just know what you're walking into. The headline mechanics are Mark and Execute and Last Known Position. Mark and Execute lets you tag up to four targets, earn an Execute token through a CQC takedown, then wipe the room in one button press. It sounds like a gimmick and it absolutely trivializes encounters if you farm it correctly, but in co-op the system has a second layer worth caring about: either player can execute the other player's marked enemies, and the Dual Execute slows time so both of you can fire simultaneously. Two-man breaches through doorways using that system produce some genuinely sharp moments. Last Known Position leaves a ghost silhouette where enemies spotted you last, letting you flank while they hold position on a decoy. On paper it's smart. In practice the AI is inconsistent enough that it works brilliantly half the time and falls apart the other half. The co-op offering is where Conviction earns real points. There's a separate prequel campaign starring agents Archer and Kestrel, plus Deniable Ops modes: Hunter (clear all enemies off the map), Infiltration (do it without being detected), Last Stand (protect an EMP from waves of hostiles), and Face-Off (adversarial, you versus another player with AI in the mix). These modes are tight and replayable in short sessions. The buddy-down system, where a downed player can draw their sidearm while bleeding out and the partner might be in a chokehold at exactly the wrong moment, creates situations that no scripted event could manufacture. That chaos is the best thing in the package. The PC version, however, shipped with no in-game voice or text chat for co-op, which at launch was genuinely baffling and hurt the experience badly. Whether modern workarounds like Discord fully paper over that gap depends on your setup. On PC specifically, the port has a patchy reputation. At launch it carried an always-online DRM requirement, frame rate instability on hardware that exceeded recommended specs, and mouse lag that felt noticeable compared to the console version. Patches addressed some of this over time, but the game is now old enough that compatibility and server-side features are a legitimate concern before you buy. The campaign runs around seven hours on realistic difficulty, which is short by any standard. The story presentation, projecting mission objectives and emotional cues directly onto the walls of the environment, is still one of the more stylish things Ubisoft has done with environmental UI. The plot itself is functional but forgettable once the credits hit. Weapon variety covers pistols as primaries (the Five-seveN is the Mark and Execute workhorse), plus SMGs, shotguns, and battle rifles picked up from enemies and unlocked at weapon caches between levels. Upgrades go up to three tiers per weapon, adding marks, damage, or accuracy. It is a thin but functional progression system. For a shooter player, the actual gunplay is competent without being remarkable. Time-to-kill is low, which suits the fantasy, but there is no ranked ladder, no competitive depth beyond Face-Off, and no reason to grind past the co-op campaign completion. This is a singleplayer and casual co-op game wearing a light multiplayer jacket. Approach it that way and it delivers. Expect a live-service loop and you will be gone in an afternoon. Fred, Scout Team

Tom Clancy's Splinter Cell Conviction™

Tom Clancy's Splinter Cell Conviction™

27 abr 2010Ubisoft MontrealUbisoft
GamerScout opina

Mark and Execute feels great for about six hours, then the credits roll. Worth it for the co-op campaign with a friend, less so if you came for a proper stealth sim.

PC
Steam Deck PlayableProtonDB Silver
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I've played a lot of cover-based action games, and Conviction is one of the few that actually nailed the fantasy of being a dangerously competent operative rather than a slow-crawling shadow goblin. Ubisoft Montreal made a deliberate call here: ditch the methodical, punishing pace of Chaos Theory and build something faster, leaner, and more cinematic. That choice split the fanbase in 2010 and it will still split you now. Just know what you're walking into. The headline mechanics are Mark and Execute and Last Known Position. Mark and Execute lets you tag up to four targets, earn an Execute token through a CQC takedown, then wipe the room in one button press. It sounds like a gimmick and it absolutely trivializes encounters if you farm it correctly, but in co-op the system has a second layer worth caring about: either player can execute the other player's marked enemies, and the Dual Execute slows time so both of you can fire simultaneously. Two-man breaches through doorways using that system produce some genuinely sharp moments. Last Known Position leaves a ghost silhouette where enemies spotted you last, letting you flank while they hold position on a decoy. On paper it's smart. In practice the AI is inconsistent enough that it works brilliantly half the time and falls apart the other half. The co-op offering is where Conviction earns real points. There's a separate prequel campaign starring agents Archer and Kestrel, plus Deniable Ops modes: Hunter (clear all enemies off the map), Infiltration (do it without being detected), Last Stand (protect an EMP from waves of hostiles), and Face-Off (adversarial, you versus another player with AI in the mix). These modes are tight and replayable in short sessions. The buddy-down system, where a downed player can draw their sidearm while bleeding out and the partner might be in a chokehold at exactly the wrong moment, creates situations that no scripted event could manufacture. That chaos is the best thing in the package. The PC version, however, shipped with no in-game voice or text chat for co-op, which at launch was genuinely baffling and hurt the experience badly. Whether modern workarounds like Discord fully paper over that gap depends on your setup. On PC specifically, the port has a patchy reputation. At launch it carried an always-online DRM requirement, frame rate instability on hardware that exceeded recommended specs, and mouse lag that felt noticeable compared to the console version. Patches addressed some of this over time, but the game is now old enough that compatibility and server-side features are a legitimate concern before you buy. The campaign runs around seven hours on realistic difficulty, which is short by any standard. The story presentation, projecting mission objectives and emotional cues directly onto the walls of the environment, is still one of the more stylish things Ubisoft has done with environmental UI. The plot itself is functional but forgettable once the credits hit. Weapon variety covers pistols as primaries (the Five-seveN is the Mark and Execute workhorse), plus SMGs, shotguns, and battle rifles picked up from enemies and unlocked at weapon caches between levels. Upgrades go up to three tiers per weapon, adding marks, damage, or accuracy. It is a thin but functional progression system. For a shooter player, the actual gunplay is competent without being remarkable. Time-to-kill is low, which suits the fantasy, but there is no ranked ladder, no competitive depth beyond Face-Off, and no reason to grind past the co-op campaign completion. This is a singleplayer and casual co-op game wearing a light multiplayer jacket. Approach it that way and it delivers. Expect a live-service loop and you will be gone in an afternoon.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayercooptier:aaaStealth-ActionMark and ExecuteCo-op CampaignCover SystemDeniable OpsThird-Person ShooterCinematic StoryShort Campaign

Requisitos del sistema

Mínimos

OS
Originally released for Windows 7, the game can be played on Windows 10 and Windows 11 OS
Sound
DirectX 9.0c–compliant sound card
Memory
1.5 GB Windows XP / 2 GB Windows Vista, Windows 7
Graphics
256 MB DirectX 9.0c–compliant video card (512 MB recommended) (see supported list*)
DirectX®
DirectX 9.0c
Processor
1.8 GHz Intel Core2 Duo or 2.4 GHz AMD Athlon X2 64
Hard Drive
10 GB
Internet Connection
Broadband Internet connection
Peripherals Supported
Mouse, keyboard, headset, 12-button gamepads with analog sticks

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Reseñas y valoraciones

Metacritic
83

Información del juego

Desarrolladora
Ubisoft Montreal
Distribuidora
Ubisoft
Fecha de lanzamiento
27 abr 2010

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Tom Clancy's Splinter Cell Conviction™ está disponible en PC.

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Tom Clancy's Splinter Cell Conviction™ se lanzó el 27 de abril de 2010.

¿Quién desarrolló Tom Clancy's Splinter Cell Conviction™?

Tom Clancy's Splinter Cell Conviction™ fue desarrollado por Ubisoft Montreal y publicado por Ubisoft.

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Tom Clancy's Splinter Cell Conviction™ tiene una puntuación Metacritic de 83/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.