Director Patrick Redding maintains that Ubisoft Toronto has put together an experience far more in keeping with Sam Fisher’s stealth roots than the initial trailer might imply. In fact, a larger emphasis is being placed on a player’s chosen play style, from level design all the way to cinematic cut-scenes.

Redding had previously discussed the studio’s decision to showcase Blaclist’s daytime, action-packed gameplay in order to make more of a statement at E3 2012, and taking the demo as an indication of the entire game was premature. The amount of discussion that the game’s showing has generated shows they made the right call.

The full interview from VG24/7 gives a bit more insight into Ubisoft’s method of bringing stealth and action together in one new campaign, with handing the choice to the player being toted as one of the ways to keep evasive or stealthy gamers happy.

The heavy emphasis on action witnessed at E3 was a result of the extremely refined gameplay section, according to Redding. Sam Fisher’s trigger finger was overworked in the demo, but that is by no means the only way to play the game from start to finish:

Walking a line between making the player feel capable of handling every situation and demanding they avoid detection has never been easy. In fact, the Splinter Cell series almost encapsulates the entire struggle, from the insta-fails of the original games to the ability to mark-and-execute one’s way through Conviction.

With Ubisoft Toronto promising a blend of both, some stealth fans may not be so easily convinced after similar claims were made in the past. It may simply be that a developer hoping to earn more than niche sales just can’t release a game that rewards only those who agonize over going completely undetected.

Redding explained that the “blueprint” for the game’s level design and narrative is centered around trying to offer satisfying experiences to both camps:

Keeping the experience moving forward whether detected or not may or may not solve the problem, but this integration of each player’s decisions into the overall game will be extending beyond remaining in cover or opening fire. We saw firsthand in our preview of Blacklist that players will be able to deal with informants in different ways. Apparently Sam’s behavior won’t just change the end of the attached cut-scenes, but carry over to his interactions with the other members of Fourth Echelon who may approve or disapprove of his decisions.

Hints are all the developers seem happy to give at the moment, but fans of stealth are expected to be addressed as the game gets closer to release.

How do you Fisher-fans and newcomers feel about the balance being struck by those making Blacklist? Think the blend is the best solution, or not what you had hoped? Share your thoughts in the comments.

Splinter Cell: Blacklist is tentatively scheduled for a release in early 2013 for PC, PS3 and Xbox 360.

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Source: VG24/7