The remake is using the snowdrop engine, seen in The Division and other games, such as: Avatar: Frontiers of Pandora. The story of the remake will go in a wide way, according to the company. It is interesting to hear that Ubisoft thought that the remake was greenlit in a blog post, and the quotes from the development team really saw its status in perspective. Though he was still in the very early stages of development, what was trying to do is maintain the spirit of the early games for all of the way that made his own identity known to Splinter Cell. So, as were building it from the ground up, and as well as design elements to match players’ expectations and style, we are going to keep it linear like the original games, and not make it open world, added he. In the original game, Walker discussed that every square inch of the map was important in a stealth-minded decision-making process, and how it did differ from some of today’s really big worlds. It’s going to be important in the remake. There’s more time, since the original Splinter Cell was taken, and even since the end of the sequel, the technical producer, Peter Handrinos, gave it a lot of time for the whole console generation. So now were planning to explore what this means for us, for light and shadow, for animation, for gameplay, for AI, for audio, etc. The only thing fans should have done is hope, dreams, and good intentions, as today the announcement of this game is as good as it is a recruitment drive for Ubisoft Toronto. I can say it. I have a lot of faith in the remake, giving the players the general feel they want more than the original version. As with this remake, we’re preparing an adequate base for the future of Splinter Cell, according to the creative director Chris Auty. I hope the fans aren’t monkey-pawed.