- "Hi there."
- ― Sam Fisher after grabbing a CIA instructor during training.
Interrogation in the Splinter Cell series is introduced as a means to obtain information from personnel in various missions. This information can vary from keypad lock codes, mission objective intel, intels that progress the story or even information pertaining to the mission area itself (for example, the location of a Medical Kit). Interrogation can be mission critical, sometimes resulting in Mission Failure if the target is killed or knocked out before being interrogated by the player. Despite changing in each title, interrogation from the player's character is in each game in some form. In the games, interrogation is usually done by grabbing a personnel in the level, prompting an 'interrogate' option to appear in the Interaction System menu. Only certain people can be interrogated, and sometimes it is mission critical that the player interrogate before knocking out targets.
In Splinter Cell: Chaos Theory, There are lots of NPC's to interrogate and the information gathered from them can be objective related or a side note which can be useful for the player, such as finding Medikits, ammo or ways to slip by in-traversable paths. Some interrogations will be humorous and and will often give a comical relief, depending on the situation.
It is possible to be captured by guards and interrogated in a separate area (only in the Kokubo Sosho level). For this to happen, the guards will hit the player (Sam Fisher) with a LTL (Less-Than-Lethal) gadget (a Sticky Shocker). Once hit, the player will be stunned and the screen will fade to black. Once the player regains consciousness, they will find themselves in a closet being interrogated by a guard as the interrogator asks them questions (while all of this happens, the player (Fisher) doesn't say anything). The player can attempt to pick the handcuffs, but unlocking them is impossible until the interrogator leaves the player alone (as the other guard will slap and choke the player, forcing the 'pick lock' option to disappear). The interrogation sequence appears in the second version of Splinter Cell: Double Agent during the mission where the player has to capture the super tanker. The sequence plays out exactly the same as the Chaos Theory version, as the player is kept in the lower holds.
In Splinter Cell: Conviction, the interrogation scenes are more physical and involve the act of intimidating enemies by physically harming them using either hand-to-hand techniques or the environment. When interrogating a person near environmental objects, a unique sequence may happen that will trigger a unique animation (for example, slamming an enemy on a piano). These interactive interrogation scenes were removed in Splinter Cell: Blacklist, instead they are shown in cutscenes. The outcome (such as killing or sparring an enemy) is added into the game, giving players the option to kill or spare them.
- In Tom Clancy's Splinter Cell, the player has the option to interrogate two of some of the most important antagonists in the game, General Kong Feirong and former Georgian President Kombayn Nikoladze. The goal of both encounters is actually not to interrogate them, but to force them to cooperate (for Feirong, typing on a computer and for Nikoladze, opening the safe with the encryption key for the ark).
- Splinter Cell: Chaos Theory contains the most interrogation conversations than all of the other Splinter Cell titles, with much of the personnel in each level being a prime opportunity for the player to interrogate.
- In Splinter Cell: Conviction, the player cannot decide the outcome of the interrogation, sometimes the victim will be killed by the character, and the rest of the time they will be left alive, surviving NPC cannot be killed afterwards, but will not pose any more threat to the player.
- Victor Coste was retelling the events in Splinter Cell: Conviction as he was being interrogated by Black Arrow operatives, only to have Sam Fisher break into the facility to rescue him in the ending cutscene.
- Splinter Cell: Blacklist was originally going to contain an interactive torture scene in place of an interrogation encounter, but was removed before the game's final release.
- In fact, player-prompted interrogation sequences are not present in the game, only through cutscenes where the player will be given the choice to kill or spare someone. This was designed to give players the choice to finish the game without killing anyone.
- However in the last cutscene of Blacklist, Sam and Coste are ready to interrogate Sadiq after their mission in Site F. The cutscene ends before the interrogation begins though.