Wikipedysta:Holek/brudnopis/gry/Sam Fisher
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Sam Fisher | |
Seria gier | Splinter Cell |
Pierwsza gra | Tom Clancy's Splinter Cell |
Podkładany głos | Michael Ironside |
Informacje o postaci w świecie gry | |
Imię i nazwisko | Samuel Fisher |
Data urodzenia | 1957 |
Rodzina | żona Regan (zmarła), córka Sarah (zmarła) |
Tytuł | kmdr ppor. (były) |
Samuel Leo Fisher (znany jako Sam Fisher) – główny bohater serii gier komputerowych i powieści Splinter Cell, bazujących na świecie popartym przez Toma Clancyego. Głos Fisherowi podkłada aktor Michael Ironside.
Sam Fisher jest byłym Dyrektorem ds. Operacyjnych CIA i weteranem 3. oddziału U.S. Navy SEALs. Jest brunetem o zielonych oczach, zazwyczaj ogolonym. Agent służb Trzeciego Wydziału (Third Echelon), tajnego oddziału National Security Agency. Fisher był pierwszą osobą zatrudnioną do wykonywania misji operacyjnych w programie "Splinter Cell" Trzeciego Wydziału. Preferuje pracować pojedynczo. Gdy nie wykonuje żadnej misji, żyje w Towson w stanie Maryland. Fisher w walce ręcznej wykorzystuje krav magę.
Gdy Fisher pracował w latach 80. XX wieku w bazie Amerykańskich Sił Powietrznych w Niemczech poznał i później wziął ślub z Regan Burns w 1984. Mieli cirkę, Sarę (urodzoną 16 czerwca 1985). Później Fisher i Regan rozwiedli się, a Regan ponownie zaczęła korzystać ze swojego panieńskiego nazwiska oraz zmieniła nazwisko Sarze. Regan zmarła w 1989 z powodu raka jajnika. Sarah zmieniła z powrotem nazwisko na ojcowskie, z czym Sam się nie zgodził. Została zabita w 2008 przez pijanego kierowcę.
Jego bezpośrednim przełożonym jest pułkownik Irving Lambert. Lambertowi podczas misji pomagają pracownicy NSA Anna Grimsdóttír, Vernon Wilkes Jr (już martwy) i Frances Coen, który został tymczasowo zatrudniony za Wilksa, po czym zastąpiony byłym Marine, Williama Reddinga. Jeden z jego pomocników, D.P. Brunton, został zarządcą SHADOWNET Operations, siostrzanej grupy Third Echelon.
Fisher do wykonania swoich misji musi podróżować po całym świecie. Do tej pory zwiedził Demokratyczną Republikę Konga, Chiny, Islandię, Izrael, Timor Wschodni, Indonezję, Japonię, Rosję, Ukrainę, Koreę Północną i Południową, Meksyk, Panamę, Kolumbię, Peru, Birmę, Serbię, Gruzję i Francję. W Stanach Zjednoczonych wykonywał misje w porcie lotniczym Los Angeles, Nowym Jorku i siedzibie CIA w Langley w stanie Wirginia.
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Lead character artist Martin Caya established in early interviews about the game that during his career Fisher had served in Afghanistan, where he had an experience in which he was forced to hide under dead bodies in order to avoid being killed. Caya also established that Fisher had served in East Germany and in "other Soviet satellite countries leading up to the collapse of the USSR."
The novel establishes that he hated his time in the CIA, and that he mostly had official cover (i.e. he was a "diplomatic aide"). The "Bank" mission in Chaos Theory established that he served in Kuwait, where he said he spent most of 1989 lying in a ditch on the road between Baghdad and Kuwait. The "Bank" mission also established that he served in Panama when the U.S overthrew Manuel Noriega (see Operation Just Cause) and raided the same bank during the conflict. The end of the training mission in the first Splinter Cell game established that he served in the First Gulf War since Lambert told Wilkes that served in that war.
In the beginning of the second game, a conversation between Fisher and Douglas Shetland established Fisher had served with the Navy SEALs, and that he left the Navy in 1996 ("I haven't been Navy for a decade"). Splinter Cell: Essentials establishes that Fisher saved Douglas Shetland's life in Norte de Santander, Colombia when he was the commanding officer of Fisher's SEAL team. Other than for anti-terrorist operations, which are the purview of SEAL Team 6 (now known as DEVGRU), only SEAL Team 3 has a Middle Eastern Area of Responsibility (AOR). Sam also performed operations in ex-Yugoslavia during the NATO strikes.
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As a covert agent of the government, Fisher approaches his target objectives in a gruff, no-nonsense manner, but maintains a light-hearted relationship with his colleagues and even with his momentary hostages. Fisher has little patience for government bureaucracy or political maneuvering. A political realist, Fisher maintains a cynical, jaded and sarcastic sense of humor about the covert, illegal, and often morally ambiguous nature of his work. At the same time, he is highly loyal and a staunch believer in the American ideals his work ultimately protects; he will follow orders even if he finds them disagreeable or inconvenient to his mission, and he is quickly angered by the casual slaughter of Americans or U.S. military personnel by his enemies.
In the original Splinter Cell, Fisher is a new member of Third Echelon, and thus his interactions with his commander Colonel Lambert are relatively straightforward and respectful. At the same time, Fisher does drop the occasional "smart" comment at particularly unusual or obtuse mission orders.
In Splinter Cell: Chaos Theory, Fisher is shown as rather ruthless towards his enemies, and he appears fairly disappointed when Lambert orders him to avoid enemy fatalities as part of his mission parameters. Frequently holding captured enemies at knife-point, his dialogue with them is creative and highly intimidating, though often morbidly humorous to the audience. For example, in the "Penthouse" level in Chaos Theory, Fisher captures a guard and says: "Pick a number between 1 and 10". When the guard guesses, Fisher says: "Huh. Lucky guess. You get to live. Now tell me something useful or we'll play another round".
It is stated in the manual to Splinter Cell: Chaos Theory that Fisher's dark sense of humor during missions is his way of dealing with the tension that he feels during a stealth operation. The manual explains that while Fisher is a very competent and experienced soldier and operative, he is also keenly aware of his own limitations and mortality, and thus he uses humor to help keep himself calm in the dangerous situations he is often ordered into.
Throughout the games, Fisher attempts to uphold what he believes is "right". A notable instance occurs during Chaos Theory where Lambert instructs Fisher to leave the unconscious bodies of downed pilots at the scene of the crash, which Fisher is about to demolish. While the game allows the player to demolish the site, he or she can first pick up the pilots and carry them to safety. Lambert tells Fisher to stop because it may compromise the mission, but Fisher continues anyway. Lambert then reminds him that his valiant actions can not be officially recognized and that he will not receive a medal, to which Fisher replies, "Medals don't help me sleep at night."
Another instance is when Fisher is ordered to not tamper with the corpse of tortured computer engineer Bruce Morgenholt whose body cannot be extracted. The player may choose to cut down the ropes binding the corpse, causing Lambert to admonish Fisher who replies by saying, "Just because he's dead doesn't mean I have to leave him there hanging like a piece of meat....You can spare thirty seconds for some simple dignity." If the player proceeds to shoot the corpse, Fisher explains that he is "making sure he [the engineer] is not suffering."
Occasionally, Fisher demonstrates complete contempt for the mission objectives to the point where the player may decide to not comply with all the parameters. In one instance, Fisher is suddenly told to kill Dahlia Tal, a Shin Bet double agent with whom he had been working. If the player kills her Fisher angrily asks, "Tell me what I just did, Lambert." If the player does not, Lambert shouts at Fisher to which Fisher responds, "I'm going to need a little more warning to shoot unarmed women," and "When I return to the States, I'll go sit in a corner with a cone cap on." In either case, Fisher openly declares his moral disagreement with the order to shoot Tal.
Another time he shows contempt for the missions, is in the bath house level of Splinter Cell: Chaos Theory, when the player has the choice to shoot Shetland or not. The player can shoot Shetland, but if he holsters his weapon, then Shetland will attack, and Sam will be forced to kill him anyway.
In the Xbox 360 and PC versions of Double Agent, Sam displays moral contempt at having to "clean up the place" when Emile Dufraisne and Carson Moss order Sam to kill an entire mercenary crew of oil smugglers transporting their oil in a supertanker. He calls Lambert for advice on what to do and Lambert tells him to do what Emile and Carson ordered him to do so he doesn't blow his cover. This shows that while Sam is ruthless, he does not enjoy killing people, but does it when his mission requires it.
One criticism of the Splinter Cell franchise has always been that Fisher is underdeveloped as a character. In response to this criticism, the makers of the franchise, Ubisoft, are in the midst of an overhaul of the franchise. The final phase of this overhaul begins in Fall 2007 when Splinter Cell: Conviction is released. The intention of the new game is to open up Sam Fisher as a character and reveal much more of his personality.
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Fisher is extremely athletic, especially for a person of his age (He is fifty-three years old at the time of Conviction). He is capable of many different climbing and scaling abilities, such as step-jumping to climb raised walls, performing a split leg maneuver to keep himself supported for a long period of time, as well as being able to hold on tightly to ceiling pipes or even the undercarriage of a moving train. He is also strong enough to lift the body of a full grown man onto his back and carry it around, and can run somewhat faster than the average soldier. He utilizes some aspects of the French gymnastic art of parkour while surmounting obstacles, albiet in a slightly slower and stealthier way. Nonetheless, Fisher's age is apparently catching up to him, as in Splinter Cell: Chaos Theory he can regularly be heard making various grunts and groans of exertion during a mission. Though throughout the series he can be heard making such noises when hefting dead/unconscious bodies, hoisting himself up, and whatnot, it seems to be more prevalent during his foray into his fifties.
As the nature of Fisher's job relies on stealth and non-detection, he is highly adept at blending into shadows and moving silently. He is able to sneak up on most opponents undetected and quickly subdue them using either lethal or non-lethal means.
The novel establishes that he "exclusively uses Krav Maga" for unarmed combat. Krav Maga is a combat form that was developed by the Israeli Special Forces. He has reached the advanced level of 3B under the tutelage of his instructor, Katia Loernstern. However in the actual first two games, Fisher's hand to hand capabilities seemed limited in direct combat with opponents, although he becomes much more effective in hand-to-hand combat and even gains the ability to use a knife to deadly effect in Chaos Theory.
Fisher possesses a command of a startling number of foreign languages and scripts including Russian, Korean, Arabic, Chinese, and Spanish. This is stated and demonstrated explicitly in the books and is evidenced in the games by Fisher's ability to interrogate guards and understand conversations between guards, regardless of the country he is operating in. While certainly possible, it is highly improbable that all guards encountered in all Splinter Cell games speak passable english, especially amongst each other.
Fisher is also ambidextrous, as he can switch which hand he fires his rifle and pistol with in Chaos Theory in order to keep better cover without any apparent loss of accuracy. However, he draws his weapons right-handed, and in the first two games he could only use his right hand to shoot with. It is unknown whether he acquired or perfected this talent in the time between Pandora Tomorrow and Chaos Theory or he always had this ability without it being included in the first two games' controls, but the former seems unlikely. At the beginning of the supertanker level in double-agent he kicks an ammo crate required for the mission out of plane with his right foot. He also holds his knife right handed, and in Splinter Cell and Splinter Cell Pandora Tomorrow Fisher knocks out guards by striking their head with his right hand or elbow.
It has been said in a Splinter Cell: Conviction article, that Sam is "so adept at being a spy that his senses have been honed to a superhuman level". In Conviction, Sam's hero instinct will demonstrate this. It is a possibility that Sam always had this instinct in the previous games but in the form of a certain sound.
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Through the games, Fisher primarily uses two firearms, the SC Pistol and SC-20K Assault Rifle. In Chaos Theory, Fisher added a knife to his arsenal of weapons.
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- Knife
- Standard Military CQC Weapon
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- The player first got the chance to wield Fisher's knife in Chaos Theory. In the first novel, it is described as a USMC Ka-bar with a hilt covered in compressed leather of standard design. In the third novel, Sam uses a Fairbairn-Sykes dagger, given to him by Frank Bunch, a close friend of Sam's father. However, in the game, some close-ups of the hilt suggest that it is custom made. The knife appears to be double-edged, with a blade roughly 5 inches long. It has a central groove called a "fuller" in order to reduce weight, often mistakenly called a "blood groove". With the exception of size, the knife is almost identical to the Gerber Guardian Back Up or a SOG Pentagon. In Double Agent, it is shown to have one serrated edge. Fisher carries it horizontally at the back of his belt, allowing him to draw it easily and quickly in either forward or reverse grips. However, in Splinter Cell: Double Agent, the knife is described as, quote:
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"SC 'Protector' double-edged combat knife. Overall length 7 1/2 inches with a 3 and 3/8 inch, black oxidized high carbon stainless steel blade to prevent reflections and a black polymer rubber handle."
- This description would match the length of the Gerber Guardian Back Up almost perfectly.
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- In addition to being a deadly weapon (Fisher always aims for the heart, throat, or axillary artery, and thus a single strike with the weapon always results in the immediate takedown of the target), Fisher also makes use of it as a multipurpose tool in the field. Fisher can use the knife to interrogate suspects, cut tent-fabric, chainlink fences, wires, and plastic sheeting, break locks, disable small machinery (such as gas powered generators), defuse bombs, pry hidden microphones from walls, and tap into phone lines and camera feeds.
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- SC Pistol
- A Modified FN Five-seveN
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- The pistol in the game is a 20-round, semi-automatic weapon with an attached suppressor that uses the NATO 5.7 mm ammunition (Fabrique National Five-seveN).
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- 5.7 mm ammo is touted by FN to be able to penetrate NATO kevlar vests and helmets, but in the games the ability to penetrate armor is limited, taking at least three to five shots to the torso to down a foe, which is probably due to the subsonic ammunition used because the 5.7 mm round uses a high speed and velocity to penetrate armor. A suppressor silences the report of the pistol by slowly allowing gases from the barrel to expand and escape, resulting in a soft "pfft" noise. In addition, subsonic rounds are used in conjunction with suppressors to quiet the report further by eliminating the supersonic crack of a bullet travelling at a speed faster than that of sound. Subsonic ammo also helps by avoiding damage to the suppressor.
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- The pistol is much more silent than the SC-20K. In Pandora Tomorrow, the pistol is equipped with a laser aiming module. In the series' third installment, Chaos Theory, the pistol is equipped with an Optically Channeled Potentiator (OCP) prototype, a device that can be used to temporarily disrupt electronic devices, such as light fixtures and security cameras. Oddly enough, as with the SC-20K, the spent shells were no longer visible in Splinter Cell: Chaos Theory or Splinter Cell: Double Agent.
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- SC-20K
- A modified FN F2000 Tactical
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- This is a 30-round, selective fire 5.56 x 45 mm NATO bullpup assault rifle with a suppressor, a 1.5x reflex sight or a 2/4/6x scope in the first 2 games, and an underslung grenade launcher used to launch various less-than-lethal devices. It's most likely a variation of the F2000 Assault Rifle.
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- The SC-20K was modified for use in Chaos Theory. The fixed buttstock was replaced by a collapsible buttstock. Also, the 1.5x reflex sight replaced the stronger 6x full scope, but in compensation the SC-20K gained the ability to mount additional undermount modular configurations. It has been designed with a bullpup configuration, allowing for maximum power with a minimum weight and size. In the field, Fisher can carry a maximum of two undermount modules at once. The modules were removed from the next-gen version of Double Agent, except for the launcher, and a shotgun shell (despite the fact that Sam does not put a shotgun module underneath). The current gen features all but the foregrip. The following is a list of details about the modules:
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- Launcher: A Splinter Cell's standard loadout (as seen in Splinter Cell and Pandora Tomorrow), the attached 40mm grenade launcher, is able to fire ring airfoil rounds, sticky shockers, sticky cameras, gas grenades and other such less-than-lethal devices. The ring airfoil round is a small ring that can knock out enemies silently, and can be reused, if it isn't lost. The drawback is its parabolic trajectory. The sticky shocker is a LTL device that shocks enemies into unconsciousness. They are launched at a flat trajectory and causes some noise. Sticky cameras are reusable devices that allow you to observe areas without being detected, or, in case of a head shot, can incapacitate an enemy. They can also make noises that can attract the enemy or can self-destruct which will release a non-lethal gas. The latest incarnation of the sticky camera can also create a small, lethal explosion. If enemies detect the sticky camera then they will open fire on it which will either release the gas or explode, depending on the version of the camera. The launcher can also launch grenades, including gas grenades that release a non-lethal gas that will knock out anybody in the vicinity of the gas.
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- Foregrip: A foregrip used to steady firing and counter the effects of recoil, resulting in far more accurate fire when shooting in fully automatic mode.
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- Shotgun: An undermount 12-gauge triple ought buckshot shotgun attachment. Useful for close quarters combat. Extremely lethal against enemy personnel, but also very loud. It was first introduced in Chaos Theory.
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- Sniper: A huge modification that chambers the SC-20K for a 20 mm APDS (Armor-Piercing Discarding Sabot) round that can rip straight through armor and cover alike. This version has a full 4x scope and modified barrel, increasing range and accuracy, though it is rather loud and unwieldy. This weapon has the highest penetration power in Sam's arsenal, and is the one weapon he carries capable of destroying certain forms of enemy armor (such as North Korean UAVs). This weapon can only be fired when the scope is used however.
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- The SC-20K was again modified for use in Double Agent. The F2000 design was retained, but the buttstock was greatly stripped down, along with the fore-end of the weapon. The scope was replaced with a Picatinny rail that later had a reflex sight attached to it.
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In addition to the SC-20K and SC-Pistol, Sam uses several other weapons and gadgets such as the M67 Fragmentation Grenades, Smoke Grenades with a much more rapid release than a standard M18, EMP Grenades that release a pulse of electromagnetic energy affecting surrounding electronics in the same way as the OCP, Flashbangs, a Laser Mic (which was separate from the goggles in the first and second games, and the next generation version of the fourth), a Fingerprint Scanner, and a Retinal Scanner. In the prison level on Splinter Cell: Double Agent Sam also gets to carry a standard handgun (depending in whether you killed Barnham or not). Also in Double Agent, Sam uses a non lethal shotgun, which is basically a 7 round M303 less-lethal launcher.
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Remaining unseen is a very important factor for Fisher on his missions, thus wearing the right clothing is necessary. Mostly he wears a specialized wet suit, designed for stealth. The fabric is interwoven with kevlar, allowing it to stop bullets from long range. This suit fits tightly around his body, making it almost impossible to hear it move. Though mostly wearing the black suit, Fisher sometimes changes his suit to fit the appropriate conditions. This suit also comes with some covers that peel off, like in Double Agent, where he pulls off the white cover to reveal the black suit underneath. Sam also has a pair of black combat boots and a weapons belt, along with a bullet resistant vest. He sometimes has a radio on his back which emits light.
In the novel, Splinter Cell (2004), Fisher explains a few of the features that his black suit has. These features include:
- A heating/cooling system that uses water to regulate the suit's temperature
- Kevlar threads that are sewn in make his suit almost bulletproof(as stated above)
- Photosensitive threads that detect sniper lasers
- Several bladders of water to sustain him for up to twelve hours
The only thing that Fisher doesn't like about his suit is how it looks. In the novel, he says, "My only beef with the uniform is that it's so tight fitting and neat that it makes me look like a comic book superhero. Even my special headpiece looks like a mask when I have the goggles down."
In Tom Clancy's Splinter Cell: Conviction, his clothing has changed dramatically. He no longer wears the specialized wet suit, he now wears a black hoodie and normal clothing to blend in with the civilian population.
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Fisher's green, three-lensed goggles have become one of the trademarks of the Splinter Cell series. While fans of the series regularly point out that they would give Fisher's position away, it was revealed in "The Real Sam Fisher blog" (Fisher's fictional web journal stating that he's merely the man the games are based on.) that the goggles did not actually glow, and were simply portrayed that way onscreen to provide visual interest and the location of the character in the dark. This is proven in the first multiplayer outing of Pandora Tomorrow where ARGUS mercenaries viewing SHADOWNET devices similar to Fisher's will not notice any illumination. If the player were to look at Sam's reflection in mirrors or reflective surfaces during single player mode in Chaos Theory, he or she would notice that the glowing of all aforementioned gear is nonexistent. Fisher's glowing goggles, radio, and OPSAT merely show the current location of his head, body, and arms respectively in the darkness for the benefit of the player.
In the first two games of the series, Fisher's goggles have both thermal and night vision capabilities. In Pandora Tomorrow, the goggles also have limited zoom capability. Starting with Chaos Theory, the goggles have an integrated laser microphone and a third view mode highlighting electromagnetic radiation emitted from nearby power lines, generators, and electrical equipment. Double Agent rewards players who complete side objectives with upgraded goggles that have clear night vision, making it seem less obvious that the player is actually using the night vision. This clear night vision is extensively over-estimated by the amount of color shown.
The goggles were used as a parody item in Asterix & Obelix XXL 2: Mission Las Vegum and Rayman Raving Rabbids, where a parody character called Sam Shieffer and some of the antagonist rabbids, respectively, bear the same style of headwear. The goggles are also an accessory used in Madness Interactive. The heat vision can be used to see if there is a person behind a thin wall. Finally, the first downloadable content pack for Crackdown includes an agent with the aforementioned goggles.
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- Filmy
- Splinter Cell
- Gry
- Tom Clancy's Splinter Cell (2002)
- Tom Clancy's Splinter Cell: Pandora Tomorrow (2004)
- Tom Clancy's Splinter Cell: Chaos Theory (2005)
- Tom Clancy's Splinter Cell: Essentials (2006)
- Tom Clancy's Splinter Cell: Double Agent (2006)
- Tom Clancy's Splinter Cell: Conviction (2007)
- Powieści
- Tom Clancy's Splinter Cell: Kolekcjoner (2004) — David Michaels
- Tom Clancy's Splinter Cell: Operacja Barracuda (2005) — David Michaels
- Tom Clancy's Splinter Cell: Szach-Mat (2006) — David Michaels
Kategoria:Splinter Cell Kategoria:Postacie z gier komputerowych