Ten years in Kirkwall, reusing every cave; the divisive middle.
A burning chateau, a cargo plane and the Rub al Khali.
El Dorado, a jungle island and the series finding its footing.
Siberia, the Divine Source and the best tombs in the reboot trilogy.
Venice, the Great Wall and a dagger in a dragon; Lara at her most confident.
Garrett against a mechanist cult; more thieving, less undead.
Prague under mechanical apartheid; the best level design in the series.
Billie Lurk goes after a god; the standalone finale.
The last Splinter Cell, and the one that let you play it loud.
Sam Fisher in 2002, with light and shadow as the whole mechanic.
Three games merged into one: Paris, Sapienza, Mumbai, Dubai and a hundred ways in.
The rating that made people replay a level twenty times to earn it.
Bayek in Ptolemaic Egypt; the reboot into an open-world RPG.
Victorian London, a grappling hook and twins who share the story.
Revolutionary Paris rendered building by building, once the patches landed.
Connor in the American Revolution, with naval battles and a rope dart.
Five versus five, free to play, and the PvE that never arrived.
The Zone rebuilt in Unreal 5, finished in Ukraine during a war.
The Aurora crosses Russia season by season; the Metro that leaves the metro.
Artyom back in the tunnels and out into a ruined Moscow surface.
Isaac on the Sprawl, with the needle in the eye; more action, same dread.
The trilogy ends on Azura, with four-player co-op and Horde 2.0.
Sinking cities and a riftworm; the sequel that went bigger in every direction.
A grappling hook and an open Zeta Halo; the Chief in a sandbox.
343 take over and make it a story about Cortana dying.
Noble Team's last stand; the prequel where you lose from the first minute.
Operation Metro, jets and the Frostbite engine at full volume.
Buildings that come down around you; the destruction everyone still asks for.
Thirty-two players, planes, tanks and Wake Island; the series starts here.
The eighteenth century with line infantry and naval battles you command yourself.
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