The famous Sam Fisher is set to do a lot of stealth killing this year with the Splinter Cell franchise’s upcoming title Splinter Cell: Blacklist, but before Sam gets to the bad guys, there are a few more details (mostly technical) that all SC fans might want to know.

Recently, Splinter Cell: Blacklist producer Andy Wilson, at the recently concluded E3, revealed some new tech details about the PC version of Ubisoft’s upcoming action/stealth third person title, and most of it dealt with the changes that the game will see when the game arrives for PC.

Wilson stated that the PC version of Splinter Cell: Blacklist will support both DX9 and DX11, and PC gamers can expect cool new tech features such as horizon based ambient occlusion, TXAA (which is like the platinum version of anti-aliasing), high resolution shadows, parallax mapping, and a lot of focus on the in-game shadows and lights that are so important for Sam to remain hidden from enemy eyes.

On top of that, Wilson also mentioned that Blacklist will support specific DX11 features, such as tessellation that will lead to a lot of depth and detail. The team has put in extra effort in these details because it’s important that Sam gets to “play with shadow.”

On a similar note, Wilson mentioned that the game has a pretty interesting level design, and that the company has actually taken all the good points from the previous Splinter Cell games and have mashed it all into one single unit for Blacklist. Sounds impressive? Probably.

The game also has a dynamic environment with a definite scoring system at the end of each level. The scoring will take place with accordance to the diverse set of fans and the kind of playing style they adopt while they uncover Sam’s story. Of course, we already know that there are three different play styles – Ghost, Assault and Panther.

Depending on these play styles, the game will detect how the player is approaching the game and will divide players on the certain play styles. The scoring will next lead to acquiring rewards for accessing the customizable section of the game. Also, the in-game economy system is also universal across Spies vs Mercs, co-op, single player, and others.

Wilson also asks fans to keep a lookout for the in-game SMI (Strategic Mission Interface) with Sam’s contents being displayed under one single roof to make life a bit easier for everyone. So it’s basically a single screen to access everything. Check out Wilson’s entire interview below to know more.