Since the turn of the century, Ubisoft has enjoyed great success with Tom Clancy games. So much success, in fact, that in March 2008, the French publisher bought the rights to use the American techno-thriller author's name in future books, films, and games.
Ubisoft is working on two unnamed Tom Clancy titles.
The move came days after the release of the critically acclaimed first-person shooter Tom Clancy's Rainbow Six Vegas 2. Since then, Ubisoft has released three Tom Clancy-branded games: the real-time strategy game EndWar, the air combat sim HAWX, and the just-released--and decently reviewed--Splinter Cell: Conviction. A fourth, the third-person shooter Ghost Recon: Future Soldier, is due out this holiday season.
Now, it appears two more Tom Clancy-branded titles are in the works. Speaking to Dutch gaming site Control-Online.nl, Tom Clancy brand manager Michael Verheijdt revealed that he is working on a pair of untitled games that bear the author's name. "At the moment I'm working on two Tom Clancy games that are in development," he said. "[But] if I say anything about that, I'll have to send Sam Fisher after you."
Verheijdt's duties include writing a style guide for all Tom Clancy games for developers to use as a reference. He is also in charge of keeping the canon's timeline straight, and making sure that events in one game don't contradict those in another.
The next publicly announced Tom Clancy game is this fall's Ghost Recon: Future Soldier.
"I have a notion to update Wikipedia to index everything," he told the site. "It is crucial that we have everything clear and orderly, because in the future, we want the various game series to overlap each other. 'Convergence' is the magic word here."
That convergence may include a Tom Clancy massively multiplayer online game of some sort. When the name buyout was announced, Ubisoft CEO Yves Guillemot said that no longer having to pay royalties for the license would allow his company to expand the Tom Clancy brand in many new genres.
"We will be able to adapt the brand to new formats, in particular the MMO format, where the royalties were a big thing holding us back," he explained.
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