It’s been over ten years since a new Splinter Cell game was released, and while fans are eagerly awaiting the remake, they can now see Sam Fisher back in action with the new Netflix series, Splinter Cell: Deathwatch.
TopMob’s Tom Caswell recently interviewed Derek Kolstad, the creator and writer of the first three John Wick movies, to discuss the upcoming Splinter Cell series. They talked about staying true to the original games and meeting the high expectations set by Michael Ironside, who famously voiced Sam Fisher.
Let’s start with your experience with the Splinter Cell series. Are you a gamer, and if so, how familiar were you with the games before you began working on this project?
These days, I’m a pretty casual gamer – having eight-year-old twins will do that to you! When my career started taking off, I really had to prioritize work. Honestly, the last game I *really* sunk hundreds of hours into was probably Skyrim, though I did spend a good amount of time with Diablo 3 and 4. I grew up reading everything Tom Clancy wrote back in the ’80s, so when Splinter Cell came out with the Tom Clancy label, I was totally hyped!
I wasn’t very good at that game because I approached it like a fast-paced shooting game, but it really requires a stealthy, sneaking approach. I struggled with it early on and can’t pinpoint exactly where I lost my way, though life got in the way. I really enjoyed playing as the character Sam, and I genuinely love the game itself. That’s why when the opportunity to work on this came up, I felt a strong connection to the ‘Clancy’ universe and ‘Splinter Cell’ – it’s a classic, and I wanted to honor it.
Okay, so with Splinter Cell, there’s a bunch of games, but *Deathwatch* really felt like a direct follow-up to *Chaos Theory* – which, let’s be real, is a lot of people’s favorite. I was wondering, when you guys were planning it out, did you intentionally build *Deathwatch* on the foundation of *Chaos Theory*? And if so, what made you choose that particular game to build from?
According to Kolstad, adapting a property like this is tricky because you need to appeal to three different groups: the existing fanbase, gamers familiar with the source material, and a broader general audience. When he first started working on it, he envisioned the story like the film *Unforgiven* or *Old Man Logan*, treating all the games as part of the character’s backstory – his established history. They included flashbacks and took some creative liberties, but his priority was to stay true to the core of the original material.
I wanted to keep things simple because this is a reimagining of the story, so we needed to eliminate unnecessary details. That’s why I particularly appreciate Liev Schreiber as Sam’s voice – his performance relies just as much on what he *doesn’t* say as what he does, which really drives the character and plot. It felt right to bring Sam back after a while away, and to show him having settled into a quiet, unexpected retirement on a farm. Of course, when trouble finds him, he’s pulled back into action.
Michael Ironside originally voiced Sam Fisher. Now Liev Schreiber is playing the role. How does Liev’s portrayal differ from Michael’s, and how much of Michael’s original performance is still present in this new version?
I’m a huge fan of Michael Ironside, especially a scene from *Starship Troopers*. It’s when he’s looking over a wall at a swarm of bugs and wipes his lips with his metal hand – it’s just brilliant. I even got to meet him while he was working on *Nobody*, which I wrote. As for Liev Schreiber, he brings a sense of groundedness to the character. Even though his character, Sam, still has things to learn, he’s experienced enough to think and make decisions quickly, always guided by his strong sense of right and wrong.
When you compare our characters – like John Wick and Hutch from ‘Nobody’ – to action heroes like Rambo and John McClane, you realize they aren’t perfect. They’re driven by sheer willpower and, surprisingly, a sense of empathy. Liev Schreiber really captures that quality in his performance, which I think is fantastic.
Splinter Cell feels like a natural fit for the kind of games you’ve been making. Given its history and the strong fan base, were you nervous taking on the project, or did it immediately feel like a good match?
I hadn’t worked on animation or an animated series before. But because this project was for Splinter Cell and based on Tom Clancy’s work, I wasn’t hesitant at all. I was really excited to take on a challenging task and figure out how to make it work, even if it meant facing some tough problems.
McKenna is a new character you introduced, and I’m really intrigued by the idea that she represents a different way to experience the game – almost like a contrasting playstyle to Sam Fisher. Could you tell us more about her?
I think what drew us to McKenna’s character is how similar she is to Sam when he was her age. He’s watching her closely, at a crucial turning point in her life, wondering if she’ll follow the same path he did or forge her own. He doesn’t try to influence her, though; he simply guides her, because that’s what makes Sam such a compelling character. He supports people, and will intervene—sometimes harshly—but usually to protect them. McKenna isn’t just all passion and anger; she’s highly skilled at her job, but her emotions definitely play a role.
Sam tells her that while feelings are inevitable, she needs to manage them – not suppress them, but let them flow. He emphasizes that letting emotions control her actions could be dangerous, even fatal, and he doesn’t want to be caught in the crossfire. Throughout the series, she begins to see Sam less as a father figure and more like a cool uncle. She observes his actions, learning from what he does well and consciously choosing to do things differently when she disagrees – which is perfectly natural. It makes for a compelling character and a fun dynamic to watch.
I’m really hyped to see her! It’d be awesome if she showed up in a future game, but honestly, the developers need to finish this remake first. I’m patient, but I’m eager to see both things happen!
Kolstad: Yeah, exactly. Exactly.
So we might be a long, long way out from that.
Kolstad: I’ll see you in another 11 years, my friend.
I have to ask about your current involvement with John Wick. I understand you’re no longer writing the movies. Beyond just supporting the series, what are your thoughts on the direction it’s taken?
It’s amusing, but I recall Keanu Reeves asking me during the first *John Wick* movie, “How many fight scenes do you have memorized?” I told him, “Seven.”
Looking back, the direction the films took after the third one wasn’t what I would have chosen. Calling it a ‘step away’ is putting it nicely. But I have a lot of respect and affection for Chad Stahelski, Keanu Reeves, and Dave Leitch, who directed the first movie before moving on to his own projects. It’s still surreal to see people watching *John Wick* on planes. My family was very close to Lance Reddick, so seeing him always brings a smile and a tear to my eye. And with people like Ian McShane involved, it became something bigger than just me – something I’ll always support, especially because it carries my grandfather’s name. I’ll always be rooting for everyone who worked on it.
You know, I’ve always loved those really personal, close-up fight scenes, like in the old Ip Man movies or classic Jet Li films. That’s where my own creativity goes. But Chad Stahelski, the director, is amazing at taking inspiration from totally different places – like Buster Keaton or even 2D video games, and turning them into incredible action. He did that amazing shotgun sequence in John Wick 4, and the stairwell fight was just… wow. I tend to think more along the lines of practical, grounded action – like John McClane in Die Hard, taking on bad guys in a confined space. That’s what I really enjoyed exploring with my character, Hutch. But honestly, looking at the success of John Wick… I’ve dreamed of being a screenwriter since I was a kid, and that series is the one that really broke through. People still love it, and it’s just so cool to see. I’m genuinely thrilled by it all!
This interview has been edited for brevity and readability.
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2025-10-13 16:11