This is a great idea to me.Stealth games need to focus on psychological warfare. not that it hasn't been attempted. a game in which you sneak around tearing out throats shooting some dudes and disappear into a shadow until you find more of your other victims buddies to brutally kill. now what if every time they saw a body they would instead of uttering "There is a body here, I'll be cautious from now on." but instead reacted with a bit of shock and fear. I want to see a game where you can kill someone leaving blood spattered up the walls and then take the body and hide it in the rafters. I'd like to have an enemy arrive and see blood and lack of a body and move in closer to investigate, then while he searches to drop the body behind him. he would react as we all would and run away screaming and blubbering.
this may say more about me than it does about gaming but I promise I am not a serial killer of and shape sort or description.
And here, gentlemen, we have an actually good - i'd even say brilliant - idea.psychodynamica said:Stealth games need to focus on psychological warfare.
-snip-
He never said it wasn't a stealth game, just that it doesn't press his stealth buttons because it pratically forces you to cap every enemy in the head, which is true i guess. While i do love the Splinter Cell series i do agree with Yahtzee that stealth games are much better when you sneak into some place your not to be keeping deaths to a minimum and sneaking out without being seen because it's the real show of skill and much more fun and challenging and you can't do that on Splinter Cell.sravankb said:Fine. Let's all agree that Splinter Cell:Conviction is not a stealth game. It definitely isn't. But overlooking everything it has to offer and ignoring the possibility that it can be fun, without giving it a chance, is kind of stupid.
The game doesn't give you those insta-kills for free. You have to work for them. Also, planning out a sequence of enemy take-downs and finally ending with a insta-kill is awesome.
I just started thinking of Predator after reading that...Man, I wish they'd made a good Predator game now. :/psychodynamica said:Stealth games need to focus on psychological warfare. not that it hasn't been attempted. a game in which you sneak around tearing out throats shooting some dudes and disappear into a shadow until you find more of your other victims buddies to brutally kill. now what if every time they saw a body they would instead of uttering "There is a body here, I'll be cautious from now on." but instead reacted with a bit of shock and fear. I want to see a game where you can kill someone leaving blood spattered up the walls and then take the body and hide it in the rafters. I'd like to have an enemy arrive and see blood and lack of a body and move in closer to investigate, then while he searches to drop the body behind him. he would react as we all would and run away screaming and blubbering.
this may say more about me than it does about gaming but I promise I am not a serial killer of and shape sort or description.
Sounds like a pitch-perfect description of the stealth segments of Arkham Asylum. Perhaps that game benefits from not being made up entirely of those stealth segments. I liked the demo of Splinter Cell, it certainly seemed much more casual that old Sam Fisher.Yahtzee Croshaw said:You proceed in a constant straight path from one small network of hiding places to the next. And while there are a lot of linear games I like, they're all beset by this nagging feeling at the back of my mind that the only reason the environment would possibly be designed like this is as an assault course for visiting infiltrators. Enemies wander aimlessly about because they've been told you might be there. Rather than being a place that actually functions normally when you're not around, I strongly suspect that the universe only exists within a fifty foot radius from [Bruce Wayne]'s position. And it's hard to be stealthy when the world revolves around you.
Oh man, as flawed as that game is I loved the stealth bits.Onyx Oblivion said:Metro 2033.
This is true even in multiplayer. Enemy comes barrelling across the map? Evade, evade, evade, don't let him know you have the perfect counter-unit to his assault until he's right on the door of your base, and then mercilessly slaughter him. Wait, he's trying to get away; do you pursue or back down? Suddenly you've switched from evasion, to direct combat, and now you can choose to back off or push the assault. All it takes is a Reaver or Seige tank dropped behind the enemy base with a spotter, and now you're performing a stealth assault. The triangle shifts back and forth without ever breaking or switching genre.hawk533 said:It's been a while since I played it, but I thought that Starcraft did a pretty good job of using all three corners of the conflict triangle. I remember several missions where all you're supposed to do is not die long enough for help to come. I also remember sneaking into facilities to rescue allies.
So it is possible for a game to use all three corners and it makes for a sweet game, as anyone who has played Starcraft will agree.
There's stealth in Metro 2033? I never even thought to try it!Onyx Oblivion said:Oddly, some of the best stealth I ever saw was in a game that didn't force you to use it...
Metro 2033.
The thrill of aiming your little throwing knife/shiv at the head of your opponent...and then sneaking up to the body to retrieve it. Getting caught, running into a vent for safety, sneaking out the other side while they look where you went into the vent, and ambushing them from behind. Good times.
And all the stealth was optional. I could have EASILY gunned my way through that level.
This is pretty much the stealth sections of Batman: Arkham Asylum, except Batman doesn't kill and the baddies never run away. I don't play a lot of stealth games so I don't know if any other games do this, but the bad guys have adaptive AI that change according to the situation. The bad guys always start out cocky, then become more and more panicked as you take them out. You would love it.psychodynamica said:Stealth games need to focus on psychological warfare. not that it hasn't been attempted. a game in which you sneak around tearing out throats shooting some dudes and disappear into a shadow until you find more of your other victims buddies to brutally kill. now what if every time they saw a body they would instead of uttering "There is a body here, I'll be cautious from now on." but instead reacted with a bit of shock and fear. I want to see a game where you can kill someone leaving blood spattered up the walls and then take the body and hide it in the rafters. I'd like to have an enemy arrive and see blood and lack of a body and move in closer to investigate, then while he searches to drop the body behind him. he would react as we all would and run away screaming and blubbering.
this may say more about me than it does about gaming but I promise I am not a serial killer of and shape sort or description.
The Green/Yellow/Red light on your watch? Light sensor.FinalDream said:There's stealth in Metro 2033? I never even thought to try it!Onyx Oblivion said:Oddly, some of the best stealth I ever saw was in a game that didn't force you to use it...
Metro 2033.
The thrill of aiming your little throwing knife/shiv at the head of your opponent...and then sneaking up to the body to retrieve it. Getting caught, running into a vent for safety, sneaking out the other side while they look where you went into the vent, and ambushing them from behind. Good times.
And all the stealth was optional. I could have EASILY gunned my way through that level.