Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Stealth gaming,has it peaked?

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Hmm okay Battery is kinda cool. But i cant remember hearing it anywhere, maybe because of how they did it ingame cause on wikipedia it says

"In-game music sequences are similar but not identical to the official soundtrack, as most of the in-game music is produced by layering different sequences together."

Thats how it felt in the game, kinda like a disjointed mess. It wouldve been better if it was like in Hitman, one long theme playing until combat starts. but they had to be French about it. I guess it fits the confusing narrative or something.
Once you beat each mission, you unlock soundtracks that you can play in the menu anytime you want.
The menu music is also randomly picked whenever you start the game.
 
Last edited:
Joined
Mar 18, 2009
Messages
7,332
I heard that despite some popmole things, Splinter Cell: Blacklist is actually good. Is this true?

I can tell you this much, it's the best modern Ubisoft AAA game I've played. Goes into fun popamole section along stuff like first two Batman Arkham games. True stealth game it isn't but Panther or Ghost playstyles are genuinely enjoyable. My biggest issue with main story missions is the couple of short sections where they force you to control another character and are in FIRST PERSON. Side missions are fun to co-op, especially the ones that have zero checkpoints and are over as soon as you are seen by enemy.
Nothing trumps the music in Chaos Theory.

Well no shit, it's fucking Amon Tobin.
 
Last edited:

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,298
Hitman: Blood Money and Splinter Cell: Chaos Theory are the best stealth games I've played.

I haven't played the Thief games yet.

MGS 5 and Dishonored were decent attempts, but too easy. In MGS 5 you could just tranq and balloon everyone. In Dishonored, you could just blink everywhere.

giphy.gif
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
one aspect of first person stealth that really bothers me is that unlike reality, your field of vision is extremely limited.


also, some actions can get a bit janky compared to third person games, like peeking over walls or moving under cover. No way to tell if the top of your head pokes out of cover in first person.

If I had to design a first person stealth game, I'd add the peripheral vision simulation that red orchestra 2 had. if something moved just outside your monitor edge, it would flash subtly. also, you can see your feet and body when you look down, so you can avoid dumb mistakes like peeking with half your body already out by noticing where your feet are.

Something that I haven't seen any innovation on acoustics. almost every game including has hold-ctrl-to-walk/sneak controls but I'd like to see more attention to acoustics. Thief did it well, but I think it could be pushed further. Not making sounds could be a puzzle in and of itself. In order to go upstairs quietly you would have to hug the edge of the steps because the middle makes more noise. avoiding puddles of liquid, metal platforms, creaky wooden floors and crunchy gravel should be in a stealth game. Unsheathing a knife would have you drag your mouse sideways, if you dragged too fast, you'd make a small noise, opening creaky doors could be a slow sideways drag, or do it really quickly to synchronize with another noise like hiding a fart by waiting for someone to scoot their chair.
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
one aspect of first person stealth that really bothers me is that unlike reality, your field of vision is extremely limited.


also, some actions can get a bit janky compared to third person games, like peeking over walls or moving under cover. No way to tell if the top of your head pokes out of cover in first person.
I don't remember ever encountering that problem in a stealth game, and I always play in first person when possible. Any examples? In most first-person games your character doesn't even have a body, and if you can't see over a piece of cover, the enemies won't see you either.

The problem with third-person stealth is that it outright gives you superpowers like being able to see stuff your character has no way of seeing, and the only instances I'm willing to give it a pass are when a game features mechanics that require that extra bit of body awareness, like the acrobatics in Splinter Cell or the disguise system in Hitman.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,015
Is there a game where the enemies are not retarded and will actually react to things like other guards going missing AND they are not blind as moles?

Then no.

Fucking Shadow Tactics I'm looking at you.
 

Master

Arbiter
Joined
Oct 19, 2016
Messages
1,160
Goddamn Double Agent... The more i play the more i go back to Chaos Theory. I can tolerate how they removed the stealthometer and the cool "background sounds" mechanic but why did they have to fuck up the graphics. Where are those thick black shadows from CT, where? It just doesnt make any goddamn sense.


BTW if anyone wants to make CT more hardcore open up the CT3settings.ini file and put grabspeed and grabspeedFP to zero so you cant just grab people and drag them in some dark corner. Instead you have to interrogate on the spot and carry the bodies afterwards which i never used the first time... You can also mess with Sams speed and some other things.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom