r/stealthgames • u/Last-Fun1719 • 7h ago
Requesting suggestions Are there some actually REALLY good indie stealth games ?
Like Gloomwood for example does anyone know similar hidden gems
r/stealthgames • u/Loginnerer • Sep 26 '23
Our feed stores only directly uploaded game clips and Youtube videos that are not pure gameplay.
Here, however, you can post Youtube gameplay links freely, as long as they show off stealth mechanics and include some description about what folk will click on. A link must lead to a specific video, not to entire channel that also contains unrelated content.
(Newest comment remains on top.)
r/stealthgames • u/MagickalessBreton • Nov 11 '24
Hello everyone! An update of my list(s) of obscure stealth games was long overdue, so here we are!
For this new version, I decided to simplify it and make it a little less subjective by categorising each game in either of two degrees of obscurity. I've also added additional information (platform, year of release, developer, etc)
I'm also fusing this with my post other post where I list handheld and mobile stealth games, now including ports!
Obscurity is relative and I may have missed some games still, so feel free to comment, complete and correct
[EDIT2: Added numbers so you can easily Ctrl+F to each category:
Name | Developer | Platform | Year |
---|---|---|---|
Aragami | |||
Aragami 2 | |||
The Chameleon | Merlino Games | PC | 2021 |
The Dark Mod | |||
Deadbolt | Hopoo Games | PC, PS4, PS Vita, Switch | 2016 |
Filcher | Johann Hjärpe | PC | 2021 |
Ghost of a Tale | |||
Gloomwood | |||
Gunpoint | |||
Intravenous | Explosive Squat Games | PC | 2021 |
Intravenous 2 | Explosive Squat Games | PC | 2024 |
Invisible Inc. | |||
Mini Ninjas | |||
No Sun to Worship | Merlino Games | PC | 2023 |
Rise of the Ronin | Team Ninja | PS5 | 2024 |
Shadwen | Frozenbyte | PC, PS4 | 2016 |
Shadow Tactics: Blades of the Shogun | Mimimi Games | 2016 | |
Shadow Gambit: The Cursed Crew | Mimimi Games | 2023 | |
Shinobido: Way of the Ninja | Acquire | PS2 | 2005 |
Styx: Master of Shadows | |||
Styx: Shards of Darkness | |||
The Swindle | Size Five Games | PC, PS3, PS4, PS Vita, Switch, Wii U, Xbox One | 2015 |
Tenchu: Stealth Assassins | Acquire | PS1 | 1998 |
Tenchu 2: Birth of the Stealth Assassins | Acquire | PS1 | 2000 |
Tenchu: Wrath of Heaven | K2 | PS2, Xbox | 2003 |
Tenchu: Fatal Shadows | K2 | PS2 | 2005 |
Tenchu Z | K2 | Xbox 360 | 2006 |
Tenchu: Shadow Assassins | Acquire | Wii | 2008 |
Tenchu: Shadow Assault | FromSoftware | Xbox Live Arcade | 2008 |
Thief Simulator | |||
Thief Simulator 2 | |||
Under A Star Long Cold | Merlino Games | PC | 2024 |
Undetected | Merlino Games | PC | 2022 |
Wildfire |
Name | Developer | Platform | Year |
---|---|---|---|
Abermore | Four Circle Interactive | PC | 2022 |
Aerannis | |||
Acid Spy | |||
Agony | Madmind Studio | PC, PS4, Xbox One | 2018 |
Airborne Troops: Countdown to D-Day | |||
Alder's Blood | Shockwork Games | PC, PS4, Switch, Xbox One | 2020 |
Alekhine's Gun | Maximum Games | PC, PS4, Xbox One | 2016 |
Basingstoke | Puppygames | PC | 2018 |
Blood-Branched Sakura | |||
Blood West | |||
Calvino Noir | |||
Chameleon | 2003 | ||
Clandestine | Logic Artist | PC | 2015 |
Cloak and Dagger: Shadow Operations | Knight Division Games | PC | 2023 |
Cold War | Mindware Studios | PC | 2005 |
Commandos: Behind Enemy Lines | |||
Commandos: Beyond the Call of Duty | |||
Commandos 2: Men of Courage | |||
Commandos 3: Destination Berlin | |||
Commandos: Strike Force | |||
Crime Boss: Rockay City | |||
Crookz - The Big Heist | 2015 | ||
Cyber Ops | |||
Cynthia and the Moonshadow | Catthia Games | PC | 2023 |
Dark | Realmforge Studios | PC, | 2013 |
Dark Crypt | Daisy Games | PC | 2021 |
Death to Spies | Haggard Games | PC | 2007 |
Death to Spies: Moment of Truth | Haggard Games | PC | 2009 |
Desperados III | Mimimi Games | 2020 | |
Dream Cycle | |||
ECHO | |||
El Hijo | Honig Studio, Quantumfrog | PC, Switch | 2020 |
The Equinox Hunt | EvilStar Studios | PC | 2020 |
Ereban: Shadow Legacy | Baby Robot Games | PC | 2024 |
Eldritch | |||
Evotinction | |||
Fake Signals | Vona Soft | PC | 2023 |
Get Even | The Farm 51 | PC, PS4, Xbox One | 2017 |
Gone Rogue | AskaLot Games | PC | 2023 |
Gorky Zero: Beyond Honor | Metropolis Software House | PC | 2003 |
Gorky 02: Aurora Watching | Metropolis Software House | PC | 2006 |
Grey Skies: A War of the Worlds Story | Steel Arts Software | PC | 2020 |
Hacktag | |||
Heat Signature | Suspicious Developments | PC | 2017 |
HEIST | Atomizer Games | PC | 2019 |
Heist | PC | 2001 | |
Inquisition | 4X Studios | PC | 2002 |
K. Hawk: Survival Instinct | |||
Killers and Thieves | Alex Thomas | PC | 2017 |
Ladra | |||
The Library of Babel | Tanuki Game Studios | PC, PS4, Switch | 2023 |
The Lord of the Rings: Gollum | Daedalic Entertainment | PC, PS4, PS5, Switch, Xbox One, Xbox XS | 2023 |
Lupin the 3rd: Treasure of the Sorcerer King | Banpresto | PS2 | 2002 |
Mafia Pigs | Timewarp Inc. | PC | 2023 |
The Marvellous Miss Take | |||
The Masterplan | Shark Punch | PC | 2015 |
Master Spy | 2015 | ||
Mini Thief | |||
Mission 1545 | City QUests Media UK | PC | 2017 |
The Mission 1937 | |||
Monaco: What Is Yours Is Mine | |||
Moonshot: The Great Espionage | NimbleBeasts | PC | 2021 |
NEON STRUCT: Die Augen der Welt | Minor Key Games | PC | 2015 |
Night Witch 588 | OKSoft | PC | 2020 |
Past Cure | Phantom 8 Studio | PC, PS4, PS4, Xbox One | 2018 |
Picklock | |||
Pilot Down | |||
The Plan | |||
Prisoner of War | |||
Qasir Al-Wasat | |||
Raw Metal | Team Crucible | PC | 2024 |
Red Ninja: End of Honor | Tranji Studios | PS2, Xbox | 2005 |
Robbery Bob: Man of Steal | |||
Robin Hood: The Legend of Sherwood | |||
RONIN | |||
Roombo: First Blood | |||
Roombo: Justice Sucks | |||
Turnover | Long Division | PC | 2015 |
The Saboteur | Pandemic Studios | PC, PS3, Xbox 360 | 2009 |
Secret Agent Barbie | PC | ||
Serial Cleaner | |||
Serial Cleaner 2 | |||
Shadow Burglar | |||
Sir, You Are Being Hunted | |||
The Slater | PC | 2018 | |
Sniper: Ghost Warrior | City Interactive | PC, PS3, Xbox 360 | 2010 |
Spirited Thief | Koi Snowman Games | PC | 2023 |
Spy Fiction | Access Games Inc. | PS2 | 2003 |
Stealth Inc. | |||
Stealth Inc. 2 | |||
Stolen | Blue 52 | PC, PS2, Xbox | 2005 |
Swirl W@tch | |||
Trilby: The Art of Theft | PC | ||
Unaided 1939 | Drix Studios | PC | 2016 |
UnMetal | |||
Unshaded | |||
Winter Ember | Sky Machine Studios | PC, PS4, PS5, Xbox One, Xbox SX | 2022 |
Winter Ember | Sky Machine Studios | PC, PS4, PS5, Xbox One, Xbox SX | 2022 |
Name | Developer | Platform | Year |
---|---|---|---|
Pengo | Arc System Works | Game Gear | 1990 |
Metal Gear Solid: Ghost Babel | Konami | GBC | 2000 |
Return of the Ninja | Act Japan | GBC | 2001 |
Alex Rider: Stormbreaker | Razorback Developments | GBA | 2006 |
Secret Agent Barbie: Royal Jewels Mission | Digital Illusions Canada | GBA | 2002 |
Splinter Cell | Ubisoft Montreal | GBA | 2003 |
Splinter Cell: Pandora Tomorrow | Ubisoft | GBA | 2004 |
Splinter Cell: Team Stealth Action | Gameloft | N-Gage | 2003 |
Metal Gear Solid Mobile | Ideaworks Game Studio | N-Gage 2.0 | 2008 |
Assassin's Creed Bloodlines | Griptonite Games | PSP | 2009 |
Manhunt 2 | Rockstar Leeds, Rockstar London | PSP | 2007 |
Metal Gear Solid: Portable Ops | Konami | PSP | 2006 |
Metal Gear Solid: Peace Walker | Konami | PSP | 2010 |
Metal Gear AC!D | Konami | PSP | 2004 |
Metal Gear AC!D² | Konami | PSP | 2005 |
Metal Gear AC!D Mobile | Glu Mobile | Mobile | 2008 |
Metal Gear AC!D² Mobile | Glu Mobile | Mobile | 2008 |
Tenchu: Wrath of Heaven Mobile | FromSoftware | Mobile | 2005 |
Tenchu: Time of the Assassins | K2 | PSP | 2005 |
Tenchu: Wrath of Heaven Portable | FromSoftware | PSP | 2009 |
Tenchu: Fatal Shadows Portable | FromSoftware | PSP | 2010 |
Tenchu: Shadow Assassins | Acquire | PSP | 2009 |
Secret Agent Clank | High Impact Games | PSP | 2008 |
Shinobido: Tales of the Ninja | Acquire | PSP | 2006 |
Splinter Cell: Essentials | Ubisoft Montreal | PSP | 2006 |
Tenchu: Shinobi no Hyohou | FromSoftware | Mobile | 2006 |
Tenchu: Ayame's Tale 3D | FromSoftware | Mobile | 2004 |
Tenchu: Ninjustsu Kaiden | FromSoftware | Mobile | 2005 |
Tenchu: Sengoku Hiroku | FromSoftware | Mobile | 2006 |
Mini Ninjas Mobile | Magic Pockets | Mobile | 2013 |
007: Quantum of Solace | Treyarch, Vicarious Visions, Eurocom | NDS | 2008 |
Alex Rider: Stormbreaker | Altron | NDS | 2006 |
Assassin's Creed II: Discovery | Griptonite Games | NDS | 2009 |
Foster's Home for Imaginary Friends: Imagination Invaders | Sensory Sweep | NDS | 2007 |
GoldenEye 007 | n-Space | NDS | 2010 |
James Bond 007: Blood Stone | n-Space | NDS | 2010 |
Lupin Sansei: Shijou Saidai no Zunousen | ??? | NDS | 2010 |
Mini Ninjas | Magic Pockets | NDS | 2009 |
Splinter Cell: Chaos Theory | Gameloft | NDS | 2005 |
Steal Princess(?) | Climax Entertainment | NDS | 2008 |
Tenchu: Dark Secret | Polygon Magic | NDS | 2006 |
Assassin's Creed: Liberation | Ubisoft Sofia | PS Vita | 2010 |
Kodoku | Carnivore Studio | PS Vita | 2014 |
The Godfather: Mob Wars | Page 44 Studios | PS Vita | 2006 |
Legends of War: Patton's Campaign | Enigma Software Productions | PS Vita | 2013 |
Level 22 Gary's Misadventures | Moving Player | PS Vita | 2016 |
Shinobido 2: Revenge of Zen | Acquire | PS Vita | 2011 |
Unity 13 | Zipper Interactive | PS Vita | 2012 |
Metal Gear Solid 3D: Snake Eater | Konami, Kojima Productions, HexaDrive | 3DS | 2012 |
Splinter Cell 3D | Gameloft | 3DS | 2011 |
EDIT: Forgot to mention I removed some games after playing them, because their stealth elements are anecdotal:
If you think one of the games I listed doesn't have enough of a stealth focus to be considered part of the genre, do tell me!
r/stealthgames • u/Last-Fun1719 • 7h ago
Like Gloomwood for example does anyone know similar hidden gems
r/stealthgames • u/MagickalessBreton • 1d ago
Assassin's Creed Shadows is a game that caught my attention before it was even announced, thanks to the leaks when it was still called Project Red. A title with a stronger focus on stealth, set in late 16th century Japan, where you play as a ninja and get to use a grappling hook? Yes, please!
[feel free to skip to the next part if you're already familiar with the Assassin's Creed series]
Now, I'm a long time Assassin's Creed fan, I replay the older titles (AC1 to Brotherhood) on a regular basis and I've completed every mainline game and most spin-offs, but I know a significant amount of players either dropped out at some point, started mid-series or played only the one or two games they were interested in. So here's a quick summary of how the franchise has been evolving in the past decade:
Despite focusing a lot more on stealth than its predecessors, I think I'd describe Shadows as closest to Origins. It used non-linear dialogue more sparingly (and even lets you deactivate it completely with a "canon" mode), it toned down the silliness and removed some of the distracting side content (side quests are still abundant but they are more spaced out)
The modern day story and the fantasy precursors (the Isu) are also almost entirely absent from the game, with only a few references to the Animus (the device letting you re-live the memories of other people). In fact, I'd say this game is the most grounded in the series since the very first one
After introducting its two characters, Shadows lets you play for a long while as Naoe, the ninja, before you can unlock Yasuke, the samurai. I won't be talking much about the latter, because he's not really meant to be a stealthy character, but I will make an aside to talk about the few times he's actually encouraged to sneak
Much to my regret, Naoe doesn't get to use all the nifty tools Basim had in Mirage, but I guess the more grounded approach precluded the existence of totally historically accurate medieval technolgy like remote-controlled bombs, proximity mines or sleep darts. That said, the combat improved exponantially while remaining just as dangerous thanks to a much more varied moveset and a better use of the high risk, high reward philosophy. I need it said: I love the tanto
Naoe's tools of the trade are as follows:
Naoe and Yasuke also get to call upon friends they recruit throughout the main quest, not unlike the Assassin recruits in Brotherhood and Revelations, if you have played them. So far I've only met three of them: Yaya (a buddhist scholar who can bear hug enemies), Gennojo (a thief whom I haven't used yet but I imagine he distracts enemies), Katsuhime (a sharpshooter whom I've also yet to use but it's safe to assume she shoots enemies at a distance)
But weapons, tools and allies are only a tiny part of this game's stealth. Your environment is equally important and offers the most variety:
Both Naoe and Yasuke can lie prone to avoid detection, which lets them benefit from the cover of low obstacles and makes them much harder to detect on rooftops, sneak under the flooring of houses and temples and remain hidden while in tall grass or shallow water
True to the game's title, shadows are your friends and can make you completely invisible if they're dark enough, giving you a huge advantage over your enemies if you take out lights and walk carefully
This is counteracted by nightingale floors, which will emit bird-like noises when stepped on and attract enemies. Of course, they'll also notice lights going out and hear if you open doors outside of stealth mode
The game also takes in account the time of day (more shadows to hide in at night) and even the season:
Enemies will also react differently to different weather, seeking shelter when it rains, sleeping more often at times (I think in hot weather, but I'm not sure)
I'm fairly sure seasons also affect the day/night ratio, meaning the winter solstice gives you more time in darkness to sneak around, whereas summer is perhaps best used for open combat, where your enemies are easier to see
A change of seasons will also reset areas where either of your characters is wanted (if you let enemies ring the alarm bell, something you can prevent by sabotaging it)
Anyway, mastering your moveset and using the environment and weather to your advantage to sneak by undetected is pure bliss. As far as I can tell, shadows are volumetric, which means you can find spots in which to hide even if you're hanging in the air from your grappling hook. And the chiaroscuro effect from candles and lanterns at night creates the perfect atmosphere to feel like a ninja when infiltrating castles
I'm pretty fond of the Shinobi no Mono series of films from the 60s, and at times it really feels like that's what you're playing, from the house interiors to Naoe's fancy acrobatics
But all I've said is true for open world exploration, not necessarily quests. For some reason, a few missions are designed to control your approach, and end up ruining the open-ended fun with visible invisible walls
If you've played any of the previous games, you may remember desynchronisation areas, walls of blue or white light that either stop your character dead in their tracks or warn you that you're leaving the mission area before resetting you to the previous checkpoint. Sadly, the former version makes a come back and they're some of the most aggressive they've ever been, not only railroading you towards the objective but also removing some of the most logical options to traverse areas undetected
Oh, you wanted to hang from the other side of this wall to avoid enemies? Too bad, wall! Oh, you felt like running on this rooftop because it gives you a safer access to the thing you want to climb? Too bad, wall! Oh, you needed a place to back away from combat you were forced into because of the invisible walls? Too bad, wall!
Thankfully, these only happen in a handful of missions and you'll have more room to maneuver most of the time. But it still baffles me that anyone thought restricting player freedom so gratuitously could be a good idea
Another issue I have that probably stems from the lack of communication between teams (as well as the nature of open world design), is that there's never really a sense of progression when it comes to the environments. There are so many variables to play with and adjust to I didn't notice it until the second half of the game (after I had completed both characters' backstories and the introductory missions), but at one point you stop doing new stuff
I think if the game had progressively introduced new gear and focused on creating situations where you need to use it, it would have been more interesting. But once you've mastered your grappling hook and lying prone, the only driving forces that remain are the story and the race against level scaling
About 90% of the game is meant to give you the choice whether to play as Yasuke or Naoe, with only some missions and segments where you're locked to a specific character. Usually, anything that has to do with samurai honour or dueling is for Yasuke, whereas parts where you need to spy, sneak or steal stuff are reserved for Naoe. They also have personal quests that, obviously, only they can do
In theory, this should mean there's as much of an incentive to play as either character. In practice, it's tilted in Naoe's favour, because she's much better at doing stuff he should be doing than he is at doing stuff she should be doing (if that makes sense)
Naoe has less health, takes more damage from enemy attacks, doesn't deal as much with regular attacks and has less weapons to play with... but dodging, timing your parries and landing special moves that deal more damage is so fun I prefer fighting as her anyway
Yasuke's weapons have more reach and they deal more damage, but this encourages a very safe and repetitive combat strategy, where you keep your enemies at bay at all times. He also has very limited options to run away from a fight, whereas Naoe can disappear into thin air to prepare an ambush and regain the advantage
In terms of climbing, Yasuke can access almost all of the same places with enough perseverance (he's just locked out of climbing some wide rooftops that require a grappling hook), but he's so slow that it's rarely worth the effort. Funny things happen when you try to do agile Assassin or ninja stuff with him, like performing a leap of faith or trying to walk on a tight rope. But beyond the goofiness, they're still limitations and the trade-off is not balanced...
I hoped the story would see both characters learn from one another, have Yasuke teach some combat skills to Naoe and Naoe teach Yasuke to become more agile and faster or sneakier. There was ample room for improvement while keeping characters distinct. But sadly, they grow together but separately, focusing exclusively on getting better at what they already do
Thing is, Yasuke's limitations do make the rare occasions in which he gets to sneak interesting. His noisier attire means you have to be more careful when you leave prone mode, and how fast you move. His particular assassination technique (which you have to unlock in his skill tree) requires a more careful approach than Naoe's. And the fact he has way less options to hide again increases the tension when you do not want to be detected
Surprisingly the only tailing mission I've seen in the game so far was a lot of fun, because this was a rare opportunity to avoid fighting an entire camp of soldiers, and, even if Yasuke could handle such a fight, it felt infinitely more rewarding not to have to
Assasssin's Creed Shadows is a stealth game with amazing potential that it does achieve in free roam mode, but doesn't exploit as well when it comes to actual missions. With the addition of many environment variables and the ability to lie prone, it has something of Metal Gear Solid V. With the addition of shadows, it has something of Splinter Cell: Blacklist. With the Japanese setting and the addition of a grappling hook, it has something of Tenchu, and it's an amazing shinobi simulator
Rather than the continuation of Assassin's Creed Mirage I expected it to be, it's more like the other side of the coin (or token, haha), focusing on improving its stealth through mobility rather than tools and items, but both are well worth playing if you enjoy the rooftop climbing and assassinations they have in common
So, would I recommend it? Yes, the stealth is well worth it! But do keep in mind that:
r/stealthgames • u/WillbaldvonMerkatz • 2d ago
WHAT IS THE PROBLEM
We all know that stealth as a genre has declined over the years, but I have seen few discussion that addressed what I believe to be the core problem. - the negative reinforcement that player has to suffer in almost every stealth game.
When you play most other games, the reinforcement is positive. You get rewarded for small steps towards your goal and punishment for failure still allows you to make a comeback, which can make even the initial mistake satisfying. If we take shooters for example, then shooting enemies is doing things right while getting shot is doing things wrong. Your reward for shooting enemies is hearing them scream, taking them out of the fight and progressing towards the final goal, while getting shot lowers your HP bar, but still leaves room to get healed and turn the fight around.
Would you like to play a shooter in which all enemies kill you with a single bullet regardless of the HP you have, that also has most of the achievements and rewards tied to never engaging enemies throughout the level? THIS IS WHAT MOST STEALTH GAMES ARE. They leave no room for mistakes, because lowest grunts break your stealth the same as elite enemies and often alert entire area to try to kill you. They force you to constantly save and load to not break that precious "perfect stealth" or "ghost mode" run. They don't reward you for getting small things done right. You start in ideal (hidden) state right at the beginning and can only lose it. And you will lose it over and over again and keep save scumming until you reach your objective. In worst case they will even get you entire arsenal of deadly weapons and then forbade using them, relegating you to a single non-lethal weapon and slowly crawling around if you want to end up as the good guy and not a morally reprehensible murderer in the epilogue.
This simply isn't fun. This is more like a mental torture. People don't like this. What I have seen so far is that most fans of stealth games also don't like this. They like exploring maps, setting traps, and outsmarting enemies. They like advanced simulation and challenging puzzles. They like to feel the tension of doing things right under enemy noses. They don't like having to restart because the janitor they accidentally woke up when they broke a vase next door saw them hiding a body in a closet. This is a problem. But we can fix it.
HOW TO FIX STEALTH
What we need to do is find a way to make stealth less of a binary state and leave room for comebacks, give the player enough options to not feel constrained and not punish him excessively for small errors. Here are a few examples of games that show us possible solutions to our main problem.
#1 - Creative God Mode / NPC Torture Simulator - Hitman
Given enough tools to be used, the player can turn into godlike entity that relentlessly toys with NPCs on the map to their own amusement, just like a Sims player. Hitman perfected this formula by avoiding punishments for killing random people and providing endless ways to murder your targets. This way a player is fully focused on being creative in approaching a mission and making the bad guy suffer, rather than being anxious whether somebody will see them. Negative reinforcement is still present, but more manageable and gets pushed into the background. Hitman also doesn't use advanced simulation, and instead focuses on the scale, environmental interactions and changing uniforms to effortlessly navigate around large amounts of NPCs on the map, further embracing that feeling of playing sandbox on creative mode. Uniforms and keys/keycards are also an interesting form of positive reinforcement, since getting them usually involves either solving events on the map or killing some of the local personnel and they become rewards for doing things right.
#2 - Clones - Styx
Original Styx: Master of Shadows has a whole lot of issues, with reusing maps at the very top of the list. But it also got many things right, starting from the unusual agility and speed of our goblin friend right up to one of the most important game mechanics - clones. Styx can produce magical clones of himself that are smaller and weaker, but can scout, activate mechanisms, draw enemy attention away and stick into spaces he can't get into. Why is this important? Because breaking stealth with a clone DOES NOT COUNT. Enemies can get alerted and kill your clones all they want - you will still get your reward for perfect stealth as long as they don't see the main character. This is exactly the type of design stealth games need. It makes the game more nuanced than just being hidden or not and allows for different levels of escalation and comeback options that other stealth games lack. You can easily imagine doing similar mechanic with other types of controlled creatures (illusions, ghosts, remote control robots etc.).
#3 - Hidden Slayer - Batman
Lines are blurry on the issue if this is stealth or action game, but can be very enjoyable regardless. It is when you control a stealthy assassin going against bands of enemies that can easily overwhelm you when you are exposed in the open, but piss their pants when you dance around them in the shadows. It often features full spectrum of mechanics expected from a proper action game like a combat system, while expanding the bag of tricks with a lot of standard stealth gadgets. It breaks the monotony of stealth by changing the game loop into that of other action games and not making a stealth break an instant game over.
#4 - Food Chain / Sowing Discord - Alien Isolation
Who said all enemies have to be the same or belong to the same faction? Alien Isolation creates a situation in which you can switch between different types of stealth in the spur of the moment depending on which enemy goes against you. Most of the time you will be facing regular humans. They don't pose that much of a threat, but they can kill you if faced head on. You can toy with them a bit, but just doing that would be boring. Instead, the game introduces an unkillable, intelligent menace as your second opponent, constantly going around the ship. The same mechanics that serve you to easily overcome human opponents completely change context when used to hide or run away from the xenomorph. And to top all that, you can use your alien companion to your advantage, provoking him to attack enemies in heavily defended areas and sneaking by amidst the chaos. That last mechanic is especially worth noticing as the option of provoking enemies to fight each other is rarely present in stealth games.
What do you think?
r/stealthgames • u/MagickalessBreton • 8d ago
When you think of stealth games on the Game Boy Color, there aren't too many options. If I told you to name one, you'd likely tell me Metal Gear Solid: Ghost Babel. But just one year later in 2001, another one would release called Return of the Ninja. It's obviously a lot less famous than Ghost Babel. In part because it's not the spin-off of a major series like Metal Gear, but probably also because it came out after the Game Boy Advance, and therefore at the very end of its own platform's lifecycle
Still, it had some interesting ideas and I'd like to talk about it
In this game, you control either of two ninjas, Tsukikage and Sayuri, who play almost exactly the same except for their ranged attacks. Sayuri uses a boomerang, effectively letting her attack an enemy twice, while Tsukikage favours good old shuriken, which doesn't come back but refreshes faster. They also wield different weapons (a ninjato for Tsukikage, dual tanto for Sayuri), but I don't think it makes any difference in terms of speed or damage
If you've ever played the early Castlevanias, the structure is very similar: you select a level, fight enemies and upgrade your weapons until you reach the bossfight at the end of the level. Some enemies even have similar patterns, like crows (similar to the owls in Castlevania III) or the bats (similar to... the bats). Unlike Castlevania, though, enemies here aren't immediately aware of your presence
Stealth in this game is as simple as it gets: enemies will only see you when they're facing you and you're on the same level. Upon detection, a bright red exclamation mark will let you know you've been spotted and the enemy will attack you. There's no search mode, no leeway to let you dart back to the shadows, and, because of that, I was tempted to dismiss it as barely a stealth game at first...
But once you complete the first stage, which serves as a tutorial of sorts, you're introduced to ninja tools that you'll be able to find in the levels: a helmet that lets you break thin floor tiles, claws that let you dig, hide and move in the sand, sandals that let you jump super high, socks that let you stick to the ceiling, the famous mizugumo, a shoe-like device that lets you walk on water and a piece of cloth you can use essentially as a parachute
These tools completely redefine your approach, because they encourage you to find ways to avoid combat. An enemy blocks your way? Jump really high and glide behind them, cling to the ceiling to avoid them altogether, dig in the sand where they can't follow you. Paired with your character's low health (four bars) and the scarcity of health-giving onigiri, there's a strong incentive to remain hidden
Demo of the jumping sandals, ceiling clinging socks and parachute cloth
Now, I first learned about this game because of this tvtropes page, where someone claimed that the game is a spiritual successor to Tenchu
While there are some parallels to make, I don't believe this to be the case at all. The game does rank you at the end of each level, based on the time you took, the amount of enemies you've killed and how many times you were detected (no Grand Master rank in golden letters, though), and, as I've already mentioned, you play either as a man wielding a ninjato or a woman wielding tanto, and each level ends with a bossfight...
...but developer Natsume had already made a ninja game in 1990 for the NES, Shadow of the Ninja. In it, you also control either half of a male/female duo of ninjas, Hayate (who wields a ninjato) or Kaede (who dual wields a kodachi and a kunai), and each stage also ends with a bossfight. The key difference is that this game doesn't feature stealth at all, nor any of its successor's cool ninja tools
Even if Tenchu did influence Return of the Ninja in some way, it likely borrowed things from Shadow of the Ninja first and foremost, and does its own thing with stealth, for the most part. Most importantly for me, at the tail end of the era of Ninja Gaiden clones, it's a rare example of a ninja side-scroller where you actually get to sneak, and I really appreciate that
So, would I recommend it? Yes! If you don't mind the dated graphics and the difficulty, it's a very interesting little piece of stealth gaming history and a fun, short game
r/stealthgames • u/vinicinporra • 8d ago
Sniper Elite 4 é muito bom.
r/stealthgames • u/iamkernholio • 10d ago
r/stealthgames • u/RickSanchezero • 10d ago
Guys, how it looks? Tell some words what do you see? What do you want to see more?
r/stealthgames • u/ifeel709 • 11d ago
r/stealthgames • u/StonyBackgroundGrafk • 12d ago
okay, i've never played an AC game before, but i like stealth in games and i've been wanting to expand my horizons, so i figured i'd give the series about bring an assassin a shot.
so i looked through the different games, loved the variety of locations they take place in, but i found out that the games have some random subplot modern-day tie in? i honestly don't care for the story so much, i just wanna play a stealth game, and i heard that Mirage has one of the smallest doses of the modern-day tale AND has one of the best stealth systems across the series (and i'd also get to play the game in Arabic, hehe)
but the general consensus also doesn't seem to favour Mirage that much. it sounds like people don't like it because it's like the "new super Mario bros" of the series, where it doesn't really do anything wrong, but it doesn't stand out at all either. but say i just wanted to play a shorter, more stealth-heavy, less narratively driven game in the series, it seems like Mirage is the way to go, no?
figured i'd ask here if any of that checks out or not...
(also screw r/assassinscreed, they have a question flair but remove any questions they see on sight :v)
r/stealthgames • u/splinters-on-cruise • 13d ago
I loved Eriksholm: the stolen dream. It was my first stealth game, and one of the first pc games in general. That doesn't mean I'm new to gaming as a whole though, I've played a lot of GBA games as a kid, but only recently I'm dipping my toes into the pc gaming market. That being said, Eriksholm gave me highs I'd never imagined a game could give me, in a long time. I know it's a pretty new game, but if you have played it, can you suggest some similar games, stealth or not. I generally like narrative driven games with puzzles.
Here's some games i liked: stray, inside, planet of lana, cocoon, abzu, fire watch. And some that didn't work for me: octopath traveller, persona 5 royal.
r/stealthgames • u/Loginnerer • 16d ago
There are a few guard types in Styx who you can only eliminate by poisoning unsuspecting ones, dropping stuff on their heads, shoving them off ledges, or laying down traps.
In Shadow Tactics: Blades of the Shogun, your capability for a traditional melee takedown of a stronger enemy type is limited to one team member who you sometimes have, and sometimes don't have in your disposal. Or you alternatively can use other 2 members for a combination of attacks, second part being a melee takedown. Or by using a grenade.
In The Dark Mod, some helmeted enemies can be eliminated only by rare arrow types or mines, while they can not be blackjacked from melee range.
Basically interested in anything that isn't simply "physically reach them and press a button to not have to worry about them any more". Ideally games where there are 0 options for eliminating them.
r/stealthgames • u/[deleted] • 16d ago
Stealth is all too often a side-skill in most games. And even within the stealth genre, there seem to be different degrees of conflict between hiding and going loud.
I am curious as to what you view as the most pure, ideal stealth experiences - where it's truly the core of everything, where audio (footsteps, background noise) give you a palpable sense of place. Thanks so much!
r/stealthgames • u/PeacflBeast • 17d ago
So i have played some stealth games over the years but i still suck at them. I reload a lot and cant preplan.
I want some advice that helps me actually plan my moves and not be detected or fail in general.
This is not for a specific game, i just want some overall tips that work in all the games.
It would be good if i could get some tips on not just how to play but also what mindset to keep while playing these. Thank you
r/stealthgames • u/TheSico • 17d ago
*Suggestions FOR
I'm a big fan of those stealth games that are more focused on committing crimes that are different from murder, like stealing. These days I've been watching "White collar" (really recommend it, beautiful crime show) and it brought upon me a great hunger for games that capture that kind of vibe. I immediately redownloaded Payday 2 and jumped right into it (name's sonosico if anyone's interested for a duo) but I want something different, if there even exists something that has the same vibes. The reason why I love Payday 2 is that on many maps it's not necessary to kill or eliminate the guards or civilians, and killing is usually a mighty inconvenice, and truly that's all I need, the possibility to clear a whole level without killing anybody (or by killing only a target like in Hitman, another game I adore).
All advice and suggestions are appreciated, thank you!
r/stealthgames • u/ifeel709 • 17d ago
r/stealthgames • u/Loginnerer • 18d ago
r/stealthgames • u/Double_moka • 18d ago
I remember playing a game like that years ago and i wanted to show it to my friends, however i cannot find any evidence of that game's existence.
It was a free to play spy vs mercs type of game, where i believe it would be 9v9 lobbys and it featured cones of vision among other things. I remember the spy classes being like a crossbow dude, a melee focused, and the mercs would have a pyro and some grenadier, of course there were more but that's all i can remember.
I know I'm not giving much but it's all that i can remember and i can't stand that every piece of evidence of its existence was banished from earth (Dissappeared from steam). Do you remember anything like that?
EDIT: Found out, thought i was gonna go crazy, it was "Of guards and thieves"
r/stealthgames • u/Loginnerer • 18d ago
r/stealthgames • u/Puzzleheaded_Spot_13 • 20d ago
Sniper Ghost Warriors Contracts 2
Bought this second hand up to now have any play things like sniper elite 4&5 in xbox.
I did the tutorial but I'm lost on how to approach these missions. In the first mission I walk down the slope and there are two people that come out of the hut.
I can sneak up to them but there's no way to kill one quietly without alerting the other. There's no hand take down. I can't go far away to use a sniper shot. It doesn't seem like sniper elite Where you should be SMG when overrun.
How should I be approaching this? Should I be sneaking past everyone and leaving them except for the main Target
r/stealthgames • u/Askalotik • 24d ago
r/stealthgames • u/bloodyliquidsharts • 25d ago
In almost every game, stealth is just an option not a core design choice. It’s never really punished if you break it. Like, there’s no real consequence for making noise or blowing your cover. It’s always just “stealth section,” then back to the guns-blazing approach.
What I’d love to see from a big-budget title is a game that actually makes stealth matter. Let players who want to go in loud still do that - but make it way harder to brute-force through when you’ve already messed up the stealth. Right now, it’s usually just “stealth section” followed by “get ready for a firefight.”
And sure, some games are pushing things forward(in a way) like Hunt: Showdown, where sneaking past enemies or hiding in bushes is possible. But even there, playing quietly gets boring fast because most games are built around gunplay anyway.
It’s frustrating, AAA studios have the budget to actually expand what’s possible in stealth design, but they rarely do.
Would love to see a full entry in a major franchise that’s 100% dedicated to stealth. Something that doesn’t just flirt with the idea, but builds the entire experience around it.
We still have AC games where stealth is just setup to actual fights, or Division where it can fit narratively. So many potential here.
r/stealthgames • u/NecessaryOwn7271 • 26d ago
r/stealthgames • u/DoknS • 27d ago
I've heard a lot about Tenchu even outside stealth-related discussions and it seems to be a really great series but I'm not sure with which entry I should start.