How Stealth Game Guards See and Hear | School of Stealth

There aren’t many genres with such a strong
core fantasy, as the stealth game. These are games about staying unseen, and
then striking from the shadows. About outsmarting an entire army of enemies,
without them even knowing you exist. These are games about spies, assassins,
and, uh, Batmen. But making this fantasy work means balancing
a number of complicated game systems: from enemy awareness, to information gathering,
to robust detection systems. Get any of them wrong, and the whole thing
can crumple in on itself. So, welcome to the School of Stealth. This is a short, GMTK mini-series about how
stealth games work. In each episode, I’m going to take one system
from the stealth game formula and break down how it works – looking, where necessary, at the
technical side of things, the design considerations, and the end user experience. For episode one, we need to start where most
stealth games begin: with the player being hidden. And then ask ourselves: how do guards actually
see and hear the player? Ultimately, guards in games are given virtual
eyes and ears that are designed to simulate the two main human senses: sight and sound. To simulate vision, video game guards typically
have a viewcone – which is an invisible, cheese-like entity that is stuck to the enemy’s face. If the player character enters the cone, they
get detected. It’s a touch more complicated than that,
of course. A simple cone would allow characters to stay
unseen even if they were right next to the enemy – so more complex shapes are often used. In Splinter Cell Blacklist, there’s a basic
vision cone for the guard’s primary sightline, but a second, much wider box to simulate peripheral
vision. And even a small area behind the guard to
mimic that sixth sense of knowing when someone’s just over your shoulder. Developers will also need to consider the
height of the cone, depending on whether the character should be able to hide when they’re
above enemies. To know if the player is in cover, a game
will typically use a raycast – which is basically when an invisible line is drawn between two
elements to see – in this case – if anything is in the way. You can make this more complex to catch moments
of partial cover: so, in Splinter Cell, the enemy raycasts to eight different bones in
Sam Fisher’s player model – and will only spot him if a certain number are visible. Now, if the player enters the cone and isn’t
in cover, they probably don’t get immediately spotted. Instead, the guard’s awareness of the player
starts to grow. The speed at which this meter fills might
be slower if the character is further away, or only in the guard’s peripheral vision,
or in low light, or crouching down, or staying perfectly still. When the meter tops out, though, the guard
will know exactly where you are. It’s also important to note that guards
can be aware of more than just the player character – such as open doors, interesting
objects, or dead bodies. This can be used to make interesting plans
like traps and distractions – but it can also help give the impression of intelligence and
awareness. Now, simulating hearing is a different problem. When you make a sound, like firing a gun,
walking on a loud floor board, or throwing a stone – the sound will be given a distance
– related to the volume of that noise. Any guard who is within that distance can
then be told to go check out the source of the sound. However, a straight line between the sound
and the guard won’t work, because we expect noises to be muffled by walls. So the typical solution is to use the game’s
pathfinding system – the same tech that allows an enemy to find their way around a world
without bumping into objects. Make the sound travel across that, and you’ll
more realistically capture the way sound propagates through an environment in real life. That’s the gist of things, then, but more
complex stuff might be included in certain games – for example, in Thief, guards can
have second-hand information about the player based on what other enemies are up to. And in Hitman 2, enforcer characters are way
less perceptive of Agent 47 if he’s facing away from them, which gives disguises more
power. Links to more detailed technical information
can be found in the description beneath this video. When done well, this system should create
a pretty realistic representation of a human’s visual and auditory perception. You can then make educated decisions about
where you will be safe, using your real-world knowledge of how sight works in different
light conditions, or how sound might be muffled by a wall. But there’s always going to be a certain
level of ambiguity for the player to deal with – which can lead to friction and frustration. I’m sure you’ve played a stealth game
where you thought you were totally invisible, but the guard saw you anyway. So to help players make sense of this stuff,
there’s a few smart ways that devs can make these perception systems more obvious. The first is helpful interface elements. Even way back in Thief, the developers knew
that it was tough for players to understand how lit their character was from a first-person
perspective, so there’s a light gem at the bottom of the screen to show your current
visibility. And in Splinter Cell, the awkward challenge
of knowing how much sound you’re making, is helped by a visualiser on Sam’s head’s
up display. Also, most games have some kind of detection
indicator on their interface, which mimics the guard’s awareness meter from earlier. This helps the player know that they’re
about to be made – and sometimes even shows you the location of the guard who’s seen
you. Next up is using animation and audio to help
communicate a guard’s status to the player. A guard who is idly lazing about might suggest
that they have pretty weak perception, but a suspicious enemy with their weapon raised
will be way more alert to potential threats. Audio barks also let you know that the guard
is starting to become aware of you. Then there are refuge spaces. These are places in the game world where,
in normal circumstances, you are unambiguously hidden. That might be the high-up gargoyles in Batman,
or areas of long grass in Assassin’s Creed, or crates and cupboards in Hitman. These give you at least one place where you
can scout and plan from a position of total safety. Another big solution is player favouring – which
is the art of handicapping systems to bias the player. As Splinter Cell Blacklist programmer Martin
Walsh says, “it doesn’t matter what the NPC can see or hear from a simulation perspective. It’s what the player thinks the NPC should
be able to see or hear”. So in his game, a guard’s hearing is reduced
by half when they’re offscreen, because it feels unfair to be heard by someone you
can’t even see. And in The Last of Us, enemies typically raycast
to Joel’s head to determine line of sight – but that changes to his chest when he’s
crouching, to let him peep over cover without being spotted. And then the biggest help of all, as discussed
earlier, is a fuzzy detection system. If you were immediately spotted when you touched
the guard’s vision cone, that wouldn’t feel very fair. So it makes sense that guards take a few moments
to become aware of your presence before being totally alerted. Now there’s one final, and rather bold solution
to this problem: and that’s to simply reveal these systems to the player. In the excellent side-scrolling sneak ‘em
up Mark of the Ninja, the guard’s perception is about as unambiguous as you can get: Their vision cones are displayed on screen. The ninja is either in shadow or in light
– and that’s shown on the character’s sprite. And when you make noises, you can see them
emanating from the source as big round pulses. This is also shown to you before you even
make the noise, which is helpful for knowing whether your noisy distraction or sneaky getaway
will be successful. With the info on screen, there’s no arguing
about what’s happening in the system. You’re either in the cone, or you’re not. And that sound either reached the guard’s
ears, or it didn’t. And so Ninja’s binary perception system
can be paired up with a totally binary detection system of instant awareness – though, there
is a slight analogue fuzziness on the very edges of the enemy’s view cones. GUARD: “Is someone up there?” For a slightly more nuanced take on this,
check out Shadow Tactics: Blades of the Shogun. Here, the vision cone is split into three
zones: the bright green part near the enemy’s face is the danger zone and leads to a pretty
instantaneous detection. In the dark green part, you can stay hidden
if you’re crouched down, but will be spotted if you stand up. And the dotted part is for refuge zones like
bushes and high grass, where you will always be invisible. If you do trip the viewcone, the whole cone
will fill up with yellow – and if the yellow part touches your character, you’re spotted. It’s a very elegant way of displaying all
the necessary information, right there on screen. Of course, it’s a lot harder to show this
sort of stuff in a fully 3D game. The original Metal Gear Solid’s solution
was to simply photocopy the game world into a top-down, 2D representation on your radar,
and then draw the vision cones on that. It’s a sorta hand-wavey solution that’s
still being used in games like Deus Ex: Mankind Divided. But it’s not impossible. The Sly Cooper series has guards with torches
that cast obvious pools of yellow light. If you find yourself inside the light, you
get spotted – but otherwise you’re safe. Cartoony, yes. But also, immediately readable. The most important thing, though, is the experience
that these different perception systems lead to. When the system is made analogue and ambiguous,
the player must evaluate the environment with an immersive and realistic understanding of
light, shadow, distance, and sound. And it also gives the game a certain level
of tension – where you can never been 100% sure that you’re safe. And I think this fits quite nicely with the
core stealth fantasy: these are games where your power doesn’t come through sheer brute
force, but only through your ability to hide from the enemy. So having your sneaky status be fragile and
fuzzy reminds you that you’re always at risk of losing your tenuous advantage over
the enemy. As Thief programmer Tom Leonard says, “it’s
about getting the player’s heart pounding by holding them on the cusp” of being found. And it’s especially important to hide this
stuff in survival horror games that borrow stealth elements. In a game like Alien Isolation, it would be
rubbish if you could see exactly where the Xenomorph was looking. A huge amount of fear and anxiety is derived
from your shaky knowledge of the alien’s senses. But making the system completely obvious has
its own advantages. It puts way more power in your hands, and
allows you to play with a huge amount of confidence. You can feel more like an apex predator, luring
enemies into traps or sneaking in for a silent kill. As Ninja producer Jamie Cheng put it, “as
we were iterating, I found that I wasn’t nearly as interested in guessing whether a guard
would hear me or not, and way more interested in creating an elaborate death trap”. Of course, the predator feel can be achieved
through other methods, like those aforementioned refuge zones and by giving the player a bucketload
of gadgets and super powers – but the more accurately they can predict the enemy’s
perception, the quicker the player will get to that experience. So, that’s it for lesson one. Stealth game guards see and hear through a
system of simulated eyes and ears – and developers can create very different experiences, depending
on how much of that system they surface to the player. Come back next time for more deep dives into
sneak ‘em up design. And if you subscribe to my channel, you’ll
get access to the new episode as soon as it goes live. Hey. Thanks for watching. I hope you’re all doing okay in the midst
of this awful coronavirus pandemic. It’s such a scary situation, so please stay
safe, wash your hands, and follow the necessary guidelines. I’ll do my best to keep making interesting
stuff to keep you busy and entertained.

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About Author

  1. Game Maker's Toolkit

    Hey! Google has set the default video quality on YouTube to be standard definition (480p) for the duration of the coronavirus pandemic, to help reduce internet traffic. If you'd prefer to watch the video in high definition (1080p), please click / tap the cog and change the video quality from there.

  2. Mike C

    Fuck those Spider-Man filler missions.

  3. strooy

    Get more videos out. I love all of them. Specifically the ones that share indept mechanics of games that people may not notice or unique to certain games. Like assassin creed low health is more health than user think. And stealth games, how just bc ur visible dont mean your seen.

  4. Critical Bowl

    I think letting the player know the rules (vision cones and so on) or not differentiates organic, immersive stealth game from puzzle like stealth games. On one side, it's about you making plans and reacting in the moment, not knowing the exact consequences of your actions. On the other side, it's more about you solving the puzzle presented to you and figuring out how to get into the rhythm and bypass the stuff that's laid out.
    It's obviously an over simplification of mine, as lots of game lie somewhere in the middle of it, but I think that's one of the differences in the approaches, interfaces and gameplays, that lead to totally different player experience (from feeling your heart pounding into your chest as you silently make your way in, to being a cold assassin figuring out the puzzle as it comes).

  5. OXMOND Tutorials

    Nice! Stealth games are really cool! Great theme! 👍😜

  6. ShadowMKII

    I was waiting for Deus Ex to be shown, and breathed a sigh of relief when it was.

    Thanks for not forgetting about a great video game series with stealth in it.

  7. gassnake2004

    Sneak-em-up is the worst term I have ever heard since "Metroidvania." What was wrong with just saying "stealth game?"

  8. Edmond Chan

    Always like your video. Thank you.

  9. Lightning2153

    It's worth noting too that with the Sly games, it's only the really powerful enemies that have flashlights showing their vision cone. Normal enemies that can be fought head-on do not have flashlights. Not being able to see their field of vision provides an extra level of challenge if you're able to sneak up behind them and pickpocket them, but the game won't outright kill you if they spot you.

  10. lonkchase

    I think the most important part of stealth games is to think about what happens while the player has been detected. Stealth games where you almost instantly die if your spotted can become very frustrating and lead to save-scumming. There should always be a way to recover from failed stealth, even if it takes a bit of work. After all, some of the best stealth gameplay comes from blunders that lead to fantastic moments of desperation.

  11. Jay M

    I was hoping Sly Cooper would be mentioned, wasn't disappointed.

  12. Mitchell Slate

    Thank you for reminding us, lover of Immersion, the value of Immersiona dnfear and real world calculation for Stealth.

  13. Sebastian Alba

    Really wished more stealth games let the player make mistakes and continue improvising without having to restart a checkpoint. Like if you do manage to get seen you wouldn't instantly get shot but be captured in some way. This leads to a whole new approach of dealing with your consequences without always resorting to instant game over.

  14. Betfoyet K

    Have you ever looked into JETCAR stunt 2? That is on of the weirdest Platformers I've ever played.

  15. Emmett H

    Stealth games are the best games, also far and few between

  16. Salt_

    You had me at "miniseries". So excited for this.

  17. Ben Sayeed

    Amazing, nice1 Mark.

  18. Huangwei Xie

    Often times I think I'm totally exposed but guards still don't see me, so it's usually more immersive to just go ramble in stealth games lol

  19. Sam Li

    Awesome video man! Love your analysis! Please keep on doing more of them!

  20. kar ras

    Nah, the solution is simple, an extensive difficulty options, including a full hardcore realistic one.
    Wich is totally missing in MGSV and only can be done with mods… Hell, even the sound bars are missing

  21. François Wirion

    For anyone looking, the credits theme is the "Mission Complete" track from MGSV

    Keywords: music theme song outro credits

  22. revolverswitch

    have there been times where NCPs can smell you?

  23. Chill TM

    Really enjoyed this one

  24. Nikolai123

    Disappointed I didn't see Payday 2 and its flawless stealth mechanics.

  25. Contact Eye

    Well i think that we need a mercyless stealth game if you are Seen insta spot peek spot sound realistic we need to know stealth irl i tried stealth irl it's nothing like any game

  26. Charsept

    Easily one of my favorite genres.

  27. Wolfenrahd

    you could also raycast to en enemy, and reduce the sound's range whenever the raycast hits a wall

  28. Archer yetis

    That's there secret

    they don't

  29. Notttheprotagonist

    I almost didn’t see this video in my subscription feed…

  30. KenTWOu

    8:40 – Shoutout to you for playing Shadow Tactics with a gamepad, which makes it almost like top down Mark of the Ninja.

  31. Duchi

    Masters of Stealth:
    1. Cardboard Box Solid Snake
    2. John Cena

  32. DarkReaper076

    I mean, DOOM games have a pretty damn good core fantasy.

  33. TheFrieDCDB

    I've been playing only rhythm games for the past while and this reminded me how much i love stealth games. I may play through splinter cell or dishonored again while we're dealing with the whole quarantine thing

  34. Manav Sridharan

    I love how they show Doom Eternal to say your power comes from sheer will

  35. HeyHeyChey

    That Shadow Tactics game is such a Commandos rip-off!

  36. onedeadsaint

    as of March 26, 2020 Mark of the Ninja: Remastered in on sale for $10 on PSN

  37. Breno Krug

    Love it! We need more MGS3 footage tho hahahahah

  38. Kalsonic

    It's not a matter of "fairness", it's a matter of fun.

  39. Promisha

    Talks about vision cones doesn't mention commandoes :(((

  40. Graham Walker

    He best talk about thief, he best talk about thief… Oh thanks God he talked about thief

  41. Devilgamer Knight

    oh it must be the wind 😂😂

  42. Xylene

    Can you make a video on movement in games?

  43. JM Jack McNali

    It's also worth mentioning that in Mark of The Ninja, you can hear thunder before lightning flashes.
    If you're out in the open when the level is filled with light, you're going to be detected, so the game devs put in this little break from reality so that players have an extra moment to react and find cover.

  44. Kieron Rana

    just waiting for the last of us 2 rn 🙂

  45. Turba Games

    I think you missed the opportunity to mention the Commando franchise. It's a perfect example and a memorable game that made me never forget about the vision cones.

  46. Sayantan Biswas


  47. Abdulrahman Safwat

    The last thing you said in the video made my day, please upload more content during these times, it is all negative and scary everywhere in the world right now, and I enjoy your videos so much you are litterally my favourite youtuber out there

  48. J Risner

    How could you not mention the stealth sections of orcarina of time?!?😋

  49. Furgel

    What I personally found particularly interesting about mark of the ninja is now the new game + actually hid almost all information. At that point in the game you have gotten a feeling for everything though, so it makes you feel like you mastered the game since you don't need its help systems anymore.

  50. Shrek

    Please marry me GMTK

  51. wherethetatosat

    Meanwhile me in Farcry 5…

  52. ThatDudesDude

    We don't get stealth games anymore. Only ones with stealth "mechanics" :'(

  53. Potato:3

    So, a school of stealth is one that instantly fails you if they find you showing up to class, right?

  54. Ricardo Urteaga Burneo

    Finally mark of the ninja is getting the recognition it deserves

  55. bubble king

    I hope you make some content on strategy games at some point. Awesome video.

  56. Túrin'sBane

    Ah seeing those clips of Splinter Cell Chaos Theory really takes me back. One of my favorite games of all time.

  57. Сло Горький

    Thank you for this. I really hope that we will get some competent stealth games in the future, thanks to these videos.

  58. Strikie

    I was hoping for a mention of Splinter Cell Convinction's saturation effect! The game (partially) renders black & white while you're hidden in the dark.

  59. [][][]MANN


  60. Luca Salvioni

    Remember the game "Commandos"?

  61. rocky

    Recently i download Assassin's creed 2 to refresh my memories and man, stealth sucks in this game. For example if you climb to the rooftop and try to sneak from behind to guard they always see, i mean, when you slowly walk to guard behind he somehow hears and turns around and start chasing you.

  62. Nico M

    Casually slides a Doom sequence in a stealth video 😀

  63. Der Headbanger

    Most modern stealth games became way too forgiving and exploitable. The AI feels always subpar to me.

  64. Video Game Animation Study

    In CounterSpy, when you enter a new area in sight of guards, you get a couple of seconds to get hidden before they officially see you. I feel like that's a work-around for how the procedural level maps are made, but at least it gives you a chance, even if it doesn't work again once you're in that area.

  65. Joep Eijkemans

    Awesome idea for a series. I've been waiting for something like this. Stealth games rule. I'll take 5 hours for a single level in dishonored because it did the stealth so good.

  66. TickDicklers

    Informative. Ive never thought of how that might be programmed.

  67. Necrago

    Why's no one talking about Styx? That's my favourite stealth game and it has kind of everything that other people in the comments said that they would wish a stealth game to have

  68. xxxxxrandom

    "it's what the player thinks the NPC should be able to see or hear" Almost always it's me thinking "they should have seen/heard that", never the other way around. Stealth games are about sneaking around blind and deaf enemies.

  69. Jessica Lee

    I'd love to see stealth-game guards get smarter. Like, remembering that they heard something and increasing their suspiciousness/sensitivity to future noises. Especially if they've seen something WRONG, like a locked door is now open, or the big one, one of their companions is dead… or the even bigger one, they've been attacked. That whole "shrug, musta been nothing" reset to non-alert status is always immersion-breaking. They should get more and more worried and jumpy, call for backup, seek out and warn or recruit their fellow guards to search an area, call the boss and tell them they think somebody's in the compound, etc. The "security level" should rise as guards/sensors are alerted to you.
    1. If they see an unlocked/open door that should be sealed, they should reseal it, and increase their alert level. I.e. call in other guards and warn them to be on the lookout, and/or to search the area.
    2. If they're alone, they shouldn't ALWAYS announce themselves and everything they're thinking and feeling. If you, a real person, are alone and hear a suspicious noise, you might call out if you expect someone you know to be around, but otherwise you're going dead silent, still, and hyper-alert, at least for a few seconds until you decide whether to investigate or ignore the noise – but then you might still stay quiet to see if you hear it again.
    3. If they're alone, sometimes THEY should start sneaking around, as they investigate. They don't want to be vulnerable either. What if it's a tiger??
    4. They should check in with each other, and spread information around – but organically, not "every guard in the place instantly knows your gps location, description, and social security number", information should propagate. Like "I heard a weird noise, did you hear that? What is that? Do you know what that is? Should we check that out?" — and if guards start missing check-ins that's suspicious to all the others.
    5. Different guards should have different "personalities", and while it should be largely "readable" to the player, you should never know which you're going to get – i.e. how sensitive/jumpy they are, how long they stay hyper-alert, how aggressively they search, or how likely they are to call for help. Some people, like me for example, would not search for trouble too closely before retreating back to the well-lit place where the other guards are to get some help, others might go alone into the dark with their weapon drawn confident they can handle whatever they find.
    6. It should dawn on them when they're dealing with a "professional". One noise or a fleeting shadow, could be a rat, or some druggie burglar who doesn't know who he's messing with, but… when you find a dead body and heard NOTHING, and see NOTHING, and then the person who was checking the area with you stops replying and you're alone in the dark… it's time to sound ALL THE ALARMS!

    But the game shouldn't auto-fail you. You should always have a chance to play through. And there should be a limit to how much the "security level" can rise. Maybe there literally are only a dozen guys guarding this place and they don't have external backup they can call in. But if they KNOW they're missing a bunch of guys, the survivors could all get in a room together back to back watching out for more trouble (you are basically Jason Voorhees at that point and the guards are campers, and you have to find ways to separate them and hunt them down). Other types of places could send out a call for backup and bring in two dozen armed and armored guards… and the game shouldn't auto-fail you but you should have the option to abandon the attempt.

    If the armed guards come and escort the objective MacGuffin to a more secure location, maybe then you auto-fail… but then again you could follow them. Maybe that's what the next level of the game is. The objective you want moves through stages (if you keep failing and alerting people, n00b) and you have to keep going if you want to get it.

    Personally, I have no interest in ultra-difficulty fighting or ultra-difficulty platforming, but I'd play the shit out of some ultra-difficulty sneaking — as long as they don't overuse time limits, which are a cheap and arbitrary way to make the game harder, but only because they require twitch reactions and caffeinated hand-eye coordination which is not what stealth games should be about. A time limit like "Something's going on here, I've called for backup, they'll be here in five minutes! [start countdown]" is fine, but "YOU HAVE 5 MINUTES TO COMPLETE THIS LEVEL YOU JUST GOT TO AND KNOW NOTHING ABOUT, NOW GO!" is bullshit, especially if you're a super-spy who should already have the lay of the land from gathered intelligence. If I was a super spy and knew the layout of the place, MAYBE I could complete the objective in five minutes, but if I was a super spy with super information, I would have GOT THERE 30 MINUTES EARLIER, so I'd have 35 minutes to finish the objective.

    Stealth games are a puzzle. They shouldn't force twitch action on puzzle players. You should be able to be patient and methodical.

  70. Lord Kermit

    stay healthy

  71. Seth Leoric

    I was wondering about a game with different monsters which had entirely different ways to sense the player

  72. Christopher Ranahan

    Mark I just wanted to suggest since you plan on making this a series, to look up Hunt: Showdown. It's a very unique and interesting pve/pvp game made by Crytek that uses sound and stealth mechanics in a way that is very refreshing and rewarding, and would go along well with your research.

  73. Peter Carey

    It's ridiculous how good Chaos Theory still looks.

  74. Khodexus

    I really love your videos, even when you get something wrong and have to revisit topics. But I've also been getting into Mauler, who has alot of great insights, but he frequently name drops you as someone he doesn't care for. So far, no one has been able to explain his issue with you, and he certainly hasn't explained it himself.

    Do you have any idea why?

  75. dengamleidiot

    I feel like "Commandos" should have been mentioned.
    Oh well – can't name every game 🙂

  76. BiscuitSlash

    Wow, I had no idea so many factors played a part in simply having a convincing detection system! Great video! Also a nice reminder of how I really need to play more stealth games, as Mark of the Ninja was such a great experience, as are other games with well made stealth segments.

  77. Jaye

    I enjoyed this video.

  78. ocean man

    " smarting an entire army, without you being seen"
    Me in dishonored : killed everyone because i got seen by 1 guy and ge alerts everyone

  79. Maciej Dolny

    Thanks for this. I am working on stealth mod for GTA so this is invaluable helpful for me.

  80. Robin Ottens

    The Siren games have an interesting solution for view cones as well. Letting you literally switch your view to see what the enemies are seeing from their perspective, as if switching channels on a tv. As a horror stealth game, this has the added benefit of giving you that classic view from the monster's eye that is used in so many horror movies. It's also a good way to scout around without having to risk getting spotted.

    And when you do decide to get a move on, you lose the enemy perspective, have no radar screen for overview, and will have to trust that the enemy is still where you last saw them. Adding a feeling of tension that perfectly elevates stealth game tropes into a full on horror experience.

    Siren on the PS3 somewhat alleviated this by letting you split the screen, so one half is your own view, the other half shows what your 'sight jacked' enemy is seeing, but only for one enemy at a time.

  81. InvetorXD

    I'm really excited about this mini-series!

  82. Alec Garza

    Thanks for making game development videos! I love your analysis and hope you're videos bring you as much joy as they do for me.

  83. Jashan Bhullar

    A Quality Video as always. Superb Work GMTK!

  84. Face

    Dishonored is one of the only few good stealth games

  85. Dukefazon

    Are the NOLF games considered stealth games? Or at least partially stealth, maybe? Also, the Commandos series is worth a mention.

  86. Mikeoneus

    I recently got 100% of the trophies in Hitman 2 (all 150 or so of the things) and I had no idea enforcers could be countered by just turning around. That will no doubt be good to know when the next game comes along.

  87. cresa lp

    -10 to perception to all guards

  88. Sebastian Ghiță

    Thank you!

  89. Gabriel Moreno

    Some AI have ultra instinct. oh wait they programmed the entire map as their cone.

  90. François-Olivier Nolet

    I love this serie! Thanks for giving some videos to look at!

    Btw, you might find something worth a video in Streets of Rogue. It's a assymetrical mission based roguelike where a lot of simple rules and systems makes the randomly generated city alive and helps you constantly improvise

  91. Lugmillord

    Huh, using path finding to propagate sound? I hadn't thought of that yet. Interesting.

  92. Pratik Kore

    Oh so the Raycast method is why Splinter Cell feels so stupid

  93. Darius Imre

    Having recently started playing Monaco (the indie title), I must admit Mark nailed the theme that he chose. Will keep on watching this series as it gets released!

  94. Clément Busschaert

    this is going to be great

  95. The Retro Perspective

    The Last of Us and Sekiro have completely borked stealth and it's one of the main reasons I feel like those games are massively over-rated. But It's probably because stealth is one of my favourite genres and most players take the other elements they like from those games.

  96. badreedine Djellali

    I'm terrible sometime at stealth

  97. Noi Jadis Cailleach

    Viva la Dirt League.
    Rohan: "For the kingdom!"

  98. RecklesFlam1ngo

    Wow, did splinter cell blacklist really come out in 2013? Has it been that long jesus


    I really hope to see Ghost Recons in there!

  100. bool IsRebooting

    9:40 interestingly this is the first time I see the radar after playing for 40 hours.

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