
r/stealthgames

200 days ago, I released 'My Love for A Thief', a film about how Garrett helped me overcome my fear of the dark as a kid
I was overjoyed whenever I worked on this film. With no prior knowledge on how to make a film, I learned by doing, and applied all my skills, from photography to guitar-playing, to tell a story of my childhood and of Thief's influence upon it. The important part for me was to capture that dreamlike atmosphere that childhood inspires, where nightmares and imaginary friends blend into a strange tapestry.
When my girlfriend joined the project as assistant director is when wild ideas began sprouting. 'We should have a personalized Tarot card with Garrett in it...' 'And it should glow in the dark!' But, honestly, if you look at Garrett's story long enough, and stare at the visual language of the game, you find that there is magic afoot! Aside from the magical symbols, Garrett himself is a sort of prophetic figure, the great balancer of forces, bringing equilibrium to the City. And, as a thief, he teaches us that there is more to the darkness than meets the eye.
It was really my father who introduced me to Thief and this film acts as a sort of homage to him. He was a great photographer and always scanned his film photos, and catalogued them thoroughly. Whenever I would uncover a new folder of photos from when I was 6, a wave of emotions would emerge from some vanished corner. A couple of years after my father's death, I started this project as a way to make a posthumous collaboration and remembrance.
The fear of the dark, just as my father and I had, mirrors our fear of the Unconscious, and of all the strange beings residing there. A kid's imagination is a frightening thing. But that's what Garrett teaches: that darkness is not a negative thing, it is not a lack or a void, but a door, a way. Shamans meditate in the dark to have an easier passage into the realm of the Gods. And Garrett lingers in the darkness to get paid, certainly, but also to unwillingly balance the cosmos. Darkness is a door between our realm and that of the Unconscious. And Garrett, foolish as he may seem at first, becomes enlightened precisely because he can glance into the dark and see the infinity beyond the void.
Thick as Thieves released today, here's the launch trailer, will you be getting it?
It's only £4.99 on steam, I wasn't expecting it to be that cheap. At that price point it might be worth a pick up. Seems to be targeting the coop "friend slop" pve market primarily than just Stealth.
The goats of stealthy Sam fisher and solid snake >>
Common Stealth Level Design Mistakes
A LD on SCB, and I like these ideas.
Man, the Money I’d Give To Play Prey for the First Time Again
I wish I could pay double or triple the price of the game just to play it again not knowing all the secrets, tricks, and story that I know now having played it through twice already. This game is just about as close to perfect as one could make and I there are only a couple games out there that scratch the itch, much less doing it as good as Prey did.
yeah, i like to watch the life of their bodies slowly fade. What are YOU gonna do about it?
Shinobido way of the ninja is pretty good.
The game has aged surprisingly well, and it is still worth playing.
It is short, and with limited replay value (the new game+ has some new options and content, but not that relevant in my opinion). It was branded somewhat as "we have tenchu at home", but i think this is very unfair. The game has a level of polish and finesse that is pretty uncommon. The gameplay is deeper than it was necessary, but never overwhelming, the controls feel great, the story is mercifully self-contained, some characters are endearing, you have a lot of margin for stealth tactics, and the mechanics are reliable enough for you to improvise. The game sustains an immersive yet gamy feel that some gems of the ps2 era achieved and I find it sadly rare.
Great experience overall.
When I was younger i only managed to complete the game using the infinite alchemy sploit, I wasn't fluent in English and couldn't understand the alchemy system completely. I replayed it this year using alchemy honestly, and it is surprisingly fun. Easy enough to learn, complex enough to master. My only criticism is that we don't get enough ingredients and money as fast as needed for you to steadily learn it. The levels get increasingly hard, and the game gives you a hard time without alchemy items faster than you can keep up. As you go developing your alchemy and clearing the harder missions, I often go bankrupt for some time. Also the hideout invasions are very annoying and hard. To the point where it looks like the alchemy sploits were meant to be used at late game.
I have played very little of the tenchu series, but they never strike me as this good, I might give it a chance again to compare it. I'm aware it was made from the same team. I tried a lot to play the way of the samurai, also from the same devs but i just can't enjoy it at all.
Have you played Shinobido? What are your thoughts on it?
Update to our cover system fand main character or Wolf of the desert! (Wip)
Animations are still work in progress , but we have a button based cover system, press b to enter or exit cover and go to a corner to peak through the cover, it also follows curved surfaces like pillars!
If you like what you see consider wish listing so you don't miss out!
https://store.steampowered.com/app/3839400/WOLF\_OF\_THE\_DESERT/
“Those Ghosts’ don’t stand a chance in Hell.” Famous last words.
Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).
I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a good middle-ground.
For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel. The traditional third person camera empowers the player and I feel the overhead view does the opposite. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.
My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.
I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?
“Stealth games are too hard and boring. Just fight bro.”
Literally its not hard to wait behind a corner or in a bush to knock out or stab a guy in the back.
Not every game needs to be God of War or Doom to be a good game.
I hate how many people want to normalize this mentality.
It is why Stealth games are so rare these days.
Disguises Should be More Common
There're 2 kinds of disguise, invented identities and impersonated real people, the latter is rarer historically (though has changed recently), so we'll focus on the conditions of invent identities.
- Player character identity isn't compromised/wanted.
- When being visible doesn’t compromise broader strategic goals, it’s fine. But if the player can’t be seen at all, then using a disguise isn’t an option.
- When player character appearance is common in that environment. Skin colors are shown through eye holes and fully covered wear is rare historically and inherently suspicious.
- When player character has a firm grasp of the cultural of that environment, this includes social behavior and dress code.
- When player character speak the same language.
There might be more, but these are the basics I can think of. If your player character meets these conditions, they should be able to disguise themselves. If it's not parted the dev's goal, then dev needs to change the game setting so using a disguise isn’t an option.
Game that I can think of that would be easier with a disguise:
- Lizard State
- MGS1
- Assassin’s Creed Shadows Naoe
- Mark of the Ninja
Most game with stealth element limit disguises to certain mission when it shouldn't be the case.
French Resistance gameplay in occupied Normandy in my WW2 tactics game
"Half Assassin, Half Pirate, 100% Gunslinger" - Ubisoft's Caption | Aaaaah shi ok I think I'm gonna have to play AC IV: ReSynced!
I've dreamed of having a stealth game where I could shoot guns like this. I've been enjoying Odyssey's bow & arrow for years but this looks like a cool change!
I've never played the original did any of you guys? And do you remember doing stuff like this?
Looking for game that give you incentive not to kill. Metro series/dishonored/metal gear solid
I love Stealth games and I really enjoy the challenge of having to sneak, don't get me wrong tho I love using my suppressed revolver and throwing knifes in Metro but lately I've ran through dishonored again and mgs3 remake and I've been looking for other games that reward you with no kills.
Are the Styx games any good?
As a hardcore stealth fan, this is the one series that never really appealed to me due to the art style and main character. But now that the series has aged, I'm a bit more open to checking them out. They just always seem under the radar and never a series that people praise as being quality.
Is this an underrated series worth checking out, and if so, do you suggest playing them all or starting with the most recent one?
Thanks!
Hot Take: The Trinity of all Stealth Games are Splinter Cells, Metal Gear, and Hitman series.
These three are the best of the best, especially Hitman!