Summary
The stealth genrehas come a long way,from its earliest incarnationsin 1981’sCastle Wolfensteinto contemporary efforts likeMetal GearandHitman. One aspect of the stealth genre that has improved over the years is the way it tells stories, and specifically how it uses stories to drive its own gameplay systems.
These games use the game design philosophy of hiding from enemies to inform and drive their narrative, contextualizing the reasons that the player needs to stay hidden. These are games that rely on the content and narrative of their stories to push their design forward, and ones that have used stealth gameplay to compliment their epic tales.
Alien: Isolationtakes place 15 years after the events of the first Ridley Scott-directed film, starring Ellen Ripley’s daughter, Amanda, on a quest to find out what happened to her mother. Driven into the shadows by one of gaming’s most terrifying stalker mechanics, the Xenomorph targets and hounds the player as they attempt to stay hidden.
Amanda’s need to hide from the outrageously powerful and intelligent Xenomorph is what informs her quest, as staying alive in the dark, claustrophobic halls of theSevastopoolis crucial to uncovering the secrets of Ellen’s disappearance at the end ofAlien.Isolationreplicates the raw need for survival and hiding within the confines of a story that moves at a wonderfully brisk pace, and this outstanding game is readilyavailable on every platformtoday.
Initially conceived as a sci-fi game intended to compete withMetal Gear Solid 2,Tom Clancy’s Splinter Celleventually morphed intoa cutting edge stealth titlefocused on real-world geopolitical events mixed with its own unique narrative. Protagonist Sam Fisher isn’t designed to take a lot of damage, as he dies from two or three gunshots, so his efforts to stay hidden via the game’s incredible light and shadow system become vital to survive.
The ongoing story unfolds over nine missions, and it leads into each new level in such a wonderfully organic way.Splinter Cellfeatures some phenomenal stealth systems, with an impressive mechanic that allows the player to be completely hidden by shadows. Its systems tie directly into the story, as Sam’s presence in certain territories can be construed as an act of international war, which makes the need to stay hidden even more important. ASplinter Cellremake is currently in development at UbiSoft Toronto, where it will hopefully retain these brilliant aspects.
Hitmanwas pretty quiet after the release ofAbsolutionin 2012, but developers IO Interactive targeted a soft reboot in 2016 that took Agent 47 back to the roots of the series.Known simply asHitman, this globe-trotting tale focused on Agent 47’s attempts to complete a series of assassinations in various parts of the world, such as Thailand, France and the United States.
Using an episodic model,Hitmanplaces the player inside an expansive sandbox where their ability to stay hidden from the wrong people falls to their own discretion. 47’s mission plays out across these episodes in some of the finest forms of writing and dialogue in any game of the decade, as the narrative gives way to new targets, challenges, and uprooting of the player’s plans.
Splinter Cellwas a fairly high priority for UbiSoft back in the 2000s, asChaos Theorysaw a massive team work on it at various stages. Improving on the series' already fantastic mechanics,Chaos Theoryadds a sound monitor that can trigger enemies based on Sam’s movements, and refined lighting that further enhances the shadow system. All of these new systems work in tandem with the old ones,as series protagonist Sam Fisher’sdecidedly dark third chapter explores the sinister underworld of terrorism and political intrigue.
In the middle of growing tensions between China and Japan, as well as North and South Korea, an attempt to trigger a full-scale global war sends Sam to various locations such as New York, Peru, and Panama. The story is the tightest and most expertly written in the entire franchise, as Sam’s quest to weave between these international conflicts in order to prevent all out war is at the center of the tale. It perfectly balances the tightrope act of telling a compelling story that intermingles in genius ways with its gameplay systems.
After taking a break from his stealth-action simulation followingMetal Gear 2: Solid Snakein 1990, series creator Hideo Kojima would bring the franchise back with the power of the PS1 in 1998. With new, advanced hardware at his disposal, Kojima sought to create a game thatshowcased feature film-levels of storyand acting within the structure of a brilliant stealth-action experience.
Metal Gear Solidsees Snake come out of retirement to stop an armed terrorist group that has overtaken a base full of nuclear missiles, equipped only with his wits and a long list of skills. Snake’s journey through Shadow Moses works brilliantly with Kojima’s trademark writing style, as the story shifts from high-stakes drama to smaller, more personal beats in order to accommodate the game design systems.
Taking influence from similar games likeThiefandDeus Ex,Dishonoredwas an attempt to revitalize the immersive sim genre and all the intricacies that come with it. Built on player choice and freedom,Dishonoredis a game that takes place in a wonderfully unique world and sees Corvo Attano, the bodyguard of the Empress, betrayed and left for dead. Now on a quest for revenge and to rescue the Empress' kidnapped daughter, Emily, Corvo’s journey takes him through the impressive and visually stunning city of Dunwall.
DeveloperArkane Studios conceived a gamethat would task Corvo and the player with using a vast array of powers and skills, in conjunction with clever weapons, to tackle intense challenges. Backing all of this is a story built on intrigue, betrayal, and loyalty, and similarly toHalf-Life, the player never leaves the first-person perspective of Corvo. Going on long, pensive boat rides as Samuel Beechworth gives updates on the ongoing tale is one of the highlights, whileDishonoreduses a rich, highly detailed world in order to inform every aspect of its game design and push the player forward to its dramatic conclusion.