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{{short description|Video game genre}} {{distinguish|Stealth (disambiguation)#Video games{{!}}Stealth (video game)}} {{good article}} {{VG Action}} A '''stealth game''' is a type of [[video game]] in which the player primarily uses ''stealth'' to avoid or overcome opponents. Games in the [[video game genre|genre]] typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed [[espionage]], [[counter-terrorism]], and [[Rogue (vagrant)|rogue]] themes, with [[protagonists]] that are [[special forces]] operatives, [[special agents]], [[secret agents]], [[thieves]], [[ninjas]], or [[assassin]]s. Some games have also combined stealth elements with other genres, such as [[first-person shooters]] and also [[platformers]]. Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including ''[[Pac-Man]]'' (1980).<ref name="gsutra_stealth" /> Early [[maze games]] have been credited with spawning the genre, including ''Manbiki Shounen'' (1979), ''[[List of Lupin III video games|Lupin III]]'' (1980), ''[[Castle Wolfenstein]]'' (1981), ''[[005]]'' (1981), and ''[[Metal Gear (video game)|Metal Gear]]'' (1987). The genre became a mainstream success in 1998, with ''[[Tenchu: Stealth Assassins]]'', ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'', and ''[[Thief: The Dark Project]]''. They were followed by later releases, like ''[[Hitman (franchise)|Hitman]]'' and ''[[Tom Clancy's Splinter Cell]]''. ==Definition== Unlike most [[action game]]s, stealth games challenge the player to avoid alerting enemies altogether.<ref name="IE2007"/> The core gameplay elements of the modern stealth game are to avoid combat, minimize making noise, and strike enemies from the shadows and behind.<ref name="netten"/> Completing objectives without being detected by any enemy, sometimes referred to as "ghosting"<ref name="kotakuDishonoredParty">{{cite web|url=http://kotaku.com/dishonoreds-party-level-rewrote-the-rules-of-stealth-ga-1613011624|last=Burford|first=GB|work=Kotaku|title=Dishonored's Party Level Rewrote The Rules Of Stealth Games|date=July 30, 2014|url-status=live|archive-url=https://web.archive.org/web/20170214201902/http://kotaku.com/dishonoreds-party-level-rewrote-the-rules-of-stealth-ga-1613011624|archive-date=February 14, 2017}}</ref><ref name="forbesDeusExBossProblem">{{cite web|url=https://www.forbes.com/sites/insertcoin/2015/04/16/deus-ex-mankind-divided-will-fix-human-revolutions-boss-problem/|last=Tassi|first=Paul|work=Forbes|title='Deus Ex: Mankind Divided' Will Fix Human Revolution's Boss Problem|date=April 16, 2015|url-status=live|archive-url=https://web.archive.org/web/20180111052823/https://www.forbes.com/sites/insertcoin/2015/04/16/deus-ex-mankind-divided-will-fix-human-revolutions-boss-problem/|archive-date=January 11, 2018}}</ref> is a common approach to stealth games. Avoiding detection may be the only way to successfully complete a game,<ref name="kotakuDishonoredParty"/> but there are usually multiple ways to achieve a goal with different pathways or styles of play.<ref name="IE2007"/> Players can hide behind objects or in shadows,<ref name="IE2007"/><ref name="nytimes"/> and can strike or run past an enemy when the enemy is facing the other way.<ref name="nytimes"/> If the player attracts the attention of enemies, they may be able to hide and wait until the enemies abandon their search.<ref name="teamxboxreview"/> Thus, planning becomes important,<ref name="IE2007"/><ref name="nytimes"/> as does trial-and-error.<ref name="IE2007"/><ref name="cnetsplinter"/> Some stealth games put more emphasis on physical combat skill when the player is spotted.<ref name="teamxboxreview"/> Some games offer a choice between killing or merely knocking out an enemy.<ref name="IE2007"/><ref name="slate">{{cite web|url=http://www.slate.com/id/2103628/|title=Hide and Go Sneak|author=Clive Thompson|date=2004-07-09|access-date=2010-09-25|publisher=Slate Magazine|url-status=live|archive-url=https://web.archive.org/web/20100708173418/http://www.slate.com/id/2103628|archive-date=2010-07-08}}</ref> When ghosting is optional, or not well-supported by a game, players may still attempt to avoid combat for moral reasons or as a demonstration of skill.<ref name="kotakuDishonoredParty"/> Early on in the development of the stealth genre these games were referred to as ''sneak 'em up'' games.<ref>{{cite book |last1=Fencot |display-authors=etal |first1=Clive |title=Game Invaders: The Theory and Understanding of Computer Games |date=10 July 2012 |publisher=Wiley/IEEE |isbn=978-0-470-59718-7}}</ref> ==Game design== [[File:MGS Solton Radar Shot.svg|thumb|upright|'Soliton Radar' feature in the ''[[Metal Gear]]'' series. The player has a radar with the location and field of view at the enemies, in order to plan the path in advance.]] When hiding in the dark is a gameplay element,<ref name="IE2007"/><ref name="nytimes"/> light and shadow become important parts of the level design.<ref name="gameleveldesign"/> Usually the player is able to disable certain light sources.<ref name="teamxboxreview">{{cite web|url=http://reviews.teamxbox.com/xbox/745/Thief-Deadly-Shadows/p1/|publisher=Team Xbox|author=Dale Nardozzi|date=2004-06-01|access-date=2009-03-16|title=Thief: Deadly Shadows Review (Xbox)|url-status=dead|archive-url=https://web.archive.org/web/20090227061753/http://reviews.teamxbox.com/xbox/745/Thief-Deadly-Shadows/p1/|archive-date=2009-02-27}}</ref> Stealth games also emphasize the audio design when players must be able to hear the subtle sound effects that may alert enemies to their actions;<ref name="cnetsplinter"/><ref name="teamxboxinterview"/> noise will often vary as the player walks on different surfaces such as wood or metal.<ref name="IE2007"/><ref>{{cite book|title=Tomb Raiders and Space Invaders|author=Geoff King, Tanya Krzywinska|year=2006|publisher=Palgrave Macmillan|isbn=1-4237-6824-8 }}</ref> Players who move recklessly will make more noise and attract more attention.<ref name="cnetsplinter">{{cite web|url=http://reviews.cnet.com/playstation-2-games/tom-clancy-s-splinter/4505-9581_7-30960433-2.html?tag=txt;page|title=Tom Clancy's Splinter Cell (PlayStation 2)|author=Greg Kasavin|date=2003-04-04|access-date=2009-03-16|publisher=CNET }}</ref> In order for a game to include stealth gameplay, the knowledge of the [[Artificial intelligence (video games)|artificial intelligence (AI)]] must be restricted to make it ignorant to parts of the game world.<ref name="fundamentals">Andrew Rollings & Ernest Adams (2006). ''Fundamentals of Game Design'', Prentice Hall. {{ISBN|0-13-168747-6}}</ref> The AI in stealth games takes into specific consideration the enemies' reactions to the effects of the player's actions, such as turning off the lights, as opposed to merely reacting to the player directly.<ref name="teamxboxinterview"/> Enemies typically have a line of sight which the player can avoid by hiding behind objects, staying in the shadows or moving while the enemy is facing another direction. Enemies can also typically detect when the player touches them or moves within a small, fixed distance.<ref>{{cite book|title=Artificial Intelligence for Games|author=Ian Millington|year=2006|publisher=Morgan Kaufmann|isbn=0-12-374731-7 }}</ref> Overall, stealth games vary in what player actions the AI will perceive and react to,<ref name="teamxboxreview"/> with more recent games offering a wider range of enemy reactions.<ref name="IE2007"/> Often, the AI's movements are predictable and regular, allowing the player to devise a strategy to overcome their adversaries.<ref name="gameleveldesign">{{cite book|title=Game Level Design|author=Edward Byrne|year=2005|publisher=Charles River Media|isbn=978-1-58450-369-9|url-access=registration|url=https://archive.org/details/gameleveldesign0000byrn}}</ref> One staple of many stealth games is an alarm phase or an alert phase, in which enemies more aggressively seek out the player character.<ref>{{Cite web|title=Examining the Essentials of Stealth Game Design|url=https://www.gamecareerguide.com/features/1318/examining_the_essentials_of_.php|access-date=2021-08-09|website=www.gamecareerguide.com}}</ref> Players can evade capture or engage in combat. This mechanic can also be used to increase difficulty over the course of the game, with missions that end immediately when the alarm phase is activated.<ref>{{Cite news|url=https://www.nytimes.com/2004/06/24/technology/game-theory-first-use-your-brain-then-unleash-your-brawn.html|title=GAME THEORY; First Use Your Brain, Then Unleash Your Brawn|first=Charles|last=Herold|newspaper=The New York Times|date=June 24, 2004}}</ref> Players are often given limited methods of engaging opponents directly in stealth games, either by restricting the player to ineffective or non-lethal weapons, equipping adversaries with far superior equipment and numbers, or providing the player with a limited amount of health that makes most combat scenarios extremely dangerous. Stealth games sometimes overlap with the [[survival horror]] genre, in which players are forced to hide from and evade supernatural or occasionally mundane enemies as they attempt to track down the player.<ref>{{Cite web|url=https://kotaku.com/does-survival-horror-really-still-exist-5056008|title=Does Survival Horror Really Still Exist?|website=Kotaku|date=29 September 2008 }}</ref><ref>{{Cite web|url=https://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|title=Artificial Life and Puzzle Games|website=wps.prenhall.com|access-date=2021-08-10|archive-date=2021-10-02|archive-url=https://ghostarchive.org/archive/20211002141019/https://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|url-status=dead}}</ref> While early stealth games relied on small maps and simple [[Collision detection#Hitbox|hitboxes]], 3D stealth games have introduced more complex environments. Modern stealth games often give players the ability to quickly climb or maneuver objects, take cover with hotkeys, or mark a series of enemies for attack.<ref>{{Cite web|url=http://reviews.teamxbox.com/xbox/745/Thief-Deadly-Shadows/p1/|title=Thief: Deadly Shadows Review (Xbox)|date=February 27, 2009|archive-url=https://web.archive.org/web/20090227061753/http://reviews.teamxbox.com/xbox/745/Thief-Deadly-Shadows/p1/|archive-date=2009-02-27}}</ref> ==History== === Early developments: 1979–1997 === According to ''[[Retro Gamer]]''{{'}}s John Szczepaniak, the first stealth game was ''Manbiki Shounen'' (''Shoplifting Boy''), published in November 1979.<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |page=7 |isbn=978-0-9929260-3-8 |quote=First ever stealth game, ''Manbiki Shounen''}}</ref><ref>{{cite web|url=http://www.hardcoregaming101.net/japandvd/japandvd.htm|title=The Untold History of Japanese Game Developers BOOK|website=Hardcore Gaming 101|url-status=live|archive-url=https://web.archive.org/web/20160908102842/http://www.hardcoregaming101.net/japandvd/japandvd.htm|archive-date=2016-09-08}}</ref> Published as a [[type-in program]] for the [[PET 2001]] in ''RAM'' magazine in February 1980,<ref name="harbron20240225">{{Cite AV media |url=https://www.youtube.com/watch?v=reuCZf2Yhfk |title=Found: 'Lost' 1979 Stealth Game: Manbiki Shonen / Shoplifting Boy - Commodore PET (Japan) |date=2024-02-25 |last=Harbron |first=Robin |type=video |publisher=8-Bit Show and Tell |via=YouTube}}</ref> it was developed by Hiroshi Suzuki and involves a boy entering a convenience store and attempting to shoplift by stealing "$" symbols while avoiding the line-of-sight detection of the owner. If caught, the player is led away by the police.<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |pages=604–605 |isbn=978-0-9929260-3-8 |quote=SUZUKI, Hiroshi ... ''Manbiki Shounen (Shoplifting Boy)'' – PET2001 (1979/11)}}</ref> Suzuki presented the game to developer [[Taito]], which used it as inspiration for their similar stealth [[arcade game]], ''[[List of Lupin III video games|Lupin III]]'' (based on the [[manga]] and [[anime]] of [[Lupin III|the same name]]), released in April 1980. In November 1980, Suzuki developed a sequel, ''Manbiki Shoujo'' (''Shoplifting Girl'').<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |pages=604–615 |isbn=978-0-9929260-3-8 }}</ref><ref>[http://fm-7.com/museum/softhouse/shinkigensha/211800420.html MANBIKI SYONEN] {{webarchive|url=https://web.archive.org/web/20151229101630/http://fm-7.com/museum/softhouse/shinkigensha/211800420.html |date=2015-12-29 }}, FM-7 Museum</ref> ''[[Castle Wolfenstein]]'', originally available in 1981, employed stealth elements as a focus of the gameplay. Players were charged with traversing the levels of ''Castle Wolfenstein'', stealing secret plans and escaping. Players could acquire uniforms to disguise themselves and walk by guards undetected.<ref name="gamesradar">{{cite web|title=The sneaky history of stealth games: Hide and seek through the ages|author=Shane Patterson|publisher=[[GamesRadar]]|date=February 3, 2009|url=http://www.gamesradar.com/the-sneaky-history-of-stealth-games/|access-date=2009-06-21|url-status=live|archive-url=https://web.archive.org/web/20120523181200/http://www.gamesradar.com/the-sneaky-history-of-stealth-games/|archive-date=May 23, 2012}}</ref> ''[[Beyond Castle Wolfenstein]]'', released in 1984,<ref>Kat Bailey, [http://www.1up.com/do/feature?cId=3169774 Top 5 Overlooked Prequels] {{webarchive|url=https://web.archive.org/web/20090225164005/http://www.1up.com/do/feature?cId=3169774 |date=2009-02-25 }}, 1UP, Retrieved on 2009-06-24</ref> included some additions to its predecessor, such as a dagger for close-range kills and a greater emphasis on disguising in enemy uniform.<ref name=gamingtarget/> [[id Software]]'s updated 1992 remake ''[[Wolfenstein 3D]]'' was originally going to feature some of the original's stealth gameplay, such as body hiding, but this was cut to make the game faster paced. As a result of these changes, ''Wolfenstein'' would instead pave the way for later [[3D computer graphics|3D]] action games, specifically [[first-person shooter]]s.<ref name="mastersdoom">{{cite book | last=Kushner | first=David | title=[[Masters of Doom|Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture]] | publisher=[[Random House]] | at=89 | year=2003 | isbn=0-375-50524-5 }}</ref> In 1981, [[Sega]] released an arcade game called ''[[005]]'' in which the player's mission is to take a briefcase of secret documents to a waiting helicopter while avoiding enemy flashlights and use boxes as hiding spots.<ref name=Popularplay>{{cite web|title=005 from Sega|publisher=Popularplay|url=http://www.popularplay.com/a/61/005-from-Sega-.php|access-date=April 28, 2013 |archive-url = https://web.archive.org/web/20080714052210/http://www.popularplay.com/a/61/005-from-Sega-.php |archive-date = 14 July 2008}}</ref><ref>{{KLOV game|id=6759}}</ref> ''005'' holds the [[Guinness World Record]] for being the first stealth game.<ref name=Guinness1>{{cite web|title=First Stealth Game|publisher=Guinness World Records|url=http://www.guinnessworldrecords.com/world-records/first-console-game-to-use-stealth|access-date=February 16, 2018|url-status=live|archive-url=https://web.archive.org/web/20171008234136/http://www.guinnessworldrecords.com/world-records/first-console-game-to-use-stealth|archive-date=October 8, 2017}}</ref> [[Mindscape (company)|Mindscape]]'s ''[[Infiltrator (video game)|Infiltrator]]'', released in 1986, combined a flight simulator with a stealth-based "ground mission". In this ground mission, the protagonist attempts to sneak into enemy territory using [[Identity document forgery|false IDs]] to avoid detection and knock-out gas to incapacitate enemies. The goal of this mission is to photograph secret documents while avoiding alarms.<ref>{{cite news | url=http://www.atarimagazines.com/analog/issue64/panak.php | title=Panak Strikes | work=ANALOG Computing | date=September 1988 | access-date=14 January 2016 | author=Panak, Steve | pages=83 | url-status=live | archive-url=https://web.archive.org/web/20160303214050/http://www.atarimagazines.com/analog/issue64/panak.php | archive-date=3 March 2016 }}</ref> [[Hideo Kojima]]'s ''[[Metal Gear (video game)|Metal Gear]]'', released in 1987 for the [[MSX2]]<ref>{{cite web|url=http://www.konami.jp/kojima_pro/english/lineup/metal.html|title=List of Metal Gear games from Kojima Production|url-status=live|archive-url=https://web.archive.org/web/20071130022012/http://www.konami.jp/kojima_pro/english/lineup/metal.html|archive-date=2007-11-30}}</ref> and the [[Nintendo Entertainment System]] in 1988,<ref name="MGhistory">Shoemaker, Brad (1998-09-29). [http://www.gamespot.com/gamespot/features/video/mg_history/ The History of Metal Gear] {{webarchive|url=https://web.archive.org/web/20061018163353/http://www.gamespot.com/gamespot/features/video/mg_history/ |date=2006-10-18 }}, GameSpot, Retrieved 2009-06-23</ref> utilized stealth elements within an [[Action-adventure game|action-adventure]] framework, and was the first mainstream stealth game to be released on consoles.<ref name="gamesradar"/> Since the MSX2 was not available in North America, only the NES version was released there.<ref name="MGhistory"/> ''Metal Gear'' placed a greater emphasis on stealth than other games of its time, with the [[player character]] [[Solid Snake]] beginning without any weapons (requiring him to avoid confrontation until weapons are found) and having limited ammunition for each weapon. Enemies are able to see Snake from a distance (using a line-of-sight mechanic) and hear gunshots from non-silenced weapons; security cameras and sensors are placed at various locations, and a security alarm sounds whenever Snake is spotted and causes all enemies on screen to chase him.<ref name=gamingtarget>{{cite web|title=The Unseen History of the Stealth Game|author=Jason Cisarano|publisher=Gaming Target|date=April 11, 2007|url=http://www.gamingtarget.com/article.php?artid=6786&gameid=2481|access-date=2009-08-27|url-status=live|archive-url=https://web.archive.org/web/20081009191057/http://www.gamingtarget.com/article.php?artid=6786&gameid=2481|archive-date=October 9, 2008}}</ref> Snake could also disguise himself in enemy uniform or a cardboard box,<ref name=GameSpy/> and use hand-to-hand combat to fight enemies.<ref name=IGN-Kojima/> In 1988, [[Infogrames]] published ''[[Hostages (video game)|Hostages]],'' sometimes known as ''Rescue: The Embassy Mission''. One of the game's three main segments required players to evade searchlights by rolling and ducking into doorways. ''[[GameSpot]]'' has observed that the game "set important grounds and ideas for future stealth/tactical shooters," noting the game's use of time limits, cover mechanics, and tests of reflexes.<ref>{{Cite web|title=Hostage: Rescue Mission|url=https://www.gamespot.com/hostage-rescue-mission/user-reviews/2200-523039/|access-date=2021-08-09|website=GameSpot|language=en-US}}</ref> The sequel ''[[Metal Gear 2: Solid Snake]]'' was released in 1990 for the MSX2. It further evolved the stealth gameplay of its predecessor and introduced most of the gameplay elements present in ''Metal Gear Solid'', including the three-dimensional element of height, allowing players to crouch and crawl into hiding spots and air ducts and underneath desks. The player could also distract guards by knocking on surfaces and use a radar to plan ahead. The enemies had improved [[Artificial intelligence|AI]], including a 45-degree field of vision, turning their heads left and right to see diagonally, the detection of various different noises, being able to move from screen to screen (they were limited to a single screen in earlier games), and a three-phase security alarm (where reinforcements are called in to chase the intruder, then remain on the lookout for some time after losing sight of the intruder, and then leave the area). The game also had a complex storyline and improved graphics.<ref name=GameSpy>{{cite web|author=Paul Soth|title=GOTW: Metal Gear 2: Solid Snake|publisher=[[GameSpy]]|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=31|access-date=2009-08-27|url-status=live|archive-url=https://web.archive.org/web/20081016103146/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=31|archive-date=2008-10-16}}</ref><ref name=IGN-Kojima>{{cite web|title=Kojima's Legacy: We reflect on the influence of Hideo Kojima's 20 years in gaming|author=Mark Ryan Sallee|publisher=IGN|url=http://uk.ps2.ign.com/articles/715/715932p1.html|access-date=2009-08-20|url-status=dead|archive-url=https://web.archive.org/web/20110713004600/http://uk.ps2.ign.com/articles/715/715932p1.html|archive-date=2011-07-13}}</ref><ref name="Gamasutra">{{cite web|title=GO3: Kojima Talks Metal Gear History, Future|author=David Low|publisher=[[Gamasutra]]|date=April 2, 2007|url=http://www.gamasutra.com/php-bin/news_index.php?story=13351|access-date=2011-08-03|url-status=dead|archive-url=https://web.archive.org/web/20110917210852/http://www.gamasutra.com/php-bin/news_index.php?story=13351|archive-date=September 17, 2011}}</ref><ref>{{cite journal |title=Eight great games |journal=[[Retro Gamer]]}}</ref> {{Clear}} ===Establishing a genre: 1998–2002=== Although stealth gameplay had appeared in previous games, 1998 is seen as a turning point in gaming history because of the release of ''[[Tenchu: Stealth Assassins]]'', ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'', and ''[[Thief: The Dark Project]]''.<ref name="nytimes">{{cite web|url=https://query.nytimes.com/gst/fullpage.html?res=9C04E0DA1139F937A15755C0A9629C8B63&sec=&spon=&pagewanted=all|title=GAME THEORY; First Use Your Brain, Then Unleash Your Brawn|author=Charles Herold|date=2004-06-24|work=[[The New York Times]]}}</ref><ref name="maxpc0408">{{cite book|publisher=Maximum PC|date=August 2004|title=PCs and Consoles: Unlikely Bedfellows?|author=Thomas L. McDonald}}</ref> The [[ninja]]-themed ''Tenchu: Stealth Assassins'' was the first 3D stealth based-game.<ref name="gamesradar"/> Months later, the highly anticipated ''Metal Gear Solid'' transformed its modestly successful franchise into a mainstream success. The increased power of the PlayStation console over previous platforms allowed for greater immersion in terms of both story and game environment.<ref name="MGhistory"/> ''Metal Gear Solid'' has been credited with popularizing the stealth genre.<ref name="IE2007">{{cite book|title=IE2007: Proceedings of the Fourth Australasian Conference on Interactive Entertainment|publisher=RMIT University|year=2007|author=Scott Beattie}}</ref><ref>{{cite web|url=http://www.gamezone.com/top10/stealth_4.htm|title=Top 10 Stealth Games|author=Hop|publisher=GameZone|date=2008-06-10|access-date=2009-03-16 |archive-url = https://web.archive.org/web/20080802135623/http://www.gamezone.com/top10/stealth_4.htm |archive-date = August 2, 2008}}</ref> ''Thief: The Dark Project'' is also credited as a pioneer of the genre.<ref name="netten">{{cite web|url=http://www.games.net/article/netten/1/112821/the-10-most-important-modern-shooters/|title=Net Ten: The 10 Most Important Modern Shooters (page 1)|publisher=games.net|author=Sid Shuman|access-date=2009-03-16|url-status=live|archive-url=https://web.archive.org/web/20110716022452/http://www.games.net/article/netten/1/112821/the-10-most-important-modern-shooters/|archive-date=2011-07-16}}</ref><ref name="teamxboxinterview">{{cite web|url=http://interviews.teamxbox.com/xbox/780/Thief-Deadly-Shadows-Paul-Weaver-Interview/p1/|title=Thief Deadly Shadows: Paul Weaver Interview|author=César A. Berardini|publisher=Team Xbox|date=2004-04-16|access-date=2009-03-16|url-status=dead|archive-url=https://web.archive.org/web/20110716073938/http://interviews.teamxbox.com/xbox/780/Thief-Deadly-Shadows-Paul-Weaver-Interview/p1/|archive-date=2011-07-16}}</ref><ref name="maxpc0408"/> It was the first stealth game using the [[First-person (video games)|first-person perspective]], dubbed a "first-person sneaker".<ref>{{cite web|url=http://uk.top100.ign.com/2003/31-40.html|title=IGN's Top 100 Games of All Time|website=ign.com|access-date=1 May 2018|url-status=dead|archive-url=https://web.archive.org/web/20131104104343/http://uk.top100.ign.com/2003/31-40.html|archive-date=4 November 2013}}</ref> Among its contributions to the stealth game was the impact of light and dark areas, the latter which could be used for concealment, and the sound design approach that allowed players to track the movement of unseen enemies, while at the same time making the player-character's movement across certain surfaces louder, such as on stone, than on other surfaces, like carpetting, and helping in their stealth.<ref>{{cite magazine | url = https://www.pcgamer.com/stealth-is-everywhere-in-games-but-the-innovations-of-thief-have-been-forgotten/ | title = Stealth is everywhere in games, but the innovations of Thief have been forgotten | first = Jeremy | last =Peel | date = December 25, 2022 | accessdate = December 27, 2022 | magazine = [[PC Gamer]] }}</ref> With further releases, many games in the genre drifted towards action by allowing the option of direct confrontations.<ref name="deadlyshadows">{{cite web|url=http://pc.ign.com/articles/518/518951p1.html|title=Thief: Deadly Shadows Review|author=Tom McNamara|date=2004-05-25|publisher=IGN|access-date=2009-03-16|url-status=dead|archive-url=https://web.archive.org/web/20040624214306/http://pc.ign.com/articles/518/518951p1.html|archive-date=2004-06-24}}</ref> The ''[[Hitman (franchise)|Hitman]]'' series, the first installment of which was released in 2000, allowed this play style,<ref name="deadlyshadows"/> but rewarded the player for stealthy and elaborate assassination of antagonists. ''[[Hitman: Codename 47]]'', the first of the series, was the first 3D game to employ the genre's device of disguises.<ref name="gamesradar"/> ''[[The Operative: No One Lives Forever]]'', an espionage themed parody also released in 2000, again allowed the player to combine or choose between stealth and overt violence.<ref name="gamesradar"/> In 2000, the first-person [[action role-playing game]] ''[[Deus Ex (video game)|Deus Ex]]'' also allowed the player the choice of taking a stealth approach.<ref name="gsutra_stealth">{{cite web|last=Al-Kaisy|first=Muhammad|title=The history and meaning behind the 'Stealth genre'|url=https://www.gamedeveloper.com/design/the-history-and-meaning-behind-the-stealth-genre-|publisher=[[Gamasutra]]|access-date=15 September 2011|date=2011-06-10|url-status=live|archive-url=https://web.archive.org/web/20111109113140/http://www.gamasutra.com/blogs/MuhammadAlkaisy/20110610/7764/The_history_and_meaning_behind_the_Stealth_genre.php|archive-date=9 November 2011}}</ref> A [[USA Today]] reviewer found "At the easiest difficulty setting, your character is pureed again and again by an onslaught of human and robotic terrorists until you learn the value of stealth."<ref>{{cite news |last=Berman |first=A.S. |title=''Deus Ex'': Breathing new life into a tired genre |publisher=USA Today |date=2000-08-10 |url=http://www.cincinnati.com/freetime/games/reviews/deusex.html |archive-url=https://web.archive.org/web/20070621233333/http://www.cincinnati.com/freetime/games/reviews/deusex.html |archive-date=2007-06-21 |access-date=2007-07-21 }}</ref> 1998 also saw the release of ''[[Commandos: Behind Enemy Lines]]'', a real-time strategy game with heavy stealth gameplay. Players control a team of several soldiers, each with different limited sets of abilities. Missions are completed by navigating or clearing densely layered enemies patrols with "vision cones", similar to the Soliton radar in Metal Gear Solid. The game is recognized for its difficulty, demanding precision and memorization of hot keys.<ref>{{Cite news|date=2018-07-13|title=Wot I Think – Commandos: Behind Enemy Lines|language=en|work=Rock Paper Shotgun|url=https://www.rockpapershotgun.com/2018/07/13/wot-i-think-commandos-behind-enemy-lines/|access-date=2021-08-09}}</ref> ''Commandos'' gave rise to other sequels along with third-party clones such as the [[Desperados (video game series)|''Desperados'']] series and ''[[Robin Hood: The Legend of Sherwood]]''.<ref>{{Cite web|url=https://www.polygon.com/2013/6/24/4459240/nordic-games-atari-desperados-silver-acquisition|title=Nordic Games acquires rights to Atari's Desperados and Silver|website=[[Polygon (website)|Polygon]]|date=24 June 2013}}</ref><ref>{{Cite web|url=http://pc.gamespy.com/pc/robin-hood-the-legend-of-sherwood/5621p1.html|archive-url = https://web.archive.org/web/20051226184010/http://pc.gamespy.com/pc/robin-hood-the-legend-of-sherwood/5621p1.html|archive-date = 2005-12-26|title = GameSpy: Robin Hood: The Legend of Sherwood - Page 1}}</ref> ''[[Metal Gear Solid 2: Sons of Liberty]]'', released 2001 for the PlayStation 2, further evolved the stealth gameplay series. It featured an array of new abilities, including "leaping over and hanging off of railings, opening and hiding in storage lockers," and sneaking up behind enemies to "hold them at gunpoint for items and ammunition."<ref>Greg Kasavin (2001-11-13), [http://www.gamespot.com/ps2/adventure/metalgearsolid2sonsol/review.html Metal Gear Solid 2: Sons of Liberty Review] {{webarchive|url=https://web.archive.org/web/20090809150953/http://www.gamespot.com/ps2/adventure/metalgearsolid2sonsol/review.html |date=2009-08-09 }}, GameSpot, Retrieved on 2009-06-29</ref><ref>{{cite web|title=Metal Gear Solid 2 PS2 Game Guide|publisher=Absolute PlayStation|url=http://www.absolute-playstation.com/metal_gear_2/metal_gear_2_feature_1.htm|access-date=2009-08-20|url-status=dead|archive-url=https://web.archive.org/web/20090105124933/http://www.absolute-playstation.com/metal_gear_2/metal_gear_2_feature_1.htm|archive-date=2009-01-05}}</ref> ''Metal Gear Solid 2'' holds a Guinness World Record for being the first stealth game to feature collective artificial intelligence.<ref name=Guinness2>{{cite web|title=First Stealth Game to feature collective Artificial Intelligence|publisher=Guinness World Records|url=http://www.guinnessworldrecords.com/world-records/first-stealth-game-to-feature-collective-artificial-intelligence|access-date=February 16, 2018|url-status=live|archive-url=https://web.archive.org/web/20160604030544/http://www.guinnessworldrecords.com/world-records/first-stealth-game-to-feature-collective-artificial-intelligence|archive-date=June 4, 2016}}</ref> ''Metal Gear Solid 2: Sons of Liberty'' sold 7 million units in sales, followed by ''Metal Gear Solid'' with 6 million units.<ref name="metalgear2cm">{{cite web|url=http://contactmusic.com/new/home.nsf/webpages/metalgearsolid3x21x05x03|title=Konami of America and Sony Computer Entertainment America Announce That Metal Gear Solid 3 Will Be Available Exclusively for PlayStation 2|date=21 May 2003|access-date=2006-11-26|publisher=Contact Music|url-status=live|archive-url=https://web.archive.org/web/20070306102440/http://contactmusic.com/new/home.nsf/webpages/metalgearsolid3x21x05x03|archive-date=2007-03-06}}</ref><ref name="Konami-Corp-Jul-2004-20-F">{{cite web|url=http://edgar.secdatabase.com/2373/119312504122301/filing-main.htm |title=Konami Corp, Form 20-F, Item 4. Information on the Company, Filing Date Jul 22, 2004 |publisher=secdatabase.com |access-date =May 14, 2018}}</ref>{{Clear}} ===Later developments: 2002–2012=== [[File:Tharealsplintercell.jpg|thumb|''[[Tom Clancy's Splinter Cell (video game)|Tom Clancy's Splinter Cell]]'' (2002) featured a light-based visibility meter which determined how much the player was visible.]] After the mainstream success of the genre, stealth elements became increasingly incorporated into a wide range of video games, with numerous [[action game]]s using stealth elements in some way or another.<ref name="gsutra_stealth"/> In 2002, the [[Tom Clancy's Splinter Cell (video game)|first installment]] of the [[Tom Clancy]] licensed ''[[Tom Clancy's Splinter Cell|Splinter Cell]]'' series was released, which attempted to add more realism to the stealth genre both in terms of graphics and in-game equipment.<ref name="gamingtarget"/> If the player is discovered in ''Splinter Cell'', the guards will often raise a general alarm which can cause a difficulty spike or even result in automatic mission failure.<ref name="cnetsplinter"/> [[Clint Hocking]], who worked as a level designer for ''Splinter Cell'', noted that this mechanic was in place at this point because the gameplay developers could not easily implement alternative player actions in the case of such detection; for example, on detection, a real agent may react by subduing the agent that found them, but this was not possible to program in at this point in time. Hocking recognized this would be frustrating to the player and would remain an issue with stealth games for about a decade.<ref name="gamasutra deathmech">{{cite web | url = https://www.gamedeveloper.com/design/cheating-death-accommodating-player-failure-and-recovery | title = Cheating Death: Accommodating player failure and recovery | first= Phill | last = Cameron | date = April 9, 2015 | access-date = September 27, 2019 | work = [[Gamasutra]] }}</ref> In addition, ''Splinter Cell'' was notable for its state of the art graphics, including [[dynamic lighting]] and shadows. Like ''Thief'', Splinter Cell featured a visibility meter which determined how much light was falling on the character.<ref name="gamingtarget"/> These effects not only contributed to the atmosphere of the game, but dynamically affected in which areas the player could hide.<ref name="cnetsplinter"/> The 2004 sequel, ''[[Tom Clancy's Splinter Cell: Pandora Tomorrow]]'', added a [[ARGUS (Splinter Cell)|multiplayer component]] to the stealth genre.<ref name="gamingtarget"/> The growth of the genre also led to the production of a number of [[Entertainment Software Rating Board|E-rated]] stealth platformers aimed at younger audiences, most notably ''[[Sly Cooper and the Thievius Raccoonus|Sly Cooper]]'', a [[cel-shaded animation|cel-shaded]] game released in 2002.<ref name="gamesradar"/> Other related games include 2001 ''[[Looney Tunes]]'' game ''[[Sheep, Dog 'n' Wolf]]''<ref>{{Cite web|url=https://www.gamespot.com/reviews/sheep-raider-review/1900-2816273/|title=Sheep Raider Review}}</ref> and the 2000 movie tie-in game ''[[The Grinch (video game)|The Grinch]].''<ref>{{Cite web|url=http://gamepro.com/sony/psx/games/reviews/7625.shtml|title=The Grinch Review for PlayStation on GamePro.com|date=February 8, 2005|archive-url=https://web.archive.org/web/20050208055742/http://gamepro.com/sony/psx/games/reviews/7625.shtml|archive-date=2005-02-08}}</ref> Later, in 2005, ''[[Ape Escape 3]]'' featured a mini-game based on the ''Metal Gear Solid'' series.<ref>{{Cite web|url=https://www.ign.com/articles/2006/01/13/ape-escape-3|title=Ape Escape 3 - IGN|date=13 January 2006 |via=www.ign.com}}</ref> Developers continued to meld stealth with other genres. 2003's ''[[Siren (video game)|Siren]]'' combined the [[survival horror]] genre with the stealth genre.<ref name="nytimes" /> Its [[Forbidden Siren 2|sequel]] would later be released in 2006, with refined game mechanics and expanded difficulty options. ''[[Manhunt (video game)|Manhunt]]'' employed a [[snuff movie]] theme and allowed the player to kill antagonists with varying levels of violence, dependent on how much time was spent sneaking behind them. It was the first to show [[Graphic violence|visual]] executions in the genre.<ref>Greg Kasavin (2004-04-20), [http://www.gamespot.com/pc/action/manhunt/review.html Manhunt Review] {{webarchive|url=https://web.archive.org/web/20090725001218/http://www.gamespot.com/pc/action/manhunt/review.html |date=2009-07-25 }}, GameSpot, Retrieved on 2009-4-20</ref><ref>Evan Griffin (October 10, 2010) {{cite web |url=https://venturebeat.com/2010/10/10/a-brief-history-of-stealth-games/ |title=A Brief History of Stealth Games |date=10 October 2010 |access-date=2017-09-15 |url-status=live |archive-url=https://web.archive.org/web/20170919165535/https://venturebeat.com/2010/10/10/a-brief-history-of-stealth-games/ |archive-date=2017-09-19 }}, ''[[VentureBeat]]'', Retrieved on 2013-09-12</ref> The following year, [[Konami]]'s ''[[Metal Gear Acid]]'' combined the stealth gameplay of the ''Metal Gear'' series with [[turn-based strategy]] and [[tactical role-playing game]] elements as well as card battle elements from Konami's own ''[[Yu-Gi-Oh!]]'' games.<ref>[http://www.1up.com/reviews/metal-gear-acid_5 Metal Gear Acid (PSP)] {{webarchive|url=https://web.archive.org/web/20110523044731/http://www.1up.com/reviews/metal-gear-acid_5 |date=2011-05-23 }}, [[1UP.com|1UP]], 03/23/2005</ref> <!-- [[WP:NFCC]] violation: [[File:MgsCamoExample.jpg|thumb|''[[Metal Gear Solid 3: Snake Eater]]'' (2004) emphasised stealth in a natural environment, and introduced a [[camouflage]] system to the genre]] -->[[File:MgsCamoExample.jpg|left|thumb|''[[Metal Gear Solid 3: Snake Eater]]'' (2004) introduced camouflage to the stealth genre as can be seen with the "camo index" in the top-right corner.]] In 2004, ''[[Metal Gear Solid 3: Snake Eater]]'' introduced camouflage to the genre.<ref name="gamesradar"/> Set in a jungle, the game emphasized infiltration in a natural environment, along with survival aspects such as food capture, healing, and close-quarters combat.<ref name="Gamasutra"/> The game was also notable for its infamous stealth battle with a sniper, in which the player confronts the nearly invisible enemy in a boss fight that can take hours to complete.<ref>{{Cite web|last=Jones|first=Elton R.|date=2021-01-28|title=The Metal Gear Solid 3 Boss Fight That Seemed To Never End|url=https://www.looper.com/321881/the-metal-gear-solid-3-boss-fight-that-seemed-to-never-end/|access-date=2021-08-10|website=Looper.com|language=en-US}}</ref> The following year, the updated version ''[[Metal Gear Solid 3: Subsistence]]'' added an [[Multiplayer online game|online multiplayer]] mode to the game with stealth elements.<ref>{{cite magazine|last=Sid|first=Vicious|title=Metal Gear Solid 3: Subsistence|url=http://www.gamepro.com/article/reviews/52657/metal-gear-solid-3-subsistence-page-2/|magazine=[[GamePro]]|access-date=15 September 2011|page=2|date=March 14, 2006|archive-url=https://web.archive.org/web/20100216073902/http://www.gamepro.com/article/reviews/52657/metal-gear-solid-3-subsistence-page-2/|archive-date=2010-02-16}}</ref> Another 2004 release was ''[[The Chronicles of Riddick: Escape from Butcher Bay]]'', based on the ''[[The Chronicles of Riddick (franchise)|Chronicles of Riddick]]'' series of movies. The game follows the character of Riddick as he attempts to escape from prison.<ref name="gamesradar" /> Action and stealth gaming are combined seamlessly by allowing the character to hide, sneak, or fight his way past most situations.<ref>{{cite web|url=http://www.1up.com/do/reviewPage?cId=3139030&p=1&sec=REVIEWS|title=The Chronicles of Riddick: Escape From Butcher Bay -- Developer's Cut Review|work=PC|last=Elliott|first=Shawn|date=2005-03-22|publisher=1UP.com|access-date=2010-10-24|url-status=dead|archive-url=https://web.archive.org/web/20130515234738/http://www.1up.com/reviews/riddick-developer-cut|archive-date=2013-05-15}}</ref><ref>{{cite web|url=http://www.gamespot.com/xbox/action/chroniclesofriddick/review.html?page=3 |title=The Chronicles of Riddick: Escape From Butcher Bay Review for Xbox - Page 3 |last=Kasavin |first=Greg |date=2004-01-06 |publisher=GameSpot |access-date=2010-10-24 |url-status=dead |archive-url=https://web.archive.org/web/20090417113507/http://www.gamespot.com/xbox/action/chroniclesofriddick/review.html?page=3 |archive-date=April 17, 2009 }}</ref> The game was critically acclaimed,<ref>{{cite web|url=http://pc.ign.com/articles/576/576858p1.html|title=Game of the Month: December 2004|author=IGN Staff|date=2005-01-03|publisher=IGN|access-date=2010-10-24|url-status=dead|archive-url=https://web.archive.org/web/20110613155544/http://pc.ign.com/articles/576/576858p1.html|archive-date=2011-06-13}}</ref><ref>{{cite web|url=http://xbox.ign.com/articles/772/772315p3.html|title=The Top 25 Xbox Games of All Time (page 3)|last=Perry|first=Douglass C.|author2=Brudvig, Erik|author3=Miller, Jon|date=2007-03-16|publisher=IGN|access-date=2010-10-24|url-status=dead|archive-url=https://web.archive.org/web/20100408101501/http://xbox.ign.com/articles/772/772315p3.html|archive-date=2010-04-08}}</ref><ref>{{cite magazine |author=Game Informer Staff |year=2008 |title=Xbox Top 25 |magazine=Game Informer |issue=187 |pages=136–137}}</ref> and was followed with ''[[The Chronicles of Riddick: Assault on Dark Athena]]'' in 2009.<ref>{{cite web|url=http://www.gamecyte.com/riddick-dark-athena-is-remake-no-more|title=Riddick: Dark Athena is Remake No More|last=Hollister|first=Sean|date=December 2, 2008|publisher=GameCyte|access-date=2010-10-24|url-status=dead|archive-url=https://web.archive.org/web/20090309204615/http://www.gamecyte.com/riddick-dark-athena-is-remake-no-more|archive-date=March 9, 2009}}</ref> ''[[Hitman: Blood Money]]'' released in 2006 and introduced a "notoriety" system where the player's actions in missions affect the difficulty of the stealth gameplay. If [[Agent 47]] is recorded by camera surveillance or witnessed committing a crime, his notoriety will rise and NPCs will be able to spot him more easily in later missions. Conversely eliminating witnesses, destroying surveillance footage or bribing officials will reduce notoriety.<ref>{{Cite web |last=Craddock |first=David |date=2006-02-14 |title=Hitman: Blood Money Interview |url=http://www.shacknews.com/featuredarticle.x?id=75&page=2 |url-status=dead |archive-url=https://web.archive.org/web/20090829122719/http://www.shacknews.com/featuredarticle.x?id=75&page=2 |archive-date=2009-08-29 |access-date=2022-08-24 |website=ShackNews}}</ref><ref>{{Cite web |last=Perry |first=Douglass C. |date=2006-05-31 |title=Hitman: Blood Money |url=https://www.ign.com/articles/2006/05/31/hitman-blood-money |access-date=2022-08-24 |website=IGN |language=en}}</ref> In 2007, ''[[Assassin's Creed]]'' employed a social element to the stealth game, where the player is able to hide among crowds of civilians by taking care to blend in.<ref>{{cite book|publisher=GameAxis Unwired|date=September 2007|title=Review of Assassin's Creed}}</ref> Stealth elements were incorporated into [[Crytek]]'s [[open world]] first-person shooter ''[[Crysis]]'', [[Multiplayer video game|multiplayer]] first-person shooter ''[[Team Fortress 2]]'', and first-person role-playing game ''[[Fallout 3]]''.<ref name="gsutra_stealth"/> ''[[Call of Duty 4: Modern Warfare]]'' included a stealth mission called "[[All Ghillied Up]]" which has been considered one of greatest levels in video game history by critics.<ref>{{Cite web |last=Burford |first=G. B. |title=Why Modern Warfare's 'All Ghillied Up' Is One Of Gaming's Best Levels |url=https://kotaku.com/what-modern-warfares-all-ghillied-up-got-right-1649797510 |access-date=2022-04-19 |website=Kotaku |date=23 October 2014 |language=en-us}}</ref><ref>{{Cite web |last=Dyer |first=Mitch |date=2015-11-17 |title=9 Best Stealth Missions in Games |url=https://www.ign.com/articles/2015/11/17/9-best-stealth-missions-in-games |access-date=2022-04-19 |website=IGN |language=en}}</ref><ref>{{Cite web |date=2017-07-27 |title='Modern Warfare Remastered' Stand-Alone Available on All Platforms |url=https://www.digitaltrends.com/gaming/modern-warfare-remastered-standalone-2/ |access-date=2022-04-19 |website=Digital Trends |language=en}}</ref> Also in 2007, [[Yahtzee Croshaw|Ben Yahtzee Croshaw]] published ''Trilby: The Art of Theft'', one of the first indie stealth games.<ref>{{cite web|url=https://www.rockpapershotgun.com/trilby-the-art-of-theft|website=[[Rock Paper Shotgun]]|title=Trilby: The Art of Theft|first=Kieron|last=Gillen|date=2007-11-13|access-date=2024-03-03}}</ref> The game features a rudimentary engine built in [[Adventure Game Studio]]. Because of this restricted approach, the game's maps are largely static building cutaways. Trilby's graphical style, combined with its stealth gameplay, has drawn comparisons to 1990's [[Bonanza Bros.|''Bonanza Bros'']].<ref>{{Cite web |title=Trilby: The Art of Theft for Windows (2007) |url=https://www.mobygames.com/game/trilby-the-art-of-theft |access-date=2021-08-09 |website=MobyGames}}</ref> In turn, ''Trilby'' likely influenced later indie stealth games such as 2013's ''[[Gunpoint (video game)|Gunpoint]]'' and 2015's ''Master Spy.''<ref>{{Cite web |title=Review: Master Spy - Hardcore Gamer |date=16 September 2015 |url=https://hardcoregamer.com/reviews/review-master-spy/166870/}}</ref><ref>{{Cite web |date=June 3, 2013 |title=Review: Gunpoint |url=https://www.destructoid.com/reviews/review-gunpoint/}}</ref> In 2008, ''[[Metal Gear Solid 4: Guns of the Patriots]]'' introduced a battlezone element, where the stealth gameplay is incorporated into a battlefield fought between two armies, both of which can be infiltrated by Solid Snake.<ref name="Gamasutra" /><ref> Kevin VanOrd (2008-06-13), [http://www.gamespot.com/ps3/adventure/metalgearsolid4/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Metal Gear Solid 4 Review] {{webarchive|url=https://web.archive.org/web/20090331134240/http://www.gamespot.com/ps3/adventure/metalgearsolid4/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |date=2009-03-31 }}, GameSpot, Retrieved on 2009-06-29</ref> In 2009, ''[[Assassin's Creed II]]'' broadened its predecessor's elements of stealth by allowing the player to blend among any group of civilians, rather than specific ones. ''Assassin's Creed II'' also allowed the player to distract guards by tossing coins or by hiring thieves and [[prostitutes|courtesans]], and also featured a notoriety level, which made the player more recognizable until they paid off officials or tore down [[wanted poster]]s.<ref name="gicreed2">{{Cite magazine |title=Assassin's Creed II |url=http://www.gameinformer.com/Magazine/Insider/Articles/Article/200905/A09.0414.1437.20481.htm |format=Fee required |pages=36–45 |magazine=[[Game Informer]] |date=2009-04-16 }}{{dead link|date=April 2025|bot=medic}}{{cbignore|bot=medic}}</ref> The same year, ''[[Uncharted 2: Among Thieves]]'' and ''[[Batman: Arkham Asylum]]'' incorporated stealth elements in different segments of the games. The multiplayer modes of ''[[Aliens vs. Predator (2010 video game)|Aliens vs. Predator]]'' in 2010 and ''[[Killzone 3]]'' in 2011 also incorporated stealth elements.<ref name="gsutra_stealth" /> In 2009, independent developers began to work on a recreation of ''Thief'' called ''[[The Dark Mod]]''. The project began as a mod of ''[[Doom 3]]'' but became a standalone project as of 2013. It features approximately 150 community-built missions and is one of the only open-source stealth games in development.<ref>{{Cite web|url=https://www.destructoid.com/thief-inspired-the-dark-mod-is-now-a-standalone-release/|title=Thief-inspired The Dark Mod is now a standalone release|date=October 10, 2013}}</ref><ref>{{Cite news|url=https://www.rockpapershotgun.com/outta-dunwall-thief-remake-the-dark-mod-updates|title=Outta Dunwall: Thief Remake The Dark Mod Updates|newspaper=Rock Paper Shotgun|date=October 22, 2012}}</ref> 2010 saw the release of ''[[Assassin's Creed: Brotherhood]]'', the sequel to ''Assassin's Creed II'', which is notable for continuing to evolve the series' social stealth elements by introducing a multiplayer component where players must hide in crowds from other rival assassins.<ref name=":0" /><ref>{{Cite news |author1=Imogen Mellor |date=2022-03-10 |title=Whatever happened to Assassin's Creed multiplayer? |language=en |work=PC Gamer |url=https://www.pcgamer.com/uk/whatever-happened-to-assassins-creed-multiplayer/ |access-date=2022-04-19}}</ref> === Recent developments: 2012–present === The 2012 game ''[[Dishonored]]'' tried to incorporate stealth elements that were influenced by ''Thief'', such as the importance of lighting and shadows. The developers later abandoned that system citing realism as a factor.<ref>{{cite news |first=Robert |last=Purchese |url=http://www.eurogamer.net/articles/2012-09-29-why-dishonored-ditched-its-thief-shadow-stealth-mechanic |title=Why Dishonored ditched its Thief shadow stealth mechanic |publisher=Eurogamer Network |work=Eurogamer |date=September 29, 2012 |access-date=April 23, 2013 |archive-url=https://archive.today/20130221150755/http://www.eurogamer.net/articles/2012-09-29-why-dishonored-ditched-its-thief-shadow-stealth-mechanic |archive-date=February 21, 2013 |url-status=live }}</ref> The game instead relies on a system of "occlusion-based" stealth, using the [[Line of sight (video games)|vision cones]] of the enemies, obstacles, and special abilities which determines whether or not the character is visible.<ref>{{cite web |url=http://www.bethblog.com/2012/06/29/stealth-answers-from-arkane-studios/ |title=Learn more about the Dishonored dev team |publisher=Bethesda Softworks |work=Bethesda Blog |date=June 29, 2012 |access-date=April 23, 2013 |url-status=live |archive-url=https://web.archive.org/web/20121119124103/http://www.bethblog.com/2012/06/29/stealth-answers-from-arkane-studios/ |archive-date=November 19, 2012 }}</ref> Additionally, while other games had implemented such systems, ''Dishonored'' was recognized for having a forgiving stealth system compared with ''Splinter Cell'', in that if detected, the player had several options available to either attack those enemies that detected them, distract them, or flee and outrun them by using parkour, rather than immediately reaching a "[[Game over|game over]]".<ref name="gamasutra deathmech"/> [[Forbes]] called ''Dishonored'' one of the best stealth games of 2012, along with ''[[Hitman: Absolution]]'' and ''[[Mark of the Ninja]]''.<ref>{{cite web|url=https://www.forbes.com/sites/erikkain/2012/12/19/the-best-stealth-games-of-2012/|title=The Best Stealth Games of 2012|last=Kain|first=Erik|date=2012-12-19|work=Forbes|access-date=2013-05-06|url-status=live|archive-url=https://web.archive.org/web/20130508055712/http://www.forbes.com/sites/erikkain/2012/12/19/the-best-stealth-games-of-2012/|archive-date=2013-05-08}}</ref> A sequel, ''[[Dishonored 2]]'', released in 2016 and was praised for improving upon the stealth elements of its predecessor.<ref>{{Cite web |author1=Alex Avard Contributions from Joe Donnelly |date=2022-02-25 |title=The best stealth games you can sneak through right now |url=https://www.gamesradar.com/uk/best-stealth-games/ |access-date=2022-04-20 |website=gamesradar |language=en}}</ref><ref>{{Cite web |author1=Steve Boxer |date=2016-11-11 |title=Dishonored 2 Review |url=https://www.techradar.com/uk/news/dishonored-2-review |access-date=2022-04-20 |website=TechRadar |language=en}}</ref> ''Mark of the Ninja'' put a twist on the stealth genre in that it is a 2D [[side-scroller]].<ref>{{cite web|url=https://www.gameinformer.com/games/mark_of_the_ninja/b/xbox360/archive/2012/09/07/mark-of-the-ninja-review-classic-stealth-with-a-2d-twist.aspx|title=Mark of the Ninja: Classic Stealth with a 2D Twist|last=Miller|first=Matt|date=2012-09-07|publisher=Game Informer|access-date=2013-05-06|url-status=live|archive-url=https://web.archive.org/web/20120909185303/http://www.gameinformer.com/games/mark_of_the_ninja/b/xbox360/archive/2012/09/07/mark-of-the-ninja-review-classic-stealth-with-a-2d-twist.aspx|archive-date=2012-09-09}}</ref> This posed some unique factors, such as the lack of corners for the character to hide behind, and the visibility presented in a side-scroller;<ref>{{cite web|url=http://penny-arcade.com/report/article/the-art-of-stealth-mark-of-the-ninja-and-2d-stealth-design|title=The secrets behind Mark of the Ninja's bloody 2D stealth game play|last=Alan|first=Dabe|date=2012-05-14|publisher=Penny Arcade|access-date=2013-05-06|url-status=live|archive-url=https://web.archive.org/web/20130511164724/http://www.penny-arcade.com/report/article/the-art-of-stealth-mark-of-the-ninja-and-2d-stealth-design|archive-date=2013-05-11}}</ref> the developers overcame this by adding 'fog' that prevents the player from seeing things that the character can not see, visually representing enemy line-of-sight and even visualizing the noise made by the character, including how far that noise travels.<ref>{{cite web|url=http://penny-arcade.com/report/article/the-art-of-stealth-mark-of-the-ninja-and-2d-stealth-design|title=To Poke and Perturb: The Explicit Stealth in Mark of the Ninja|last=Kietzmann|first=Ludwig|date=2012-09-05|publisher=Joystiq|access-date=2013-05-06|url-status=live|archive-url=https://web.archive.org/web/20130511164724/http://www.penny-arcade.com/report/article/the-art-of-stealth-mark-of-the-ninja-and-2d-stealth-design|archive-date=2013-05-11}}</ref> After the completion of the game, the player has access to a harder difficulty called "[[New Game Plus]]", which further decreases visibility by adding fog behind the player and removes noise visualizations and enemy line of sight indicators.<ref>{{Cite web|url=https://www.gamedeveloper.com/design/a-japanese-rpg-primer-the-essential-20|title=A Japanese RPG Primer: The Essential 20|website=www.gamasutra.com|date=19 March 2008 }}</ref> Throughout the 2010s, stronger technology allowed for larger environments and spurred the development of next-gen entries in existing stealth franchises. 2015's ''[[Metal Gear Solid V: The Phantom Pain]]'' concluded the main ''Metal Gear'' series, introducing an open-world for the first time in the franchise. In 2016, ''[[Deus Ex: Mankind Divided]]'' took a similar approach with a semi-open world designed around city hubs.<ref>{{Cite web|title=Deus Ex: Mankind Divided's stunning new city hubs prove it's anything but more of the same|url=https://www.pcgamesn.com/deus-ex-mankind-divided/deus-ex-mankind-cities-hub-locations|access-date=2021-08-09|website=PCGamesN|date=18 July 2016 |language=en-GB}}</ref> 2016's [[Hitman (2016 video game)|''Hitman'']] reboot also drastically increased the size of its game maps.<ref>{{Cite web|last=Romero|first=Josh|title=Hitman 2016 Gameplay Screenshot Hitman 6 Xbox One PS4 PC|url=https://cdn.videogamesblogger.com/wp-content/uploads/2015/09/hitman-2016-gameplay-screenshot-hitman-6-xbox-one-ps4-pc.jpg|access-date=2021-08-09|website=Video Games Blogger}}</ref> 2013's [[Tom Clancy's Splinter Cell: Blacklist|''Splinter Cell: Blacklist'']] was considered a return to form after 2010's controversial entry, ''[[Tom Clancy's Splinter Cell: Conviction|Splinter Cell: Conviction]],'' which departed from the series formula by forcing combat. ''Blacklist'' retained some of the modern conventions of the previous entry, most notably context actions, and was recognized for balancing action gameplay with pure stealth options.<ref>{{Cite web|title=Splinter Cell: Blacklist: A Pleasing, If Somewhat Hollow, Return To Form|url=https://kotaku.com/splinter-cell-blacklist-a-pleasing-if-somewhat-hollo-5980222|access-date=2021-08-09|website=Kotaku|date=30 January 2013 |language=en-us}}</ref> 2013 also saw the release of ''[[Payday 2]]'' and the [[Top-down perspective|top-down]] ''[[Monaco: What's Yours Is Mine]]'', both of which are [[Cooperative video game|cooperative]] stealth games focused around heists.<ref>{{Cite news |last=Smith |first=Adam |date=2015-11-17 |title=The 25 Best Stealth Games On PC |language=en |work=Rock, Paper, Shotgun |url=https://www.rockpapershotgun.com/best-stealth-games |access-date=2022-04-19}}</ref> Between 2013 and 2016, ''[[République (video game)|République]]'' reunited some of the developers and cast of the ''Metal Gear'' series in an episodic point-and-click stealth game. The game's unique play style required users to hack doors and surveillance systems from a bird's eye view in order to navigate their character through the environment.<ref>{{Cite web|url=https://www.gamedeveloper.com/business/the-origins-of-i-republique-i-when-i-metal-gear-solid-i-meets-i-demon-s-souls-i-|title=The origins of Republique : when Metal Gear Solid meets Demon's Souls|first=Brandon|last=Sheffield|website=www.gamasutra.com|date=11 April 2012 }}</ref> In 2014, [[Creative Assembly]] released ''[[Alien: Isolation]]'', a stealth game which emphasized survival-horror. In this game, the protagonist is trapped on a space station with an [[Alien (creature in Alien franchise)|alien xenomorph]] which they must avoid for the majority of the game, being unable to kill it. The game also uses feedback from the player's microphone to enhance gameplay as the alien is able to hear noises made by the player and can use them to detect their location.<ref>{{cite web|url=https://www.gamesradar.com/best-stealth-games/|title=The 10 best stealth games you can play right now|website=gamesradar.com|access-date=1 May 2018|url-status=live|archive-url=https://web.archive.org/web/20180131035627/http://www.gamesradar.com/best-stealth-games/|archive-date=31 January 2018}}</ref> 2014's ''[[Styx: Master of Shadows]]'' was recognized by many reviewers as a "pure stealth" game that discouraged combat. It also provided a distinctive scouting game mechanic through the use of clones.<ref>{{Cite web|date=2017-03-21|title=Styx: Shards Of Darkness Is a Pure Stealth Game That's Not for Everyone|url=https://twinfinite.net/2017/03/styx-shards-of-darkness-review/|access-date=2021-08-09|website=Twinfinite|language=en-US}}</ref> 2016 saw a comeback of ''Commandos''-like stealth games with the release of ''[[Shadow Tactics: Blades of the Shogun]],'' published nine years after the previous Commandos-style game ''[[Helldorado (video game)|Helldorado]]''.<ref>{{Cite web|url=https://www.destructoid.com/reviews/review-shadow-tactics-blades-of-the-shogun/|title=Review: Shadow Tactics: Blades of the Shogun|date=December 20, 2016}}</ref> In 2020 ''Shadow Tactics'' developer [[Mimimi Games]] produced a new entry in the Desperados series, titled ''[[Desperados III]].'' In 2021 the developer announced a standalone expansion to ''Shadow Tactics'' called ''Aiko's Choice''.<ref>{{Cite web|url=https://www.gamespot.com/reviews/desperados-3-review-revolvers-and-redos/1900-6417500/|title=Desperados 3 Review - Revolvers And Redos}}</ref> Recent years have also seen procedurally generated and randomized stealth games including 2015's turn-based [[Invisible, Inc.|''Invisible Inc,'']]<ref>{{Cite magazine|url=https://www.gameinformer.com/games/invisible_inc/b/pc/archive/2015/05/13/invisible-inc-game-informer-review.aspx|archive-url=https://web.archive.org/web/20150515042229/http://www.gameinformer.com/games/invisible_inc/b/pc/archive/2015/05/13/invisible-inc-game-informer-review.aspx|url-status=live|archive-date=May 15, 2015|title=Invisible, Inc. Review – Compelling Strategy Takes A Turn Being Sneaky|first=Ben|last=Reeves|magazine=Game Informer}}</ref> and 2017's top-down action stealth game ''[[Heat Signature (video game)|Heat Signature]].''<ref>{{Cite web|url=https://www.eurogamer.net/articles/2017-09-20-heat-signature-review|title=Heat Signature review|first=Edwin|last=Evans-Thirlwell|website=[[Eurogamer]]|date=September 21, 2017}}</ref> In 2019, [[Asobo Studio]]'s ''[[A Plague Tale: Innocence]]''<ref>{{Cite web|url=https://www.destructoid.com/reviews/review-a-plague-tale-innocence/|title=Review: A Plague Tale - Innocence|date=May 20, 2019}}</ref> and [[FromSoftware]]'s ''[[Sekiro: Shadows Die Twice]]'' were recognized for their stealth elements.<ref>{{Cite web|url=https://www.destructoid.com/reviews/review-sekiro-shadows-die-twice/|title=Review: Sekiro: Shadows Die Twice|date=March 24, 2019}}</ref> 2019 also saw ''[[Untitled Goose Game]]'' by Australian developer [[House House]] utilize stealth as a major mechanic alongside the otherwise comedic tone of the game, leading to comparisons to ''Metal Gear Solid'' and ''Hitman.<ref>{{cite web |last=Lum |first=Patrick |date=September 23, 2019 |title=Untitled Goose Game review – a honking good time |url=https://www.theguardian.com/games/2019/sep/23/untitled-goose-game-review-a-honking-good-time |access-date=September 27, 2019 |work=[[The Guardian]]}}</ref>''<ref>{{Cite web |title='Untitled Goose Game' Is Like Playing Hitman... as a Goose |url=https://www.vice.com/en/article/untitled-goose-game-is-like-playing-hitman-as-a-goose/ |access-date=2022-04-19 |website=Vice.com |date=20 September 2019 |language=en}}</ref> In 2020, ''[[The Last of Us Part II]]'' released which has been praised for how its level design encourages sneaking around enemies using stealth during combat encounters. It was also praised for its AI, enemies will search for the player using tracking dogs and change their search patterns upon finding dead bodies.<ref>{{Cite web |last=Hernandez |first=Patricia |date=2020-07-15 |title=Running away in The Last of Us Part 2 is the best |url=https://www.polygon.com/2020/7/15/21325604/the-last-of-us-2-part-tlou2-stealth-sony-naughty-dog-ps4-playstation-level-design |access-date=2022-04-19 |website=Polygon |language=en-US}}</ref><ref>{{Cite web |last=Dornbush |first=Jonathon |date=2020-06-12 |title=The Last of Us Part 2 Review |url=https://www.ign.com/articles/the-last-of-us-part-2-review |access-date=2022-04-19 |website=IGN |language=en}}</ref> 2021's ''[[Hitman 3]]'' concluded the "World of Assassination" trilogy and was highly praised for its [[Sandbox game|sandbox]] and social stealth elements, with ''[[PC Gamer]]'' calling it the best stealth game of the year.<ref>{{Cite news |author1=PC Gamer |date=2021-12-30 |title=Best Stealth 2021: Hitman 3 |language=en |work=PC Gamer |url=https://www.pcgamer.com/uk/best-stealth-game-hitman-3/ |access-date=2022-04-19}}</ref> A recent development in the stealth genre has been the rise of multiplayer stealth games using elements from [[social deduction game]]s like Werewolf or [[Mafia (party game)|Mafia]]. Games like ''[[Among Us]]'' and ''[[SpyParty]]'' are all about "hiding in plain sight" and blending in to avoid detection from other players. This has the benefit of providing a "real" stealth experience compared to a [[Single-player video game|singleplayer]] game and acts as a continuation of the trend pioneered by the multiplayer portion of ''Assassin's Creed: Brotherhood''.<ref name=":0">{{Cite web |last1=Peel |first1=Jeremy |last2=published |first2=Edge Staff |date=2021-12-28 |title=Inside the revival of social stealth games |url=https://www.gamesradar.com/uk/inside-the-revival-of-social-stealth-games/ |access-date=2022-04-19 |website=gamesradar |language=en}}</ref> ==References== {{reflist|30em}} == Further reading == * {{Cite web |last=Alkaisy |first=Casey |date=June 10, 2011 |title=The history and meaning behind the 'Stealth genre' |url=https://www.gamedeveloper.com/design/the-history-and-meaning-behind-the-stealth-genre- |access-date=May 27, 2023 |website=[[Game Developer (magazine)|Game Developer]]}} * {{Cite web |last=Gilyadov |first=Aleksander |date=October 20, 2015 |title=In The Shadows: A Brief History of Stealth Games |url=https://www.cgmagonline.com/articles/features/in-the-shadows-a-brief-history-of-stealth-games/ |access-date=May 27, 2023 |website=[[CGMagazine]]}} * {{Cite book |last=McKeand |first=Kirk |title=The History of the Stealth Game: From Metal Gear to Splinter Cell and Everything in Between |publisher=[[Pen and Sword Books]] |year=2022 |isbn=9781399096942}} * {{Cite web |last=Sardesai |first=Aditya |date=August 19, 2013 |title=A brief history of stealth games |url=https://in.ign.com/metal-gear-solid-5/79076/feature/a-brief-history-of-stealth-games |access-date=May 27, 2023 |website=[[IGN]]}} {{VideoGameGenre}} [[Category:Stealth video games| ]] [[Category:Video game genres]]
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