As an aficionado of the genre, it is a real shame that stealth games have fallen out of favor with the current crop of gamers.
90s and early to mid 2000s seems like was the peak for 3D games with deep storylines and pure stealth mechanics (MGS, Splinter Cell). By the time the late 2000s rolled around we started getting the watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
My pet theory is that these types of games are simply too high brow for casuals who have become a larger segment of the target audience.
And don't forget Thief, the king of medieval stealth punk fantasy loot games.
Self promo: I wrote a tiny post about an interesting technical detail of Thief's game engine - the world is actually solid, and gameplay areas are carved out of it like caves.
> I wrote a tiny post about an interesting technical detail of Thief's game engine - the world is actually solid, and gameplay areas are carved out of it like caves.
This is true of Unreal Tournament too. How unusual is it?
Ah commandos I remember people not believing me that I cracked the last mission. Ah I would play this again. (An)using bear trap to kill every German soldier and all the backup was fun
Texas Chainsaw Massacre was a flash in the pan (although the asymmetric horror genre continues basically dominated by dead by daylight).
Yet, the sheer exhilaration I felt the first time one of the "killers" walked past me as I kneeled in a bush was quite spectacular.
It's not the same as splinter cell (it's much more chaotic, you don't get to totally dominate the enemies, it definitely doesn't have that mindful quite as you systematically work your way through a level you know we'
ll).
But the key, I can stand in the right spot and human can't see me really is its own kind of feeling.
I like it that you can play the way you want. And some are definitely not easier than the classics. Try Kingdom Come Deliverance (1 or 2) with the "do not kill anyone" achievement
> watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
This allows players to pick their style so these games target a much larger audience. A game which allows you to go full stealth if you choose to, but also go gung-ho on your enemies makes more players happy is a good compromise if designed well.
I was replaying Dishonored and realized that I no longer have the same amount of "disposable time" to go all stealth. But still wanted to go through the game so I put on my Rambo bandana and went to work.
Realism was never a real trait of stealth games, or any game. At best we aimed at visual realism but everything else about every game is unrealistic. The health system, or enemy alert levels, even the save game system, etc. I don't see why the technical implementation of the stealth should be more realistic than "if you sit in this predetermined area you are invisible". In Splinter Cell you'd sit in unrealistically dark shadows. In The Last of Us Part II you can completely hide in grass that's not even knee deep. In Mark of the Ninja you can hide behind a barrel from the player's point of view but on the side of a barrel from the enemy's point of view. Screw realism, make the game fun and it's enough.
>Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
Cyberpunk 2077, Death Stranding, Ghost of Tsushima, Deathloop, Deus Ex, Starfield immediately come to mind. I think a lot of the open-world Ubisoft games also allow you to pick your poison too.
I believe that creative liberties in games and movies are essential. Just as Star Wars would have been incredibly dull without laser sounds in the vacuum of space, there is no absolute need for entertainment to strictly mirror reality. From a design perspective, if implementing a cutting-edge lighting system clashes with the core game design, I think it's perfectly acceptable to fall back on a legacy lighting model.
I don't want a game where Sam Fisher gets spotted and gunned down in three seconds flat. I want a game where I can hide in unrealistically deep shadows and pull off the mission
True. There comes a point where the endless pursuit of realism starts getting in the way of a certain kind of narrative creativity. And in the process, we lose what should be the very essence of the word entertainment: to entertain.
The other day, I watched Emmerich’s latest film, Moonfall. A proper disaster movie, with all the necessary tropes. In short, that was real cinema, I had a great time. And yet, a large number of reviews on IMDb kept pointing out how “unrealistic” the film was. But if I’m watching an Emmerich movie, the very last thing I want is realism.
I think this is part of the current zeitgeist. The great inversion of real and virtual, as described by Guy Debord in The Society of the Spectacle, seems to make people believe that what happens on screen is reality, and then has to reflect their own conception of reality. The slightest deviation from that conception reminds them that it is only fake, and that they must, at all costs, "return to the matrix" in order to escape the real and the existential dread that follows.
Also: you cannot pretend to be "physically realistic" on a computer screen. The simplest thing: if there is more ambient light, your pupils decrease and your sight is different. You cannot simulate "true light" unless you also simulate that.
You can either do it where the safe areas are just super dark, raytracing be damned, or you can do it where even if there is light, and you're clearly "visible" as long as you stay below a certain light level, everything is fine (Minecraft style, perhaps).
Splinter Cell and Thief are the only series I'm familiar with that actually have light and shadow based stealth. Everything else is all hiding around corners or inside/under furniture, like Metal Gear Solid.
The Splinter Cell lighting stuff never made much sense anyway, since you'd be perfectly fine if you were standing in a shadowy patch while making a clear silhouette on the illuminated wall behind you.
The strangest misbehavior moment I remember from the first game was like this: There were two NPCs working on computers in a dark room. Behind them was an open door to an illuminated office. I walked into the office and shut the door, they didn't notice there was suddenly no light coming through. I turned off the office light, no reaction. I opened the door again, and then they noticed the office light had gone out.
MGSV had realistic graphics (one of the first games with PBR) and handled it well. One of the devs had a GDC talk about their lighting approach, too.
In the game light/shadow (in addition to what outfit you're wearing, surface you're on, if you've showered recently and other factors) has an effect on your camouflage index. Unlike prior Metal Gear Solid games this is never shown as a value on-screen but instead communicated by clues from enemy reactions and sound cues, where eg. their animation will change to show they've noticed something suspicious from a distance.
This has everything to do with art direction, and not technology.
The real world has much more light bouncing fidelity than even modern games. There are still dark things we can't see.
Physically based rendering should be exactly the opposite of what the article is complaining about: it gives you the "correct" way to communicate how light is moving through a space. So the player and the game designer should be able to communicate much more easily, and the artists should be able to focus on actually communicating what they need to, instead of tweaking non physical phong and ambient lighting parameters
> Celebrated designer Clint Hocking – him wot worked on Far Cry 2, Splinter Cell: Chaos Theory, Watch Dogs Legion, and the forthcoming Assassin's Creed Codename Hexe
Is this "him wot worked on" a typo or a deliberate style of speaking, presumably for dramatic effect?
I remember playing the demo version of Splinter Cell on my 800 mhz computer. It was laggy, but the framerate would go up when switching to thermal view :D
"Check it out, a licence plate" still rings in my head. It's a random sentence at the very end of the demo. 10-ish me must have played that first short level dozens of times. But as you said, the framerate was ok, and the final game being much more open and effectful it lagged my computer to death. Good times.
Hitman does have all stealth modalities, but it is generally a lot more about disguise and avoiding line-of-sight, rather than being all about hiding in shadows like in classic stealth games.
Ironically, the Splinter Cell suit would stand out like a sore thumb if they were seen like Agent 47 is seen most of the time.
Old splinter cell and other stealth games still used on screen indicators of stealth. It was never "simple lighting" that made the player understand if they are "in stealth or not". It has always been up to the game designers to make visual understanding of what is hidden and what isn't hidden, this has nothing to do with graphics.
The best sneaking experiances I've ever had in games is actually in modern Multiplayer games. Dayz and Squad are fantastic sneaking games, its hard, its fun and there's no need for a "You're in a shadow now" indicator - although I always thought those were great.
+1. At the end of the day, this boils down to a more general problem of conveying state/data to the player (though maybe I should concede it now arises in the new dimension described by the author).
Two examples that immediately come to mind are trying to fight in World of Warcraft when underwater (where I had no eff'ing clue where exactly the enemy actually was, relative to my character) and overly flashy effects in games, often MOBAs (where they were taken so overboard to where I had no idea what was even happening on the screen).
I'm surprised people put up with either of these. I found both of them in and of themselves really frustrating and detracting from the fun of just playing the game.
I'll give an affectionate shoutout to Transistor; one of the mechanics is having to deal with paparazzi-like monsters that are just flying cameras whose difficulty is in obscuring your screen with flattering action shots of the protagonist. Lazy, but clever and adorable!
The implication is that the reason why you don’t see a lot of people sneaking around splinter cell-style in real life is because the lighting makes doing that really hard
This feels like a very poor excuse when there are plenty of stealth games, or games with stealth aspects, that are successful despite leveraging modern tech.
Splinter Cell games became bad long before we had raytraced shadows.
Games with stealth aspects rarely scratch the same itch as Splinter Cell did, which I miss. Mind sharing some examples of successful modern stealth games with light-centric gameplay?
Mark of the ninja - definitely fun and half the gameplay was putting out lamps.
The mimimi games: Shadow Tactics, Desperados 3, Shadow Gambit are my favourite.. it's view cones but they also depend on the amount of light there is. they're isometric though.
Splinter Cell is definitely on a class of its own. I'm also eager to hear if there are any stealth games that have been released in the past 10 years that AREN'T some vibe coded hot mess on Steam ...
Can you list some? The stealth genre has pretty much died out, and most games where stealth is not a central gameplay element (e.g. the AssCreed games) implement it poorly.
> Splinter Cell games became bad long before we had raytraced shadows.
The last one (Blacklist, 2013) was actually very decent.
As an aficionado of the genre, it is a real shame that stealth games have fallen out of favor with the current crop of gamers.
90s and early to mid 2000s seems like was the peak for 3D games with deep storylines and pure stealth mechanics (MGS, Splinter Cell). By the time the late 2000s rolled around we started getting the watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
My pet theory is that these types of games are simply too high brow for casuals who have become a larger segment of the target audience.
And don't forget Thief, the king of medieval stealth punk fantasy loot games.
Self promo: I wrote a tiny post about an interesting technical detail of Thief's game engine - the world is actually solid, and gameplay areas are carved out of it like caves.
https://crabmusket.net/2025/the-solid-universe-of-thief-the-...
More here:
https://nothings.org/gamedev/thief_rendering.html#csg
> I wrote a tiny post about an interesting technical detail of Thief's game engine - the world is actually solid, and gameplay areas are carved out of it like caves.
This is true of Unreal Tournament too. How unusual is it?
Your comment reminded me of Commandos! apparently it has new releases so down the rabbit hole we go
Ah commandos I remember people not believing me that I cracked the last mission. Ah I would play this again. (An)using bear trap to kill every German soldier and all the backup was fun
Jagged Alliance 2 wasn't really as much a stealth game but had a lot of the same kind of tactical thinking to it that I liked in Commandos.
(am)using
Texas Chainsaw Massacre was a flash in the pan (although the asymmetric horror genre continues basically dominated by dead by daylight).
Yet, the sheer exhilaration I felt the first time one of the "killers" walked past me as I kneeled in a bush was quite spectacular.
It's not the same as splinter cell (it's much more chaotic, you don't get to totally dominate the enemies, it definitely doesn't have that mindful quite as you systematically work your way through a level you know we' ll).
But the key, I can stand in the right spot and human can't see me really is its own kind of feeling.
I like it that you can play the way you want. And some are definitely not easier than the classics. Try Kingdom Come Deliverance (1 or 2) with the "do not kill anyone" achievement
Alien Isolation had a brief time in the spotlight for being a pretty serious stealth focused game.
The whole Amnesia series, and SOMA (cannot recommend enough) also do something similar. Of course it's horror rather than tactical.
a new james bond game was just released, which is based on the hitman stealth style
> watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
This allows players to pick their style so these games target a much larger audience. A game which allows you to go full stealth if you choose to, but also go gung-ho on your enemies makes more players happy is a good compromise if designed well.
I was replaying Dishonored and realized that I no longer have the same amount of "disposable time" to go all stealth. But still wanted to go through the game so I put on my Rambo bandana and went to work.
Realism was never a real trait of stealth games, or any game. At best we aimed at visual realism but everything else about every game is unrealistic. The health system, or enemy alert levels, even the save game system, etc. I don't see why the technical implementation of the stealth should be more realistic than "if you sit in this predetermined area you are invisible". In Splinter Cell you'd sit in unrealistically dark shadows. In The Last of Us Part II you can completely hide in grass that's not even knee deep. In Mark of the Ninja you can hide behind a barrel from the player's point of view but on the side of a barrel from the enemy's point of view. Screw realism, make the game fun and it's enough.
>Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
Cyberpunk 2077, Death Stranding, Ghost of Tsushima, Deathloop, Deus Ex, Starfield immediately come to mind. I think a lot of the open-world Ubisoft games also allow you to pick your poison too.
Anybody remember the game Project IGI (I'm Going In)?
That was the original stealth game in my opinion :D
... well, apart from XIII, NOLF, Commander Keen and Agent Sam, of course.
The 90s sure had some awesome games
I believe that creative liberties in games and movies are essential. Just as Star Wars would have been incredibly dull without laser sounds in the vacuum of space, there is no absolute need for entertainment to strictly mirror reality. From a design perspective, if implementing a cutting-edge lighting system clashes with the core game design, I think it's perfectly acceptable to fall back on a legacy lighting model.
I don't want a game where Sam Fisher gets spotted and gunned down in three seconds flat. I want a game where I can hide in unrealistically deep shadows and pull off the mission
True. There comes a point where the endless pursuit of realism starts getting in the way of a certain kind of narrative creativity. And in the process, we lose what should be the very essence of the word entertainment: to entertain.
The other day, I watched Emmerich’s latest film, Moonfall. A proper disaster movie, with all the necessary tropes. In short, that was real cinema, I had a great time. And yet, a large number of reviews on IMDb kept pointing out how “unrealistic” the film was. But if I’m watching an Emmerich movie, the very last thing I want is realism.
I think this is part of the current zeitgeist. The great inversion of real and virtual, as described by Guy Debord in The Society of the Spectacle, seems to make people believe that what happens on screen is reality, and then has to reflect their own conception of reality. The slightest deviation from that conception reminds them that it is only fake, and that they must, at all costs, "return to the matrix" in order to escape the real and the existential dread that follows.
Also: you cannot pretend to be "physically realistic" on a computer screen. The simplest thing: if there is more ambient light, your pupils decrease and your sight is different. You cannot simulate "true light" unless you also simulate that.
You can either do it where the safe areas are just super dark, raytracing be damned, or you can do it where even if there is light, and you're clearly "visible" as long as you stay below a certain light level, everything is fine (Minecraft style, perhaps).
Splinter Cell and Thief are the only series I'm familiar with that actually have light and shadow based stealth. Everything else is all hiding around corners or inside/under furniture, like Metal Gear Solid.
The Splinter Cell lighting stuff never made much sense anyway, since you'd be perfectly fine if you were standing in a shadowy patch while making a clear silhouette on the illuminated wall behind you.
The strangest misbehavior moment I remember from the first game was like this: There were two NPCs working on computers in a dark room. Behind them was an open door to an illuminated office. I walked into the office and shut the door, they didn't notice there was suddenly no light coming through. I turned off the office light, no reaction. I opened the door again, and then they noticed the office light had gone out.
I'm not 100% sure, but I think Oblivion also had shadow based stealth.
The Dishonored creators also talk about this and why they went for cover\LoS based stealth in lets play they did a couple days ago https://www.youtube.com/watch?v=ZVq0af9DwPU&t=1370s
MGSV had realistic graphics (one of the first games with PBR) and handled it well. One of the devs had a GDC talk about their lighting approach, too.
In the game light/shadow (in addition to what outfit you're wearing, surface you're on, if you've showered recently and other factors) has an effect on your camouflage index. Unlike prior Metal Gear Solid games this is never shown as a value on-screen but instead communicated by clues from enemy reactions and sound cues, where eg. their animation will change to show they've noticed something suspicious from a distance.
This has everything to do with art direction, and not technology.
The real world has much more light bouncing fidelity than even modern games. There are still dark things we can't see.
Physically based rendering should be exactly the opposite of what the article is complaining about: it gives you the "correct" way to communicate how light is moving through a space. So the player and the game designer should be able to communicate much more easily, and the artists should be able to focus on actually communicating what they need to, instead of tweaking non physical phong and ambient lighting parameters
> Celebrated designer Clint Hocking – him wot worked on Far Cry 2, Splinter Cell: Chaos Theory, Watch Dogs Legion, and the forthcoming Assassin's Creed Codename Hexe
Is this "him wot worked on" a typo or a deliberate style of speaking, presumably for dramatic effect?
I'm pretty sure this is normal for RPS house style.
I remember playing the demo version of Splinter Cell on my 800 mhz computer. It was laggy, but the framerate would go up when switching to thermal view :D
"Check it out, a licence plate" still rings in my head. It's a random sentence at the very end of the demo. 10-ish me must have played that first short level dozens of times. But as you said, the framerate was ok, and the final game being much more open and effectful it lagged my computer to death. Good times.
Hitman WoA is pretty popular and well designed stealth game
Hitman does have all stealth modalities, but it is generally a lot more about disguise and avoiding line-of-sight, rather than being all about hiding in shadows like in classic stealth games.
Ironically, the Splinter Cell suit would stand out like a sore thumb if they were seen like Agent 47 is seen most of the time.
This just feels like old man yells at sky.
Old splinter cell and other stealth games still used on screen indicators of stealth. It was never "simple lighting" that made the player understand if they are "in stealth or not". It has always been up to the game designers to make visual understanding of what is hidden and what isn't hidden, this has nothing to do with graphics.
The best sneaking experiances I've ever had in games is actually in modern Multiplayer games. Dayz and Squad are fantastic sneaking games, its hard, its fun and there's no need for a "You're in a shadow now" indicator - although I always thought those were great.
+1. At the end of the day, this boils down to a more general problem of conveying state/data to the player (though maybe I should concede it now arises in the new dimension described by the author).
Two examples that immediately come to mind are trying to fight in World of Warcraft when underwater (where I had no eff'ing clue where exactly the enemy actually was, relative to my character) and overly flashy effects in games, often MOBAs (where they were taken so overboard to where I had no idea what was even happening on the screen).
I'm surprised people put up with either of these. I found both of them in and of themselves really frustrating and detracting from the fun of just playing the game.
I'll give an affectionate shoutout to Transistor; one of the mechanics is having to deal with paparazzi-like monsters that are just flying cameras whose difficulty is in obscuring your screen with flattering action shots of the protagonist. Lazy, but clever and adorable!
The implication is that the reason why you don’t see a lot of people sneaking around splinter cell-style in real life is because the lighting makes doing that really hard
We don't see them because they are so good at it, obviously ;)
Yeah, those stealth games never really clicked for me, with their absurdly imperceptive professional guards standing around everywhere.
HDR lighting is not realistic lighting
> HDR lighting is not realistic lighting
HDR lighting is not sufficient for realistic lighting, but it is required for realistic lighting.
Physically-based BDRFs[1] and such is also needed.
[1]: https://en.wikipedia.org/wiki/Bidirectional_reflectance_dist...
This feels like a very poor excuse when there are plenty of stealth games, or games with stealth aspects, that are successful despite leveraging modern tech.
Splinter Cell games became bad long before we had raytraced shadows.
Games with stealth aspects rarely scratch the same itch as Splinter Cell did, which I miss. Mind sharing some examples of successful modern stealth games with light-centric gameplay?
Mark of the ninja - definitely fun and half the gameplay was putting out lamps.
The mimimi games: Shadow Tactics, Desperados 3, Shadow Gambit are my favourite.. it's view cones but they also depend on the amount of light there is. they're isometric though.
Splinter Cell is definitely on a class of its own. I'm also eager to hear if there are any stealth games that have been released in the past 10 years that AREN'T some vibe coded hot mess on Steam ...
> there are plenty of stealth games...
Can you list some? The stealth genre has pretty much died out, and most games where stealth is not a central gameplay element (e.g. the AssCreed games) implement it poorly.
> Splinter Cell games became bad long before we had raytraced shadows.
The last one (Blacklist, 2013) was actually very decent.