- Asagea_888
- Rank: Death=Adder
- Member since: Aug 1, 2008
- Last online: 06/15/13 12:14 pm PT
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I've played games long enough to understand that most combat resolutions involve charging headfirst in a battle like a bull in a china shop and getting to an end-zone by any means necessary. But, in recent months, I've brushed up on another gameplay method -- the art of stealth. A warrior in the blazing sun can win a fight with his weapons, but a thief in the night can achieve no less the same fruits of victory through silence and shadows.
I recently picked up both Assassin's Creed 3 and Dishonored for my 360, and was forced into two very different situations that allude to a common purpose---defeating enemies without being seen. I initially found this to be a challenge because I've been so enamored in traditional games where you just ran into a fight and didn't necessarily give a rat's ass if you were spotted or not. Yes, rushing into a battlefield with guns blazing is an awesome adrenaline rush. But, games like Assassin's Creed and Dishonored show that fights can be daftly avoided and swiftly won before your enemy can even see it coming, and that has been a great source of appeal to me personally ever since I began experimenting with Assassin's Creed Revelations many months ago.
From the aforementioned Assassin's Creed to other games like Hitman, Tenchu and Metal Gear Solid, stealth-based gameplay is an experience in and of itself; something outside of what a lot of us are used to. It maintains the spirit of traditional action genres, but mostly encourages the option of stealth tactics to get past tricky situations without implicating the player in needless bloodshed. In some cases, stealth is the only means of success against enormous impossibilities; like a room full of bloodthirsty, gun-toting barbarians that you can never defeat on your own or with friends. I've found that a lot of seemingly impossible situations and puzzles can be solved simply by ending and/or avoiding conflicts before they begin. While the concept itself is not new, , we're nonetheless seeing more and more next-gen franchises adopt this approach to combat and refining it; most notably the Assassin's Creed series and Dishonored; both games pitting the player in roles of assassins who have the choice of cutting down enemies behind their backs.

And outside of killing anything that doesn't move, there are other key factors of interest concerning the stealth approach in games. You have to get from one area to the next or fulfill a non-lethal objective under the cover of darkness. And you need to understand the very real risk of getting spotted, and knowing what to do if the worst should befall you. To most gamers, the thought of avoiding a fight doesn't seem all that fun. But think about it. When you're sneaking around, you feel a heightened sense of tension that you wouldn't feel when you're repeatedly fighting face-to-face against a physical onslaught. And if you are caught, you're caught with your guard down and forced to improvise under a very narrow timeframe, even when you think you're prepared. Psychologically, the feeling of getting 'caught' is much akin to the thought of having your deepest, darkest secrets revealed. At that moment, you would not know what to do, and all the preparation and hindsight you may think you possess abandons you, leaving you utterly helpless and forcing you to think as light on your feet as humanly possible.
Sounds unpleasant? Yes, it does. But, what other traditional, no-frills action game ever really gave you that feeling? That experience? The thought of controlling the situation before it controls you? The risk of exposure? This is what can make games fun and rewarding all in the same token. And it's an idea that, I think, should have been explored more thoroughly in earlier games dating back to the early and mid 90s that merely hinted at the prospect of stealth based approaches. Metal Gear Solid is a notable exception to that, and look how it turned out.

The unabated thrill, uncertainty and suspense associated with stealth gameplay is a very different experience outside of traditional action games, and one more and more developers will want to explore -- even with existing franchises that can appropriately make use of it. For me personally, this kind of gameplay experience is invigorating and intriguing; the likes of which I haven't felt in a very long time. It compliments most kinds of action games by de-emphasizing the predictability of standard combat and introducing a risk-versus-reward system. Developers will want to draw on the idea of such a system even if not just for the sake of an idea like stealth-based gameplay. Other ideas can be birthed from this principle. As such, the industry needs to think of ways of giving gamers a thrilling experience that goes beyond the redundancy of going through the motions. The art of stealth, I believe, is one of many elements that can provide that if done right and done effectively.
And it just may be one possible shot in the arm (out of many) that the industry needs -- even if the industry itself doesn't see it coming.



