It's strongly contendable that Mark of the Ninja is as good as or better than Thief when it comes to "best stealth game ever." However, MotN is 2D so... not really comparable.No, really - isn't it bizarre that the very first true stealth First Person game - Thief, is also by far the best stealth game ever (with the exception of its sequel)? Yes, the original games were masterpieces of their time but isn't it strange that really no one has built on top of what's previously come? Stamped out the (admittedly few) flaws? It's all just always been 'To what degree can we replicate Thief's stealth without alienating the mainstream crowd?'
"Unstable Footing" is the most fun I've ever had getting an achievement.Mark of the Ninja (one of the best games of 2012)
Agreed. It always seems disingenuous when the only difference between a dead body and an unconscious body is that one says "Unconscious." I mean, if you're sapping somebody so hard that they're out for hours, you can't really claim the moral high ground when they wake up with brain damage.Does this mean you can tranq/knock-out everyone instead? Because I always felt the difference between tranquilising a guy and murdering him was not really distinct enough. You're still shooting or melee'ing dudes.
A target or two huhMaybe any other stealth game, except maybe Thief since (having not played the Thief series) I can only assume in playing Thief, the whole point is the break in and steal things rather than killing targets.
Contrast with Splinter Cell, Hitman, Mark of the Ninja, etc where you are typically sent to do those things in a stealthy manner plus occasionally kill a target or two.
If it would be the "easy way", the game would not be that fun. All the problems before getting the stealthy takedown is hard. You have to learn the path of guards, which direction they facing, places to hide, etc. If you fail, you are almost always in a bad situation (which is too close to the guards). But killing on the other hand is very easy, since you have a bow and always enough arrows. The consequences can be a mess and it surrounds itself a feeling of failing, if you have to rely on it. But you still have a good chance to retrit and find another way (thanks to the open level-design).exactly, and this made the stealth way the easier way.
Yes, the game playable in first person, but if never felt right. There is a big difference in creating a level for a first-person view or third-person view. Mainly it is how big a place have to be to look right and objects doesn't get in the way of the camera. In the third-person view places need to be bigger and objects like furniture need much more space between them. In first-person there is no need for this trick (other then don't get in the way of the player).quite the contrary, deadly shadows was perfectly playable in first person. the third person view is the one that seemed like a last-minute addition. certainly not the other way round.
Yes, it unnecessary pads the game. It is intressting to go through the motion of a thief a view times (like the two times in Thief 2), but after every mission it becomes boring. Esacilly because it almost never changes and you only can break into the same places. I understand, that they wanted to show much more of the game-world and how Garrett is a part of it. It just would be much more enjoyable to have only a few well designed missions, so that they can stand out. It even hurts the atmosphere much more, since through the limitation of the console (who are the main reason, that Thief 3 has no big levels) the city looked very small. At the end i don't need to see Garrett do his preparation everytime.the overworld was a welcome addition to the game that hurt nothing that made the other games great.
Do you have forgotten the great variation of Thief 2 level-design? Yes, Thief 1 had too much dungeons and catacombs, but in Thief 2 you got four mansions, a police station, docks, an secret base with an submarine, the streets of the city, the roofs of the city (the path of thiefs), a long dungeon with different elements (forest, village, winter, caves, etc.), a bank, an citadel (with mainly humans), an remake of the lost cave-city (now with more humans and it is much less like a dungen anymore), an skyscraper and a big smithery. Many of those mission where very long and had a lot of freedom to them. There were still some good ideas in Deadly Shadows, especially the hunted asylum, the museum and the house at the beach, but overall it did not have variatiy and size of Thief 2.and while I agree that the level design was more narrow (and splitted in mini levels) we got more mansion /castle levels and less fantay monster dungeon levels, which was a blessing. Or does anyone disagree that the mansion/castle levels in thief 1&2 were the best? thief 1 &2 had way too many fantasy elements. deadly shadows is the only one, that found a good ratio there, yet.
Well, there were four years difference between the games it better had better lighting! But outside of that the characters, objects and envoiment all looked like lifeless plastic-figures. Thanks to the Unreal Engine 2. The dynamic lightning gave the game more possibilities, but i can't remember that it was used for a clever level-design-mechanic and Thief 1 already had moving light sources. The only real improvment was the option to press yourself against walls, which again felt like a menchanic for a third-person view, and that they gave Garrett an dagger, what made more sense for a thief. Other then that there were was no improvment and not even one new gadget or weapon, instead there were many missing. They even take away the rope-arrow, what really showed how much options and size the game lost.apart from that, deadly shadows improved the game in many ways, especially the dynamic lightning was a huge improvement for the gameplay in this shadow-based stealth gameplay, not to mention the atmosphere. shalebridge cradle is- to this day - the best level the thief series has seen.
It was a new sequel of the Thief series and the games set a bar, what can't be ignored. Even outside the comparison the game still had a lot of padding, empty and narrow level-design, not many options for an stealth games. Like i said, it was an ok game.so yes, I pity you for not being able to appreciate that for what it is.
So it's a real stealth game then.
levitan said:Thank you guys. I should slap myself in the face for not playing the first 3 thief games. I also agree that MGS games aren't so hardcore as stealth game and Absolution is kind of oddball. Will check out your recommendations tonight!
Not necessarily. You could do that in Dishonored too and the level design and power abuse still crippled Dishonored as a stealth game. Stealth doesn't just revolve around no kills.
If it would be the "easy way", the game would not be that fun. All the problems before getting the stealthy takedown is hard. You have to learn the path of guards, which direction they facing, places to hide, etc. If you fail, you are almost always in a bad situation (which is too close to the guards). But killing on the other hand is very easy, since you have a bow and always enough arrows. The consequences can be a mess and it surrounds itself a feeling of failing, if you have to rely on it. But you still have a good chance to retrit and find another way (thanks to the open level-design).
No, really - isn't it bizarre that the very first true stealth First Person game - Thief, is also by far the best stealth game ever (with the exception of its sequel)? Yes, the original games were masterpieces of their time but isn't it strange that really no one has built on top of what's previously come? Stamped out the (admittedly few) flaws? It's all just always been 'To what degree can we replicate Thief's stealth without alienating the mainstream crowd?'
because DE:HR/Dishonored level of stealth in a Thief game would be a tragedy.
Varna said:Call me when knocked out/sedated enemies actually wake up and wonder what the hell is going on.
I'm not very far into DE:HR yet, but I managed to finish the opening mission in full stealth and I thought it was fun. Maybe this changes up later in the game though. Also, I haven't really played any Thief game thoroughly (shame on me, I know), so I might be missing something which DE:HR lacks compared to those games. I recently bought all three Thiefs via Steam though, so I'll get around to them eventually.
This was a big problem with Dishonored's story. It punished you for taking an action path. Also it's no big deal if I leave a target alive but omg you killed a guard worse than Hitler.Looking forward to the ending that makes me feel like a murderous fuckwit for taking advantage of the games systems and ways of killing in favor of a good ending for people who did the same thing over and over and over for 10 hours.
Like in MGS you mean?
Also, there's another major difference. If a knocked out enemy is found by a comrade, they will wake him/her up again and they are back in the game. Many games with stealth elements to them do this.
I'm not very far into DE:HR yet, but I managed to finish the opening mission in full stealth and I thought it was fun. Maybe this changes up later in the game though..
HR's stealth is about as basic as it gets and it only gets more broken as you progress in the skill list. There's very few real alternate paths, AI is non existent, there's no real hiding places outside of crouching behind cover, the level design in general is find the vent or hackable door in each room to move on, and the skills only make stealth worse (like invisibility, completely silent footsteps, see through walls and so on).
Even though it's another game that I'm pretty sure you can finish without kills except for bosses, it can't be compared favorably to any real stealth game. Just like Dishonored.
crysis 3 does this and its not really a good idea in a pure stealth game, realism is not always the best way to go in games, this is especially true for stealth games.Now, if guards in another area would wonder why their buddies aren't reporting in that would make it interesting. But I can't think of any game that does this.
In the old school Splinter Cell games Sam is supposed to assassin maybe two or three people in the entire game. Generic guards can be avoided.A target or two huh
Ok, we have a naming misstake. There are four possibile options: Avoid a guard, knockout a guard, fight a guard and killing a guard.are we now seriously arguing if the thief games are harder when you try to kill your enemies? why would players even bother to go a non-lethal way on lower difficulties? because of some kind of selfmade challenge?
Deserado has some enemies react like this and it works there, because the game gives you a clear hint, if two guards look out for each other. It would also work for Thief. The developers could hint the realtionship between the guards in the dialog: "If i don't come back, take vengeance for my dead!" "Yes, pal."crysis 3 does this and its not really a good idea in a pure stealth game, realism is not always the best way to go in games, this is especially true for stealth games.
Can you even beat Thief 1 and 2 without killing anyone? Not sure about 2 but pretty sure you'd have to really try to avoid or run away from the burricks and ghosts and well, who cares if I kill a lizard in the lost city somewhere
"Can be"?
Shouldn't it be "Should be completed without killing anyone"?
Actually note. Blackjacking is a quiet and human way of getting around an guard. Killing someone is nosiy, bloody and declares you as an cold blooded murderer.Not really, I mean you'd want the game to be played stealthily but blackjacking someone is basically the same as killing them in one hit, it's not like you're supposed to avoid every guard
I know. I'm just musing over Conviction and Absolution.In the old school Splinter Cell games Sam is supposed to assassin maybe two or three people in the entire game. Generic guards can be avoided.
Not really, I mean you'd want the game to be played stealthily but blackjacking someone is basically the same as killing them in one hit, it's not like you're supposed to avoid every guard
This a great decision. Just like Dishonored.
I try to use stealth all the time, sometimes a kill must be done but I rather not. Hype increased a bit. Will this be only next-gen or cross-platform title fellow GAFfers?
Only next-gen. PS4, Nextbox, and PC.
To repeat myself in Thief there is difference between killing and knocking someone out.Huh. Seems like a weird thing to get pumped about, given that in SO many stealth games knocking someone out is so similar to killing them. Even in the original Thief games.
There is, but not enough of one. You kill with a sword, there's noise and blood and a body. You knock them out, there's a body. While you can't get away with killing in every situation, you often don't have to worry about the noise or the blood.
Ideally guards would get back up after being knocked out for a bit.
HR's stealth is about as basic as it gets and it only gets more broken as you progress in the skill list. There's very few real alternate paths, AI is non existent, there's no real hiding places outside of crouching behind cover, the level design in general is find the vent or hackable door in each room to move on, and the skills only make stealth worse (like invisibility, completely silent footsteps, see through walls and so on).
Even though it's another game that I'm pretty sure you can finish without kills except for bosses, it can't be compared favorably to any real stealth game. Just like Dishonored.
why is the spy happy? he dont get to kill anyone
so yes, I pity you for not being able to appreciate that for what it is.
Huh. Seems like a weird thing to get pumped about, given that in SO many stealth games knocking someone out is so similar to killing them. Even in the original Thief games.