The most fun I ever had using stealth mechanics was in Ape Escape. Now, thanks to all the conveniently placed tall grass in A Thief’s End, Uncharted 4 has become a strong contender as my favorite—and I’m a bit annoyed with myself for that.
Um. Blue Team? I think you missed a guy.
Thomas Was Alone, Mike Bithell’s charming 2010 platformer about the inner lives of hopping geometric shapes, was an experiment in the power of storytelling to triumph over abstraction. Volume, Bithell’s new game, is also a successful experiment in abstraction, although the narrative is realistic, or realistic science…
Tangiers is a stealth game like no other. Its art style is derived from dark surrealist landscapes, its levels alter and rebuild themselves based on how you play, and your weapons are pieces of dialogue that you snatch out of the air. It’s also set in “a parody of 1970s concrete Britain.”
The mission seems to be going well enough; it's been tough, but you've persevered, making your way through some tense situations by avoiding the gaze of patrolling guards. You've just infiltrated the enemy base—now it's time to assassinate someone. You're hiding, maybe in the bushes or around a corner, and wham,…
Aussie writer Daniel Hindes, who for a while has run a niche site called Sneaky Bastards, wants to take the idea of discussing stealth games to a more tangible format. Hence, Sneaky Bastards, the magazine.
2012 was a banner year for stealth games. From January up through December, we got to play a healthy variety of games involving dozens of different types of sneaking, skulking, lurking, and sklurking. (It's a thing.)
The plague-infested streets and alleys of Dishonored's industrial city of Dunwall are rather dark and shadowy, but without proper use of stealth techniques one might as well be stomping through them on mechanical legs.
You can charge through Deus Ex: Human Revolution guns ablaze, but you'll miss out on the special moments shared by the game's characters when they don't know you're there.
Let's face it. If sweet science fictional rides like Airwolf or KITT actually existed, laymen like us wouldn't get first dibs. No, we'd probably get saddled with whatever comically impractical vehicles the Tony Starks of the world don't scoop up.
Invisibility cloaks; stealth armor; invisible jets - a team of physicists at Scotland's University of St Andrews have made a breakthrough that could make these items a reality.
This is the same mission Totilo played through at TGS earlier this year, only this time around they've got Ubisoft developers playing the game, so they didn't need to turn off God Mode. I actually understand where Stephen was coming from though. My first instinct when given a gun and a bunch of guards is to run in and…