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Stealth video games
Basic Information
Type(s)
Terminology

Stealth video games are video games with a focus on completing the game (or a significant section of it) without being discovered by the game's antagonists. This is a diverse genre, with elements being present in several game series.

Defintion[ | ]

The core idea behind stealth games is to complete objectives while avoiding detection by enemies as much as possible, if not altogether. As such, mechanics are closely tied to the environment and the enemies' sensory capacities. This may include light and darkness, objects from which to hide from enemies, or hidden tunnels.

History[ | ]

Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including Pac Man (1980).[1] Some of the early games emphasizing stealth include Manbiki Shounen (1979), Lupin III (1980), 005 (1981), Metal Gear (1987) and Metal Gear 2: Solid Snake (1990). According to the New York Times, "once upon a time, stealth in games was rare. This began to change in 1998",[2] while Maximum PC has said "Some would argue that the stealth-action genre was born in 1998"[3] with the mainstream success of Metal Gear Solid as well as Tenchu: Stealth Assassins.[4] Metal Gear Solid is credited with popularizing the genre. Later games in the genre have allowed the player to choose between, or combine, stealth tactics and direct confrontation.

Early developments: 1979–1994[ | ]

According to Retro Gamer's John Szczepaniak, the first stealth game was Manbiki Shounen (Shoplifting Boy), published in November 1979.[5][6] The PET 2001 personal computer game 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.[7] Suzuki presented the game to developer Taito, which used it as inspiration for their similar stealth arcade game, Lupin III (based on the manga and anime of the same name), released in April 1980. In November 1980, Suzuki developed a sequel, Manbiki Shoujo (Shoplifting Girl).[8][9]

Another early ancestor was the 1980 maze chase game Pac-Man,[10] which laid the foundations for the stealth genre.[1] It emphasized avoiding and running away from enemies rather than fighting them,[1][10] and had an influence on the design of Metal Gear.[10]

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.[11][12] 005 holds the Guinness World Record for being the first stealth game.[13]

Hideo Kojima's Metal Gear, released in 1987 for the MSX2[14] and the Nintendo Entertainment System in 1988,[4] utilized stealth elements within an action-adventure framework, and was the first mainstream stealth game to be released on consoles.[15] Since the MSX2 was not available in North America, only the NES version was released there.[4] 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.[16] Snake could also disguise himself in enemy uniform or a cardboard box,[17] and use his fists to fight enemies.[18]

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 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.[17][18][10][19] Another of Metal Gear 2's most noteworthy contributions to the genre was the use of sound as a central mechanic, with playing having to be mindful of the sounds they made, including what kind of surface they were traversing, lest they draw attention to themselves, and guards being able to hear from a distance and the surfaces they moved on could be identified based on the sounds they made.[17][19] Metal Gear 2 also introduced the genre's iconic view cones.[20]

Teenage Mutant Ninja Turtles, released in 1989, implemented stealth elements in its overworld map, where the player had to avoid detection by tanks.[15] In 1990, a successful stealth arcade game was Bonanza Bros.

Live A Live, released by Square in 1994, was a role-playing video game which featured a ninja chapter that focused on stealth, rewarding the player if the entire chapter can be completed without engaging in combat.[21]

Establishing a genre: 1994–2002[ | ]

Metal Gear Solid for the PlayStation, began development in 1994 and made its public debut at the 1996 Tokyo Game Show.[22]

The Clock Tower series, which began in 1995, were survival horror adventure games that used stealth elements to create a frightening experience, forcing the player to avoid being hunted by a demented killer rather than fighting him. In 1997, several games implemented stealth elements, including The Legend of Zelda: Ocarina of Time which required sneaking by guards in a segment of the game, and the role-playing video game Final Fantasy VII which required sneaking and disguises in various segments of the game.[15]

Although stealth gameplay had appeared in previous games, 1998 is seen as a turning point in gaming history because of the releases of Tenchu: Stealth Assassins and Metal Gear Solid.[2][3] The ninja-themed Tenchu: Stealth Assassins was first 3D stealth based-game to be released.[15] Months later, the highly anticipated Metal Gear Solid, which first debuted at the 1996 Tokyo Game Show,[22] 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.[4] Metal Gear Solid has been credited with popularizing the stealth genre.[23][24]

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."[25][26] Metal Gear Solid 2 holds a Guinness World Record for being the first stealth game to feature collective artificial intelligence.[27] Metal Gear Solid 2: Sons of Liberty sold 7 million units in sales, followed by Metal Gear Solid with 6 million units.[28][29]

Later developments: 2002–present[ | ]

Due to the success of Metal Gear Solid, and to an extent Tenchu, stealth elements have become increasingly incorporated by a wide range of video games, with numerous action games since then using stealth elements in some way or another.[1]

2003's Siren combined the survival horror genre with the stealth genre.[2] That same year, Hideo Kojima's Boktai was a unique stealth-based action role-playing game that made use of a solar-power sensor to detect light.[30] 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.[31]

In 2004, Metal Gear Solid 3: Snake Eater (PlayStation 2)[32] introduced camouflage to the genre.[15] 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.[10] The following year, the updated version Metal Gear Solid 3: Subsistence introduced an online multiplayer element to the genre.[33]

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.[34] The same year, Crytek's open world first-person shooter Crysis incorporated stealth elements within its gameplay.[1] In 2008, Metal Gear Solid 4: Guns of the Patriots (PlayStation 3)[35] 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.[10] 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 courtesans, and also featured a notoriety level, which made the player more recognizable until they paid off officials or tore down wanted posters.[36] The same year, Uncharted 2: Among Thieves and Batman: Arkham Asylum incorporated stealth elements in different segments of the games.[1]

Metal Gear Solid: Rising, an early version of the action game Metal Gear Rising: Revengeance, was initially planned to feature stealth gameplay that emphasizes considerable speed and agility through what is described as "hunting stealth." Unlike the "waiting stealth" of previous titles, in which players remain hidden and avoid combat, players in Rising would have instead quickly stalked their enemies and used acrobatic maneuvers to stay out of sight while closing in. The game was also intended to have a moral element, rewarding the player for avoiding the unnecessary killing of human enemies.[37]

Notable Games[ | ]

References[ | ]

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  2. 2.0 2.1 2.2 Charles Herold (2004-06-24). GAME THEORY; First Use Your Brain, Then Unleash Your Brawn. New York Times.
  3. 3.0 3.1 Thomas L. McDonald (August 2004). PCs and Consoles: Unlikely Bedfellows?. Maximum PC. 
  4. 4.0 4.1 4.2 4.3 Shoemaker, Brad (1998-09-29). The History of Metal Gear Stealth video games on the Internet Archive, GameSpot, Retrieved 2009-06-23
  5. Szczepaniak, John (2014). The Untold History of Japanese Game Developers. 1. SMG Szczepaniak. p. 7. ISBN 978-0-9929260-3-8. "First ever stealth game, Manbiki Shounen" 
  6. The Untold History of Japanese Game Developers BOOK. Archived from the original on 2016-09-08
  7. Szczepaniak, John (2014). The Untold History of Japanese Game Developers. 1. SMG Szczepaniak. pp. 604–605. ISBN 978-0-9929260-3-8. "SUZUKI, Hiroshi ... Manbiki Shounen (Shoplifting Boy) – PET2001 (1979/11)" 
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  9. MANBIKI SYONEN Stealth video games on the Internet Archive, FM-7 Museum
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  12. Stealth video games at Museum of the Game
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  15. 15.0 15.1 15.2 15.3 15.4 Shane Patterson (February 3, 2009). The sneaky history of stealth games: Hide and seek through the ages. GamesRadar. Archived from the original on May 23, 2012 Retrieved on 2009-06-21
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