The Life and Death of Stealth Action
* Posted By: Patrick Ousley
Remember the good old days when we would wait for a guard to announce, “I feel asleep!†and we could either run around behind the truck or kill him and run to the next screen when his friends came? Stealth-action games have been a staple of video gaming nearly as long as turtle-killing plumbers have, being born out of Metal Gear no less; though for awhile the genre lay relatively dormant.
It wasn’t until many years later that stealth action would slink from the shadows. This time it was Metal Gear: Solid. With Snake’s triumphant return from the wilds of Alaska came a flurry of new stealth games. Among the elite of the time are series like Tenchu, Hitman, and the imminently relevant Splinter Cell.
The common bond that held these games together was also the catalyst of the downfall of the genre. As it turns out, people could only hide in the shadows for so long before they started to want to just blast their way through the bad guys.
Being a superspy sounds a lot cooler than it is. It doesn’t help that in all the James Bond movies, 007 is just generally being awesome whenever the camera is on him. But it does sound fun right? The lapse in popularity with stealth action can be attributed, I think, to the general lapse in storytelling in games. When graphics got pretty enough and game designers found out how much they could do with the hardware, they went straight for the silver screen mainstays. There’s some crazy virus, go sneak around for a while, then when that gets boring, start shooting everybody. Let’s call this one Syphon Filter. Brilliant!
Gone were the days when a story had to carry a game and stealth action was largely relegated to the odd sneaking part in a game when you lost all your armor for some reason. Splinter Cell tried to keep the torch lit for the interim, but as it turns out, even if the games are good, if you release the same game for five years straight no one wants to play it anymore.
Climbing things gives you a better position from which to stab.
Stealth needed a change. Not even Agent 47 could stem the tide. Then in 2007, Ubisoft changed the game and delivered a game in which the sneaking part was the fun part. Assassin’s Creed ushered in a new era of stealth action. An era in which the player character was not simply an awful shot with an underpowered gun. In retrospect, I feel that the major reason that stealth action saw the decline that it did was because players were forced into the shadows out of weakness instead of having the shadows (and as with AC, rooftops) be a source of power. Why should it take super mega soldier Sam Fisher five bullets to shoot out one light?
The theme of darkness giving power continued with Arkham Asylum in 2009 with Batman being an obvious candidate for awesome stealth action. He is, after all, one of the few DC characters with no powers at all. This finally brings us up to the present day in which we come back to Sam Fisher. Sam can now aim at and shoot out a light in short order. He knows where people think he is. And he can shoot like five of them before the last one knows the first one is dead.
Stealth action is most definitely evolving, not a moment too soon. I’ll be there as it happens. In the shadows. Waiting.