Trendsetters week 2: stealth

The pioneer - Metal Gear Solid | 1998 | PS1
Hiding under a cardboard box. That was Hideo Kojima's answer to the prevailing tide of titles that focused on blasting seven shades of excrement out of anything that had the misfortune of moving. But this pedestrian activity was little short of revolutionary. MGS brought us strategy elements both previously untested in the US and in 3D, favoring concealment rather than confrontation at all times, however you could manage it. Using cigs to reveal laser trip wires, porn to distract guards, even tapping the walls to lure a guard down a dead end and strangle him out of sight. It was all hugely inventive - and liberating - stuff. Piss and moan all you want about its philosophical bent, but this game carved out an entire genre for itself.

Raising the bar - Splinter Cell: Chaos Theory | 2005 | Xbox/PS2/PC/GC
The pinnacle of the Splinter Cell series, even in light of the recent release of Double Agent. Where MGS introduced a mantra of general avoidance, Chaos Theory challenged you to be invisible, offering up a complete reworking of the basic stealth concept. Gone was the humor, the overblown showdowns and freak show characters, replaced with an altogether more sober and realistic affair. Increased emphasis on using light and sound to your advantage, and severe penalties for drawing attention to yourself made play more plodding and thoughtful, but in turn we got a whole host of new toys to play with, from optical cable to airfoils. Then it heaped on a delightful online co-op and spies vs. mercs multiplayer. You just can’t beat that.

Above: [1] Metal Gear Solid; [2] Splinter Cell: Chaos Theory; [3] Stolen; [4] Metal Gear Solid 4: Guns of the Patriots

Scraping the barrel - Stolen | 2005 | PC/PS2/Xbox
In fairness, the developers have (unintentionally) been incredibly honest with the title. Stolen is exactly the sum of its parts, all of which are directly lifted from Metal Gear and co. The big problem with that is that it didn’t steal enough parts to make a worthwhile experience. Actually doing anything vaguely sneaky is marred because there is no real reason to do it - the AI is so docile you can just jog past without getting caught. Then there's the host of minigames which accompany even the most basic of lock-picking tasks. And we’re not talking Galaxian here, this is more the "can you match the shapes school of thought." Not even worth stealing.

Keep your eyes peeled for - Metal Gear Solid 4: Guns of the Patriots | PS3
With the tagline "nowhere to hide" and the impressive display of the Octo-Camo suit, is this truly going to give us hiding in plain sight? More importantly, is this the end of that infamous cardboard box?


  • Marshmellow - February 19, 2009 3:15 p.m.

    Thief: The Dark Project and its sequels changed everything. with the exception of mercs v's spys which didn't change anything and has not been replicated. the only thing the splinter Cell series has brought the the genre is double agent's path choosing (which also has not been replicated
  • Levy - February 19, 2009 3:48 a.m.

    First! (i'm sorry just always wanted to do that

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