History Main / StalkingMission

12th May '17 9:29:59 AM Dallenson
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** ''VideoGame/DriverSanFrancisco'' features these. First being when they identify ex-mercenary Leila Sharon who shot the police convoy with the RPG in the intro and the mission ends when an early game BrokenBridge perceptible only to Tanner prevents him from continuing. A second time when they arrest Krug after the ammonia tanker hi-jacking but let him off on "tainted evidence" and bug his car with a microphone, knowing he would call back Jericho after getting out of prison. Jericho isn't having any of it and someone else calls up on a debt Krug owes, which leads you defending Krug from the mafia's gang before he calls Jericho again (thankfully this temporarily gets rid of the suspicion, as Krug's too busy worrying about his own life). This leads to Jericho blowing up Krug and his car both out of YouHaveFailedMe and being GenreSavvy, he knew they would release Krug to bug his car. The latter mission is interesting in that the dialogue between Krug and Jericho gets cut-off if you stray out of range. Falling out of range gives you ten seconds to catch up to your target like any other pursuit scenario in the game.
12th Nov '16 5:56:36 AM Dutchtica
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*** You also get to hear Link [[CatScare meow like a kitty]] if you're not completely hidden when the target checks to see if she's being tailed, which is a reward in itself.

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*** You also get to hear Link [[CatScare meow like a kitty]] [[NobodyHereButUsBirds if you're not completely hidden hidden]] when the target checks to see if she's being tailed, which is a reward in itself.
2nd Sep '16 4:00:09 AM erforce
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* The Neo-Tokyo level in ''VideoGame/TimeSplitters 2''. To elaborate, Neo-Tokyo is one of those knife-edge ones where it's game over the moment you get spotted. Combine this with the fact you have to stay close enough to slip through a [[HardLight laser security gate]] before it closes -- but not so soon that you're spotted -- and you have [[ThatOneLevel one of the toughest missions in the series]]. Once you're ''past'' that point, however, it's a normal mission.

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* The Neo-Tokyo level in ''VideoGame/TimeSplitters 2''.''VideoGame/TimeSplitters2''. To elaborate, Neo-Tokyo is one of those knife-edge ones where it's game over the moment you get spotted. Combine this with the fact you have to stay close enough to slip through a [[HardLight laser security gate]] before it closes -- but not so soon that you're spotted -- and you have [[ThatOneLevel one of the toughest missions in the series]]. Once you're ''past'' that point, however, it's a normal mission.
24th Nov '15 4:09:11 AM jormis29
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* ''VideoGame/SplinterCell'' has done this at least once, though on one occasion in ''Pandora Tomorrow'' your objective isn't so much avoiding being noticed by the person you're following as it is making sure nobody else she comes across notices you while she leads you to a specific point. [[spoiler:And then once you're where you need to be, your CO radios you and orders you to kill her.]] It also had a subverted example where you're ''supposed'' to follow someone while staying out of sight of everyone she comes across, [[spoiler:but shortly before any sort of stalking happens, one of the guards radios in that she's TheMole, and it instead turns into a defensive shootout as multiple armed guards come after her.]]

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* ''VideoGame/SplinterCell'' has done this at least once, though on one occasion in ''Pandora Tomorrow'' ''[[VideoGame/SplinterCellPandoraTomorrow Pandora Tomorrow]]'' your objective isn't so much avoiding being noticed by the person you're following as it is making sure nobody else she comes across notices you while she leads you to a specific point. [[spoiler:And then once you're where you need to be, your CO radios you and orders you to kill her.]] It also had a subverted example where you're ''supposed'' to follow someone while staying out of sight of everyone she comes across, [[spoiler:but shortly before any sort of stalking happens, one of the guards radios in that she's TheMole, and it instead turns into a defensive shootout as multiple armed guards come after her.]]
21st Nov '15 1:16:33 PM billybobfred
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* In ''VideoGame/KingdomHearts358DaysOver2'', Roxas and Axel have to stalk Pete during one of their visits to Agrabah.

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* In ''VideoGame/KingdomHearts358DaysOver2'', Roxas and Axel have to stalk Pete during one of their visits to Agrabah. Obnoxiously, not only do you have to stay out of Pete's sight (easy enough), but you also have to keep Pete in Roxas's sight -- ''Roxas's'', not yours. If your player model is positioned wrong, you can "lose sight of him" despite him being plainly on screen.
1st Oct '15 9:47:10 PM Kadorhal
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See also EscortMission, which may also involve tailing an NPC but for different reasons.

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See also EscortMission, which may also involve tailing an NPC but for different reasons.
reasons. A subtrope of StealthBasedMission; the difference is which person, or rather how many people, whose detection you need to avoid.



*** III did have a humorous way to subvert it. The victim (stalkee?) is meant to be picked up by a taxi. You can easily grab a taxi yourself, and the victim will end up in your taxi. Then it's just a pleasant drive to the destination. Followed by running him over.
**** Three also has one where you don't actually need to stalk the guy, just be close to the destination when he arrives, so you can take a shortcut and beat him there.
**** Played straight and subverted in [[VideoGame/GrandTheftAutoIV IV]]. There are standard issue "follow the car!" levels, but there is one humorous occasion when [[AntiHero Niko]] follows a drug dealer for a few minutes... then his cousin Roman calls to go [[MemeticMutation BOWLING]]. Then it's a simple footchase followed by a shoot-out.

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*** III ''VideoGame/GrandTheftAutoIII'' did have a humorous way to subvert it.one case. The victim (stalkee?) is meant to be picked up by a taxi. You can easily grab a taxi yourself, and the victim will end up in your taxi. Then it's just a pleasant drive to the destination. Followed destination, followed by running him over.
**** Three
over once you get him there. It also has another one where you don't actually need to stalk the guy, just be close to the destination when he arrives, so you can take a shortcut and beat him there.
**** ** Played straight and subverted in [[VideoGame/GrandTheftAutoIV IV]].''[[VideoGame/GrandTheftAutoIV IV]]''. There are standard issue "follow the car!" levels, but there is one humorous occasion when [[AntiHero Niko]] follows a drug dealer for a few minutes... then his cousin Roman calls to go [[MemeticMutation BOWLING]]. Then it's a simple footchase followed by a shoot-out.



* ''MetalGearSolid4'' also had a variation where you had to track someone by their footprints. The second stalking mission was actually pretty good, because it gave a good reason for the target to be spooked, as well as a justification for being able to single him out easily. Also, it had several check points and you could go where you wanted instead of babysitting him all the time.
** Getting spotted by him is also not an instant game over or mission ender. If he does spot you, he may draw a pistol and attack you or otherwise run away, but neither of these is a big deal because for the former, his pistol is very weak and he isn't all that accurate, and for both cases, you can get out of his sight pretty easily, and once he loses track of you for a few minutes, he'll return to his normal route, allowing you to stalk him again. You also have to protect him from getting spotted by the PMC guards around the city, however he's pretty good about avoiding most of them on his own, meaning there's only a few guards you actually have to tranquilize or kill, and there's usually a good spot on the map for you to take them out from without being spotted by the guards '''or''' the mark. All-in-all, it is a fairly well-done example.

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* ''MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' also had a variation where you had to track someone by their footprints. The second stalking mission was actually pretty good, because it gave a good reason for the target to be spooked, as well as a justification for being able to single him out easily. Also, it had several check points and you could go where you wanted instead of babysitting him all the time.
**
time. Getting spotted by him is also not an instant game over or mission ender. If he does spot you, he may draw a pistol and attack you or otherwise run away, but neither of these is a big deal because for the former, his pistol is very weak and he isn't all that accurate, and for both cases, you can get out of his sight pretty easily, and once he loses track of you for a few minutes, he'll return to his normal route, allowing you to stalk him again. You also have to protect him from getting spotted by the PMC guards around the city, however he's pretty good about avoiding most of them on his own, meaning there's only a few guards you actually have to tranquilize or kill, and there's usually a good spot on the map for you to take them out from without being spotted by the guards '''or''' the mark. And, lastly, you don't even really need to keep the guy alive - if he dies for whatever reason (most likely by your hand, just to troll Otacon), all you have to do is take out the scanner again and find another guy to tail. All-in-all, it is a fairly well-done example.



* ''VideoGame/SplinterCell'' has done this at least once, though on one occasion your objective isn't so much avoiding being noticed by the person you're following as it is making sure nobody else she comes across notices you while she leads you to a specific point. [[spoiler:And then once you're where you need to be, your CO radios you and orders you to kill her.]]

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* ''VideoGame/SplinterCell'' has done this at least once, though on one occasion in ''Pandora Tomorrow'' your objective isn't so much avoiding being noticed by the person you're following as it is making sure nobody else she comes across notices you while she leads you to a specific point. [[spoiler:And then once you're where you need to be, your CO radios you and orders you to kill her.]] It also had a subverted example where you're ''supposed'' to follow someone while staying out of sight of everyone she comes across, [[spoiler:but shortly before any sort of stalking happens, one of the guards radios in that she's TheMole, and it instead turns into a defensive shootout as multiple armed guards come after her.]]



* ''PursuitForce''

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* ''PursuitForce''''VideoGame/PursuitForce''



* The second half of ''Fallen Angel'' mission in ''VideoGame/CallOfDutyBlackOps2''. This is justified, since you are supposed to record the conversations rather than just following the target.
* The otherwise excellent ''VideoGame/Anachronox'' has a very annoying one.
* ''VideoGame/EccoTheDolphin: Defender of the Future.'' ''Tides of Time'' had a deadly version.

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* The second half of ''Fallen Angel'' mission in ''VideoGame/CallOfDutyBlackOps2''. This is justified, since you are supposed to record the conversations rather than just following the target.
target. It comes just after a more traditional StealthBasedMission, as well, where you have to avoid an automated drone patrolling the streets that will instantly tear you and your squadmate to shreds if it spots you.
* The otherwise excellent ''VideoGame/Anachronox'' ''VideoGame/{{Anachronox}}'' has a very annoying one.
* ''VideoGame/EccoTheDolphin: Defender of the Future.'' ''Tides of Time'' had a deadly version.version after the final boss battle, where you had to let the Vortex Queen remove a few doors for you, and then squeeze ahead for the last stretch and get to the time portal before she did.



* Happens in ''Far Cry 3''. In the main story mission "Bad Side of Town", after being prompted in a hallucination, Jason must follow the stranger [[spoiler: Willis]] through the streets of Bad Town. He will stop periodically and glance behind him. If you lose sight of him (even if he hasn't moved!) for more than a few seconds, a 10 second timer counts down to mission failure. Of course, [[spoiler: he's a CIA agent who already knew you were tailing him from the start.]]

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* Happens in ''Far Cry 3''.''VideoGame/FarCry3''. In the main story mission "Bad Side of Town", after being prompted in a hallucination, Jason must follow the stranger [[spoiler: Willis]] through the streets of Bad Town. He will stop periodically and glance behind him. If you lose sight of him (even if he hasn't moved!) for more than a few seconds, a 10 second twenty-second timer counts down to mission failure. Of course, [[spoiler: he's a CIA agent who already knew you were tailing him from the start.]]
9th Aug '15 2:50:02 PM Prfnoff
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* The ''{{Driver}}'' series has a number of these. "Squeeze up! Hang back! You lost your target!"

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* The ''{{Driver}}'' ''VideoGame/{{Driver}}'' series has a number of these. "Squeeze up! Hang back! You lost your target!"



* A recurring event in ''FreshlyPickedTinglesRosyRupeeland'' has you following a boy through one of the areas.

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* A recurring event in ''FreshlyPickedTinglesRosyRupeeland'' ''VideoGame/FreshlyPickedTinglesRosyRupeeland'' has you following a boy through one of the areas.
28th Mar '15 4:44:48 AM jormis29
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* In Summoner, Flece must reach Lord Yago without being seen by the palace guards. In the sequel, Sangaril must escape detection by the Daldyran guards, although she is allowed to kill them as long as she does it by slitting their throats from behind. In both cases, faliure results in returning to the start of the level rather than a non-standard game over.
* One [[SideQuest Mystery]] in ''MagiciansQuestMysteriousTimes'' tasks you with playing a game with an ogre. You must hunt the ogre down, but cannot be seen in the process. He moves after you find him, meaning you have to be on your toes just to ''find'' him.

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* In Summoner, ''{{VideoGame/Summoner}}'', Flece must reach Lord Yago without being seen by the palace guards. In the sequel, Sangaril must escape detection by the Daldyran guards, although she is allowed to kill them as long as she does it by slitting their throats from behind. In both cases, faliure results in returning to the start of the level rather than a non-standard game over.
* One [[SideQuest Mystery]] in ''MagiciansQuestMysteriousTimes'' ''VideoGame/MagiciansQuestMysteriousTimes'' tasks you with playing a game with an ogre. You must hunt the ogre down, but cannot be seen in the process. He moves after you find him, meaning you have to be on your toes just to ''find'' him.
23rd Mar '14 1:09:39 PM Cameoflage
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A gameplay segment in which the player is tasked with following an {{NPC}} to a designated area, either on foot or in a vehicle. However, there's a special provision: for one reason or another, your target can not be alerted to your presence, as this will cause him to panic and flee, resulting in [[GameOver mission failure]]. Some games provide a "suspicion meter" that reveals how close the target is from getting spooked, and which can be reduced if the player further distances himself.

You must avoid following them too closely as doing so will typically end the mission instantly. Sometimes, this makes no sense as your target would logically have no idea what the PlayerCharacter or his vehicle would look like and [[ConspicuouslySelectivePerception they are never the slightest bit suspicious of the NPC traffic]] all around them. But rest assured if ''you'' get close they will instantly know you're following them. On the other hand, feel free to be as obvious as you need to in your efforts to stay a safe distance away: stopping your car in the middle of the street while the target is waiting at a red light is apparently not suspicious at all as long as you're not too close.

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A gameplay segment in which the player is tasked with following an {{NPC}} to a designated area, either on foot or in a vehicle. However, there's a special provision: for one reason or another, your target can not be alerted to your presence, as this will cause him them to panic and flee, resulting in [[GameOver mission failure]]. Some games provide a "suspicion meter" that reveals how close the target is from getting spooked, and which can be reduced if the player further distances himself.

themself.

You must avoid following them too closely as doing so will typically end the mission instantly. Sometimes, this makes no sense as your target would logically have no idea what the PlayerCharacter or his their vehicle would look like and [[ConspicuouslySelectivePerception they are never the slightest bit suspicious of the NPC traffic]] all around them. But rest assured if ''you'' get close they will instantly know you're following them. On the other hand, feel free to be as obvious as you need to in your efforts to stay a safe distance away: stopping your car in the middle of the street while the target is waiting at a red light is apparently not suspicious at all as long as you're not too close.



Almost invariably a forced-stealth UnexpectedGameplayChange, the Stalking Mission is often [[ScrappyLevel viewed in a negative light]] for a variety of reasons. They may be lengthy and contain no {{Check Point}}s, and if the target takes a difficult-to-follow route to his destination, it may be necessary to resort to [[TrialAndErrorGameplay trial-and-error]]. Finally, the target may walk painfully slow, jarring to players who are [[RunDontWalk used to constantly running]]. This is even worse in driving variations, as the {{NPC}} will typically drive at a normal speed and obey traffic laws, something the player has [[OptionalTrafficLaws hitherto been unbound by]]. Said traffic will sometimes flatten the target, resulting in mission failure.

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Almost invariably a forced-stealth UnexpectedGameplayChange, the Stalking Mission is often [[ScrappyLevel viewed in a negative light]] for a variety of reasons. They may be lengthy and contain no {{Check Point}}s, and if the target takes a difficult-to-follow route to his their destination, it may be necessary to resort to [[TrialAndErrorGameplay trial-and-error]]. Finally, the target may walk painfully slow, jarring to players who are [[RunDontWalk used to constantly running]]. This is even worse in driving variations, as the {{NPC}} will typically drive at a normal speed and obey traffic laws, something the player has [[OptionalTrafficLaws hitherto been unbound by]]. Said traffic will sometimes flatten the target, resulting in mission failure.
25th Feb '14 5:30:12 AM EarlOfSandvich
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* ''{{Thief}}'' had at least one of these.
** In the first game, the targets can take more than one possible route. In the second, it's very easy to fail as a result of forgetting just what your target ''is''. [[spoiler:It isn't a person.]]

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* ''{{Thief}}'' had at least one of these.
**
In the first game, ''VideoGame/ThiefTheDarkProject'', the targets can take more than one possible route. In the second, ''VideoGame/ThiefIITheMetalAge'', it's very easy to fail as a result of forgetting just what your target ''is''. [[spoiler:It isn't a person.]]
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