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* The mission has a BossBattle, and the boss cannot be stealthed through.


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* ''VideoGame/AlphaProtocol'' has a few missions end this way, especially the final missions in each location as the bosses ignore stealth and force a boss battle (the Al-Samad lieutenant in Saudi-Arabia can be snuck up on and given a CutsceneDeath -- but the APC immediately afterwards still has to be fought openly). This was one of the more criticised elements of the game, as it inevitably ended up invalidating an all-stealth approach in favour of forcing you into combat you hadn't necessarily built Michael to be good at.


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* ''VideoGame/DeusExHumanRevolutions'': Bosses are immune to stealth. No matter how silent Jensen has been on the way in, any mission with a BossBattles inevitably leads to a shoot-out. This was so criticised (especially when compared to the original ''VideoGame/DeusEx'', which did not have traditional boss battles) that the ''Director's Cut'' of the game added ways for stealth and hacking to be used in each boss arena -- but these only lets you obtain more tools with which to battle the boss, not avoid the battle entirely.
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* ''VideoGame/VampireTheMasqueradeBloodlines'' has a few missions where a stealth approach is initially offered but inevitably goes violent. The warehouse bombing mission is a prime example: Once you have planted the bomb, it becomes impossible to sneak your way out again. Not only does your character move too slowly while stealthy, but the routes in and out of the warehouse shuffle with some immediately closing off to you. Also, some Sabbat shovelheads (who can see through stealth and Obfuscate) will storm the warehouse, requiring you to fight your way out (or, for a high Celerity character, run like the dickens).

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* ''VideoGame/VampireTheMasqueradeBloodlines'' has a few missions where a stealth approach is initially offered but things inevitably goes turn violent. The warehouse bombing mission in Santa Monica is a prime example: Once You can sneak your way in (and is in fact rewarded with extra XP for doing so), but once you have planted the bomb, bomb it becomes is impossible to sneak your way out again. Not only does your character move too slowly while stealthy, but the routes in and main exit out of the warehouse shuffle with some immediately closing is closed off to you. Also, as some Sabbat shovelheads (who can see through stealth and Obfuscate) will storm the warehouse, rear entrance, requiring you to fight your way out (or, for a high Celerity character, run like the dickens).
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* ''VideoGame/VampireTheMasqueradeBloodlines'' has a few missions where a stealth approach is initially offered but inevitably goes violent. The warehouse bombing mission is a prime example: Once you have planted the bomb, it becomes impossible to sneak your way out again. Not only does your character move too slowly while stealthy, but the routes in and out of the warehouse shuffle with some immediately closing off to you. Also, some Sabbat shovelheads (who can see through stealth and Obfuscate) will storm the warehouse, requiring you to fight your way out (or, for a high Celerity character, run like the dickens).
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[[quoteright:350:[[ComicStrip/CalvinAndHobbes https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]
[[caption-width-right:350:[[SoMuchForStealth Well, so much for trying not to wake your parents up.]]]]

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[[quoteright:350:[[ComicStrip/CalvinAndHobbes https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]
[[caption-width-right:350:[[SoMuchForStealth Well, so much for trying not to wake your parents up.]]]]
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** Counterfeit: Under the guises of Pool Repair men, talk to self-made millionaire golf-coach Mitchell (read: sloppy counterfeiter), then let him show you to the basement for you to "Fix" the broken pipe. Find a crowbar lying around, wait out some timelock hacks, answer some phones made by curious policemen watching the place, then kill them. It goes loud when the police officers don't respond. After than blow open the safe with pressurised water and C4, grab the counterfeiting plates, and leg it. [[TakeAThirdOption Or print money]]

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** Counterfeit: Under the guises of Pool Repair men, talk to self-made millionaire golf-coach Mitchell (read: sloppy counterfeiter), then let him show you to the basement for you to "Fix" the broken pipe. Find a crowbar lying around, wait out some timelock hacks, answer some phones made by curious policemen watching the place, then kill them. It goes loud when the police officers don't respond. After than that, blow open the safe with pressurised water and C4, grab the counterfeiting plates, and leg it. [[TakeAThirdOption Or stay a while to print money]]some money.]]



* Most rounds of VideoGame/PlagueInc start like this, with the game encouraging you to stay as hidden as possible as well as infecting as much people as possible (i.e. by avoiding evolving severity and lethality while dumping every DNA gained into infectivity). Once more than half the world is infected or the plague is discovered, that's when the game starts recommending more severity and lethality, causing the real pandemic to begin.

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* Most rounds of VideoGame/PlagueInc ''VideoGame/PlagueInc'' start like this, with the game encouraging you to stay as hidden as possible as well as infecting as much people as possible (i.e. by avoiding evolving severity and lethality while dumping every DNA gained into infectivity). Once more than half the world is infected or the plague is discovered, that's when the game starts recommending more severity and lethality, causing the real pandemic to begin.
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* The mission "Launch" from ''VideoGame/AceCombat/AssaultHorizon'' starts with you (as Major Rehl) weaving through canyons at low altitude with your strategic bomber, avoiding searchlights as you go. Once you get past the early warnings, however, you starts delivering the bomber's payload on several installations through explosions-filled ASM sequences.

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* The mission "Launch" from ''VideoGame/AceCombat/AssaultHorizon'' ''VideoGame/AceCombatAssaultHorizon'' starts with you (as Major Rehl) weaving through canyons at low altitude with your strategic bomber, avoiding searchlights as you go. Once you get past the early warnings, however, you starts delivering the bomber's payload on several installations through explosions-filled ASM sequences.
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* The mission "Launch" from ''VideoGame/AceCombat/AssaultHorizon'' starts with you (as Major Rehl) weaving through canyons at low altitude with your strategic bomber, avoiding searchlights as you go. Once you get past the early warnings, however, you starts delivering the bomber's payload on several installations through explosions-filled ASM sequences.
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None

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* Most rounds of VideoGame/PlagueInc start like this, with the game encouraging you to stay as hidden as possible as well as infecting as much people as possible (i.e. by avoiding evolving severity and lethality while dumping every DNA gained into infectivity). Once more than half the world is infected or the plague is discovered, that's when the game starts recommending more severity and lethality, causing the real pandemic to begin.

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* The ''WesternAnimation/{{Futurama}}'' "Roswell That Ends Well" starts with the team trying to fit in in 1947 to avoid changing the past. Then Fry causes his apparent grandfather's death [[InSpiteOfANail without changing anything]], so they decide for a smash and grab.
-->'''Farnsworth:''' Oh! A lesson in not messing up history from '''Mister I'm MyOwnGrandpa'''! Let's just take the damn dish and get out of here! Screw history!\\
''[later]''\\
'''Farnsworth:''' Choke on that, causality!

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* The ''WesternAnimation/{{Futurama}}'' "Roswell That Ends Well" starts with the team trying to fit in in 1947 to avoid changing the past. Then Fry causes his apparent grandfather's death [[InSpiteOfANail without changing anything]], [[ScrewThisImOuttaHere so they decide decide]] [[GodzillaThreshold to go all-out war on the base and raid it for a smash and grab.
the dish]].
-->'''Farnsworth:''' Start the ship Leela! Let's just steal the damn radar dish and get back to our own time!\\
'''Fry:''' But won't that change history?! \\
'''Farnsworth:''' [[HaHaHaNo
Oh! A lesson in not messing up history from from]] '''Mister I'm MyOwnGrandpa'''! [[ScrewThisImOuttaHere Let's just take get the damn dish and get hell out of here! here already!]] '''[[ScrewThisImOuttaHere Screw history!\\
''[later]''\\
history!]]'''
-->''[later]''\\
'''Farnsworth:''' Choke on that, causality!causality!\\
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* In ''Machinima/RedVsBlue'' episode "The Twins", South Dakota sneaks into an enemy base to steal information. While downloading the information a guard comically holding two coffee cups finds her. There is a moment of silence before the guard looks at the alarm button. South warns him not to go for it. He looks back and forth between her and the alarm and gets repeated warnings. When he makes a move for the alarm South shoots him, but his momentum carries him forward and he ends up pressing the alarm anyways and all hell breaks loose.

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* In ''Machinima/RedVsBlue'' ''WebAnimation/RedVsBlue'' episode "The Twins", South Dakota sneaks into an enemy base to steal information. While downloading the information a guard comically holding two coffee cups finds her. There is a moment of silence before the guard looks at the alarm button. South warns him not to go for it. He looks back and forth between her and the alarm and gets repeated warnings. When he makes a move for the alarm South shoots him, but his momentum carries him forward and he ends up pressing the alarm anyways and all hell breaks loose.

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Alphabeticized several examples.


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* In ''Film/TrueLies'', the stealth infiltration at the beginning of the film becomes a guns blazing exit after the guards ask for Harry's invitation. Which of course he doesn't have because he came in via scuba gear.
* The four protagonists from ''Film/Terminator2JudgmentDay'' march into the Cyberdyne building as employee Miles Dyson and three guests. After subduing the reception guard, they start planting explosive charges in the main lab. It doesn't take long for alarms to go off, and oodles of police and [=SWAT=] teams to converge on the site. Since this is a ''Franchise/{{Terminator}}'' movie, almost nothing gets left intact.



* The four protagonists from ''Film/Terminator2JudgmentDay'' march into the Cyberdyne building as employee Miles Dyson and three guests. After subduing the reception guard, they start planting explosive charges in the main lab. It doesn't take long for alarms to go off, and oodles of police and [=SWAT=] teams to converge on the site. Since this is a ''Franchise/{{Terminator}}'' movie, almost nothing gets left intact.
* In ''Film/TrueLies'', the stealth infiltration at the beginning of the film becomes a guns blazing exit after the guards ask for Harry's invitation. Which of course he doesn't have because he came in via scuba gear.



* In ''Webcomic/ElGoonishShive'', Susan's rescue of "Jack" [[https://www.egscomics.com/egsnp/parable-138 starts as a stealth mission]] and ends with the two of them [[https://www.egscomics.com/egsnp/parable-151 on the run]] from all the guards.



--> (Punished "Venom" Leo is going GunsAkimbo on the Soviets) Final Step: Fuck it. Become Franchise/{{Rambo}}.
* In ''Webcomic/ElGoonishShive'', Susan's rescue of "Jack" [[https://www.egscomics.com/egsnp/parable-138 starts as a stealth mission]] and ends with the two of them [[https://www.egscomics.com/egsnp/parable-151 on the run]] from all the guards.

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--> (Punished -->(Punished "Venom" Leo is going GunsAkimbo on the Soviets) Final Step: Fuck it. Become Franchise/{{Rambo}}.
* In ''Webcomic/ElGoonishShive'', Susan's rescue of "Jack" [[https://www.egscomics.com/egsnp/parable-138 starts as a stealth mission]] and ends with the two of them [[https://www.egscomics.com/egsnp/parable-151 on the run]] from all the guards.
Franchise/{{Rambo}}.



* Occasionally Lampshaded in ''WesternAnimation/TeenageMutantNinjaTurtles2012'', usually when someone (often Mikey) sets off an alarm midway through a stealthy ninja infiltration, resulting in violence and conflict.



* Occasionally Lampshaded in ''WesternAnimation/TeenageMutantNinjaTurtles2012'', usually when someone (often Mikey) sets off an alarm midway through a stealthy ninja infiltration, resulting in violence and conflict.
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* Near the end of ''VideoGame/{{Stray}}'', the cat must engage in a long stealth mission [[spoiler:to free Clementine and B-12 from the prison the Sentinels have thrown them all in]]. Toward the end, however, when our protagonist opens up the exit an alarm sounds and red lights flash, forcing them to run and catch up with [[spoiler:Clem's getaway vehicle while being targeted by the alerted Sentinels pursuing them]].
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** When the team searching for a hostage held on a derelict radiation scrubbing station turned into a black market town is discovered, they call one of the [[SpiderTank Tachikoma]] for backup, which had been fitted with a [[GatlingGood Vulcan Cannon]]. Which is actually a downgrade from the standard rocket launcher to reduce collateral damage to the rig and bystanders.

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** When the A team searching searches for a hostage held on a derelict radiation scrubbing station that has been turned into a black market town is town. When they are discovered, they call one of the [[SpiderTank Tachikoma]] for backup, which had been fitted with a [[GatlingGood Vulcan Cannon]]. Which is actually a downgrade from the standard rocket launcher to reduce collateral damage to the rig and bystanders.
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* Heist missions in ''VideoGame/PathOfExile'' always start with infiltrating the area containing a handful of guards to reach the target item located deep within the zone. Whether you break open the case and retrieve the item or let the lockdown timer run out, the place goes on high alert and waves and waves swarm of guards will come out to kill you. You'll have to make your way back alive by carving a trail of blood and guts through them.

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* Heist missions in ''VideoGame/PathOfExile'' always start with you infiltrating the area containing a handful of guards to reach the target item located deep within the zone. Whether you break open the case and retrieve the item or let the lockdown timer run out, the place goes on high alert and waves and waves swarm of guards will come out to kill you. You'll have to make It always ends with you making your way back alive by carving a trail of blood and guts through them.

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* Heist missions in ''VideoGame/PathOfExile'' always start with infiltrating the area containing a handful of guards
to reach the target objective located deep within the zone. Whether you break open the case and retrieve the item or let the lockdown timer run out, the place goes on high alert and waves and waves swarm of guards will come out to kill you. You'll have to make your way back alive by carving a trail of blood and guts through them.

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* Heist missions in ''VideoGame/PathOfExile'' always start with infiltrating the area containing a handful of guards
guards to reach the target objective item located deep within the zone. Whether you break open the case and retrieve the item or let the lockdown timer run out, the place goes on high alert and waves and waves swarm of guards will come out to kill you. You'll have to make your way back alive by carving a trail of blood and guts through them.
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None

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* Heist missions in ''VideoGame/PathOfExile'' always start with infiltrating the area containing a handful of guards
to reach the target objective located deep within the zone. Whether you break open the case and retrieve the item or let the lockdown timer run out, the place goes on high alert and waves and waves swarm of guards will come out to kill you. You'll have to make your way back alive by carving a trail of blood and guts through them.
Is there an issue? Send a MessageReason:
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[[quoteright:350:https:[[ComicStrip/CalvinAndHobbes https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]
[[caption-width-right:350:SoMuchForStealth]]

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[[quoteright:350:https:[[ComicStrip/CalvinAndHobbes [[quoteright:350:[[ComicStrip/CalvinAndHobbes https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]
[[caption-width-right:350:SoMuchForStealth]]
[[caption-width-right:350:[[SoMuchForStealth Well, so much for trying not to wake your parents up.]]]]
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[[quoteright:350:https:[[ComicStrip/CalvinAndHobbes //static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]

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[[quoteright:350:https:[[ComicStrip/CalvinAndHobbes //static.https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]
[[caption-width-right:350:WellSoMuchForStealth]]

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[[quoteright:350:https://static.[[quoteright:350:https:[[ComicStrip/CalvinAndHobbes //static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]
[[caption-width-right:350:WellSoMuchForStealth]]
png]]]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssel_trope_calvin_and_hobbes.png]]
[[caption-width-right:350:WellSoMuchForStealth]]
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Added some Madness Combat entries.

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* This is a regular occurrence in ''WebAnimation/MadnessCombat'':
** ''Redeemer'' opens with Hank stealthily taking out the guards outside the Sherriff's building [[HollywoodSilencer with a silenced pistol]] before he blows a hole in the ceiling.
** ''Avenger'' opens with him stealthily taking out guards with knives before reaching for the guns.
** ''Apotheosis'' deviates from this somewhat given how Hank starts by [[CarFu crashing a car into the two guards outside]] before he goes in with a silenced Uzi, then swaps it for an AK-47 when the Grunts notice him.
** ''Depredation'' begins with Hank garrotting Agents with fibre wire, then bursting through a skylight with [[GunsAkimbo dual Micro Uzis]].
** [[BashBrothers Sanford & Deimos]] get in on the action too in ''Madness Combat 7.5''. They infiltrate an AAHW facility with silenced guns, then completely drop the stealth aspect when Deimos grabs an [[MoreDakka MG-42]]. From this episode onwards, every attack gets loud from the word "go" since the AAHW is the one initiating the attacks.
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* Occasionally Lampshaded in ''WesternAnimation/TeenageMutantNinjaTurtles2012'', usually when someone (often Mikey) sets off an alarm midway through a stealthy ninja infiltration, resulting in violence and conflict.
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* ''De rigeur'' for any kind of stealth mission in ''TabletopGame/{{Dungeons&Dragons}}''. As soon as somebody blows their stealth roll, it's swords out, fireballs flying, and kill anybody and everybody you come across.

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* ''De rigeur'' rigueur'' for any kind of stealth mission in ''TabletopGame/{{Dungeons&Dragons}}''.''TabletopGame/DungeonsAndDragons''. As soon as somebody blows their stealth roll, it's swords out, fireballs flying, and kill anybody and everybody you come across.
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* ''De rigeur'' for any kind of stealth mission in ''TabletopGame/{{Dungeons&Dragons}}''. As soon as somebody blows their stealth roll, it's swords out, fireballs flying, and kill anybody and everybody you come across.

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Alphabetized the Video Games folder and added the Splatoon 2: Octo Expansion entry therein.


* In the mission "Demons of Razgriz" of ''VideoGame/AceCombat5TheUnsungWar'', the Wardog Squadron must approach the giant enemy submarine under the radar to avoid detection. However, [[FailureIsTheOnlyOption even if you do everything right]], you get spotted while still a few kilometers away[[note]]realistically, by a patrol boat where someone ''looked up'' and saw four fighter planes traveling at subsonic speed; just because radar doesn't see you doesn't mean that you're invisible to the human eye, and fighter planes are ''loud''[[/note]] and must go loud from there on.
* Most of the story assasinations in ''VideoGame/AssassinsCreedI'' end this way. You're highly encouraged to approach your targets stealthily, but once they die, bells start ringing, the guards swarm you, and all hell breaks loose. [[LampshadeHanging Lampshaded]] after the first mission in Jerusalem when Altair reports that his target has been killed:
-->'''Malik:''' Oh, I know, I know. In fact, the entire city knows! Have you forgotten the meaning of subtlety?!
* In ''VideoGame/Battlefield3'''s co-op level "Drop 'Em Like Liquid", Snake 6-6 infiltrates a section of Paris to get the drop on PLR patrols. However, the other PLR forces after another patrol spots them taking out a couple of sentries, even if it's done via knife takedown/suppressed weapons if and when they see your team. This forces you to go in loud.
* In the ''VideoGame/CallOfDuty'' series most of the stealth missions tend to end with the protagonists escaping while under heavy gunfire. The duo of "All Ghillied Up" and "One Shot, One Kill" from ''[[VideoGame/ModernWarfare Call of Duty 4]]'' is the most elaborate instance, with one whole mission dedicated to the slow, stealthy entrance, and the other to the loud, flashy exit.



* In ''VideoGame/{{Dishonored}}'', the opening titular mission requires you to use an explosive on a large door, and then book it. Averted if the player decides not to use stealth.
* ''VideoGame/{{Dubloon}}'' has a StealthBasedMission where [[AndNowForSomeoneCompletelyDifferent Riley and Ricky]] must avoid getting caught by Navy guards and reach Bradley's office. On the way back from there, it plays like a normal dungeon and fighting enemies is possible.
* Used in ''Videogame/FinalFantasyVIII'', when Selphie leads a mission in the Galbadian missile base. There are a few points during the mission where you can mess up, drop your disguise and fight your way through the rest of the mission, though if you keep your cover as long as possible, you are rewarded with a [=SeeD=] rank bonus.
* In the casino heist in ''VideoGame/GrandTheftAutoSanAndreas'', you end up having to shoot your way out because Zero's ego wouldn't let him not tip off his rival, and thus security is alerted in the middle of the mission.
* ''VideoGame/GrandTheftAutoV'' uses this a few times.
** During the bank mission in the introduction, you're able to sneak in and get the money, but trip an alarm on the way out. The result is a massive shoot-out with police to escape.
** The subtle option for the final heist also starts stealthy, yet ends in a gun battle and car chase.
* This is a highly plausible result of missions in ''VideoGame/InvisibleInc'', thanks to the rising security level. Everyone will be totally unaware of your presence at the beginning, but by the end, if you stay around too long or screw up too much (but not enough to lose), you can wind up escaping with sirens blaring and half or more of the guards chasing after you.
* ''Franchise/TheLegendOfZelda'':
** The first trek through the Forsaken Fortress in ''VideoGame/TheLegendOfZeldaTheWindWaker'' requires Link to sneak past monsters and spotlights because he dropped his sword when he was catapulted into the place. The stealth ends when he finds his sword in front of a strong Bokoblin he must then fight.
** The Yiga Clan Hideout in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is like this unless you choose to forgo stealth entirely and fight the Yiga Clan enemies in regular combat. If you take the intended route of avoiding the guards and sneaking to the hiding place of the Thunder Helm, you'll then have to fight [[TheDragon Master Kohga]] in a traditional boss encounter.
* ''VideoGame/MassEffectAndromeda:'' The infiltration of [[BigBad the Archon's]] ship begins with Ryder and their team trying to sneak in... which lasts right up until they leave the airlock, and walk right into a squad of kett, setting off all the alarms.
* ''VideoGame/MegaManZero4'': Around 1/3 into the story, you'll have to go save the kidnapped Neige. Zero enters the prison site from the air ducts, without many mooks in his way, before you finally reach Neige and teleport her to your home base. But just as Zero is about to go out as well, the security system [[RedAlert goes on alert]] and jams all outside frequencies, as well as summoning lots of mooks to hound you. You have to cut your way through the enemies and obstacles before you find yourself outside the building so you can teleport away.



* Most of the story assasinations in ''VideoGame/AssassinsCreedI'' end this way. You're highly encouraged to approach your targets stealthily, but once they die, bells start ringing, the guards swarm you, and all hell breaks loose. {{Lampshaded}} after the first mission in Jerusalem when Altair reports that his target has been killed:
-->'''Malik:''' Oh, I know, I know. In fact, the entire city knows! Have you forgotten the meaning of subtlety?!
* Occurs occasionally in ''VideoGame/WatchDogs'', as some missions start off stealthy, but events during make the escape more action orientated.
* During the prologue section of ''VideoGame/RainbowSix: Vegas 2'', the player and their team sneak into position to protect a negotiator during a hostage situation. Unfortunately, due to events that occurred during the situation, the exit is a heated gun battle.

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* Most of In ''VideoGame/MountAndBlade'', the story assasinations in ''VideoGame/AssassinsCreedI'' end standard mission "Free Prisoners" is supposed to proceed this way. You're highly encouraged to approach your targets stealthily, but once they die, bells start ringing, First, you sneak into a city or castle where a prisoner is kept. Then, you dispose of a single guard, break into the guards swarm you, prison and all hell breaks loose. {{Lampshaded}} after free the first mission in Jerusalem when Altair reports that his target has been killed:
-->'''Malik:''' Oh, I know, I know. In fact,
prisoner (s). Then, you exit the prison and find the entire city knows! Have you forgotten the meaning of subtlety?!
* Occurs occasionally in ''VideoGame/WatchDogs'', as some missions start off stealthy, but events during make the
city/castle guard against you. The final escape more action orientated.
* During
can be made less loud if, before the prologue mission, you commit arson in a nearby village, forcing most of the guard to go there and leave the prison with a skeleton crew.
* ''VideoGame/MutantYearZeroRoadToEden:'' In most areas you will quietly pick off an outer ring of lone static and patrolling enemies, ending up with a hard core who have to be assaulted head-on.
* The ''VideoGame/{{Overwatch}}: Retribution'' event depicts a Blackwatch mission that fits this trope. After stealthily reaching their objective, Reyes proceeds to execute the target instead of apprehending them as ordered. This causes the targets' guards to become alerted, resulting in the playable
section of ''VideoGame/RainbowSix: Vegas 2'', where the player and their team sneak into position has to protect a negotiator during a hostage situation. Unfortunately, due to events that occurred during escape the situation, the exit is a heated gun battle.area while under heavy fire.



* ''VideoGame/GrandTheftAutoV'' uses this a few times.
** During the bank mission in the introduction, you're able to sneak in and get the money, but trip an alarm on the way out. The result is a massive shoot-out with police to escape.
** The subtle option for the final heist also starts stealthy, yet ends in a gun battle and car chase.
* ''VideoGame/{{Dubloon}}'' has a StealthBasedMission where [[AndNowForSomeoneCompletelyDifferent Riley and Ricky]] must avoid getting caught by Navy guards and reach Bradley's office. On the way back from there, it plays like a normal dungeon and fighting enemies is possible.
* In the mission "Demons of Razgriz" of ''VideoGame/AceCombat5TheUnsungWar'', the Wardog Squadron must approach the giant enemy submarine under the radar to avoid detection. However, [[FailureIsTheOnlyOption even if you do everything right]], you get spotted while still a few kilometers away[[note]]realistically, by a patrol boat where someone ''looked up'' and saw four fighter planes traveling at subsonic speed; just because radar doesn't see you doesn't mean that you're invisible to the human eye, and fighter planes are ''loud''[[/note]] and must go loud from there on.
* Used in ''Videogame/FinalFantasyVIII'', when Selphie leads a mission in the Galbadian missile base. There are a few points during the mission where you can mess up, drop your disguise and fight your way through the rest of the mission, though if you keep your cover as long as possible, you are rewarded with a [=SeeD=] rank bonus.
* In the casino heist in ''VideoGame/GrandTheftAutoSanAndreas'', you end up having to shoot your way out because Zero's ego wouldn't let him not tip off his rival, and thus security is alerted in the middle of the mission.
* In ''VideoGame/MountAndBlade'', the standard mission "Free Prisoners" is supposed to proceed this way. First, you sneak into a city or castle where a prisoner is kept. Then, you dispose of a single guard, break into the prison and free the prisoner (s). Then, you exit the prison and find the entire city/castle guard against you. The final escape can be made less loud if, before the mission, you commit arson in a nearby village, forcing most of the guard to go there and leave the prison with a skeleton crew.

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* ''VideoGame/GrandTheftAutoV'' uses this Quite common in ''VideoGame/PhantomDoctrine'', a few times.
**
turn-based strategy game in the vein of ''XCOM'' with Cold war spies. Most missions begin in infiltration mode where enemies have limited range of vision and will not react unless the player's team is seen doing something suspicious. If an alarm is triggered the mission becomes a more standard combat based affair with realistic line of sight.[[note]]While many missions can be completed without breaking stealth, some story missions occasionally have an unavoidable alarm triggered as part of the plot ("alarm triggered by Force Majeure"), forcing combat regardless. These moments are always justified as points where the player's conspiracy has been OutGambitted by the conspiracy the player is trying to stop.[[/note]] Because combat is ''always'' a bad proposition for the player[[note]]Agents in stealth have to be lightly armed and armored or they'll be easy to spot, while the enemy has literally infinite reinforcements, as well as the ability to call in gunships to deliver overwhelming firepower that the player cannot counter[[/note]], these moments are very unwelcome.
*
During the bank mission in prologue section of ''VideoGame/RainbowSix: Vegas 2'', the introduction, you're able to player and their team sneak in and get into position to protect a negotiator during a hostage situation. Unfortunately, due to events that occurred during the money, but trip an alarm on situation, the way out. The result exit is a massive shoot-out with police to escape.
**
heated gun battle.
*
The subtle option for the final heist also Escape portion of ''VideoGame/Splatoon2: [[DownloadableContent Octo Expansion]]'' starts stealthy, yet ends in out as a gun battle and car chase.
* ''VideoGame/{{Dubloon}}'' has a
nerve-wracking StealthBasedMission where [[AndNowForSomeoneCompletelyDifferent Riley and Ricky]] an [[NoGearLevel unarmed]] [[PlayerCharacter Agent 8]] must avoid getting caught by Navy guards and reach Bradley's office. On sneak around heavily-armed EliteMooks to proceed. After this, gameplay turns to combat after the player [[OnSiteProcurement finds some weaponry]], then to navigating a LaserHallway, all the way back from there, it plays like a normal dungeon and fighting enemies is possible.
* In the mission "Demons of Razgriz" of ''VideoGame/AceCombat5TheUnsungWar'', the Wardog Squadron must approach the giant enemy submarine under the radar
up to avoid detection. However, [[FailureIsTheOnlyOption even if you do everything right]], you get spotted flying around in an [[JetPack Inkjet]] while still a few kilometers away[[note]]realistically, by a patrol boat where someone ''looked up'' and saw four fighter planes traveling at subsonic speed; just because radar doesn't see you doesn't mean that you're invisible to raining down DeathFromAbove. [[AutobotsRockOut All with Off the human eye, and fighter planes are ''loud''[[/note]] and must go loud from there on.
* Used in ''Videogame/FinalFantasyVIII'', when Selphie leads a mission
Hook's music blaring in the Galbadian missile base. There are background]].
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%% There's
a few points during the mission where you can mess up, drop your disguise and fight your way through the rest consistent platforming element throughout all of the mission, though if you keep your cover as long as possible, you are rewarded with a [=SeeD=] rank bonus.
* In the casino heist in ''VideoGame/GrandTheftAutoSanAndreas'', you end
this; should that be brought up having to shoot your way out because Zero's ego wouldn't let him not tip off his rival, and thus security is alerted in the middle of the mission.
* In ''VideoGame/MountAndBlade'', the standard mission "Free Prisoners" is supposed to proceed this way. First, you sneak into a city or castle where a prisoner is kept. Then, you dispose of a single guard, break into the prison and free the prisoner (s). Then, you exit the prison and find the entire city/castle guard against you. The final escape can be made less loud if, before the mission, you commit arson in a nearby village, forcing most of the guard to go there and leave the prison with a skeleton crew.
somehow?
%%
%%
%%



* This is a highly plausible result of missions in ''VideoGame/InvisibleInc'', thanks to the rising security level. Everyone will be totally unaware of your presence at the beginning, but by the end, if you stay around too long or screw up too much (but not enough to lose), you can wind up escaping with sirens blaring and half or more of the guards chasing after you.
* ''VideoGame/MegaManZero4'': Around 1/3 into the story, you'll have to go save the kidnapped Neige. Zero enters the prison site from the air ducts, without many mooks in his way, before you finally reach Neige and teleport her to your home base. But just as Zero is about to go out as well, the security system [[RedAlert goes on alert]] and jams all outside frequencies, as well as summoning lots of mooks to hound you. You have to cut your way through the enemies and obstacles before you find yourself outside the building so you can teleport away.
* In the ''VideoGame/CallOfDuty'' series most of the stealth missions tend to end with the protagonists escaping while under heavy gunfire. The duo of "All Ghillied Up" and "One Shot, One Kill" from ''[[VideoGame/ModernWarfare Call of Duty 4]]'' is the most elaborate instance, with one whole mission dedicated to the slow, stealthy entrance, and the other to the loud, flashy exit.
* In ''VideoGame/{{Dishonored}}'', the opening titular mission requires you to use an explosive on a large door, and then book it. Averted if the player decides not to use stealth.
* ''Franchise/TheLegendOfZelda'':
** The first trek through the Forsaken Fortress in ''VideoGame/TheLegendOfZeldaTheWindWaker'' requires Link to sneak past monsters and spotlights because he dropped his sword when he was catapulted into the place. The stealth ends when he finds his sword in front of a strong Bokoblin he must then fight.
** The Yiga Clan Hideout in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is like this unless you choose to forgo stealth entirely and fight the Yiga Clan enemies in regular combat. If you take the intended route of avoiding the guards and sneaking to the hiding place of the Thunder Helm, you'll then have to fight [[TheDragon Master Kohga]] in a traditional boss encounter.
* ''VideoGame/XCOM2'' missions tend to go this way, as for most of them the players' squad starts off in a "Concealment" state (indicating that they are undetected by the enemy), and most of the time when one soldier is detected the entire squad will lose Concealment, with no way to re-enter it save for a few exceptions: certain events in the game can allow a soldier (or the entire squad) to re-enter Concealment, there is a Ranger ability that prevents them from losing Concealment if another team member gets detected; one of the [[EleventhHourSuperpower second-to-last mission exclusive perks]] is Individual Concealment, which means that when a soldier on that mission is detected, only ''they'' lose Concealment. The main damper on stealth is that once you complete an objective (such as pick up a captive ally or hack a mission-critical device), Concealment is broken (save for the exceptions above) anyway.



* In ''VideoGame/Battlefield3'''s co-op level "Drop 'Em Like Liquid", Snake 6-6 infiltrates a section of Paris to get the drop on PLR patrols. However, the other PLR forces after another patrol spots them taking out a couple of sentries, even if it's done via knife takedown/suppressed weapons if and when they see your team. This forces you to go in loud.
* The ''VideoGame/{{Overwatch}}'': ''Retribution'' event depicts a Blackwatch mission that fits this trope. After stealthily reaching their objective, Reyes proceeds to execute the target instead of apprehending them as ordered. This causes the targets' guards to become alerted, resulting in the playable section where the team has to escape the area while under heavy fire.
* Quite common in ''VideoGame/PhantomDoctrine'', a turn based strategy game in the vein of ''XCOM'' with Cold war spies. Most missions begin in infiltration mode where enemies have limited range of vision and will not react unless the player's team is seen doing something suspicious. If an alarm is triggered the mission becomes a more standard combat based affair with realistic line of sight.[[note]]While many missions can be completed without breaking stealth, some story missions occasionally have an unavoidable alarm triggered as part of the plot ("alarm triggered by Force Majeure"), forcing combat regardless. These moments are always justified as points where the player's conspiracy has been OutGambitted by the conspiracy the player is trying to stop[[/note]] Because combat is ''always'' a bad proposition for the player[[note]]Agents in stealth have to be lightly armed and armored or they'll be easy to spot, while the enemy has literally infinite reinforcements, as well as the ability to call in gunships to deliver overwhelming firepower that the player cannot counter[[/note]], these moments are very unwelcome.
* ''VideoGame/MutantYearZeroRoadToEden:'' In most areas you will quietly pick off an outer ring of lone static and patrolling enemies, ending up with a hard core who have to be assaulted head-on.
* ''VideoGame/MassEffectAndromeda:'' The infiltration of [[BigBad the Archon's]] ship begins with Ryder and their team trying to sneak in... which lasts right up until they leave the airlock, and walk right into a squad of kett, setting off all the alarms.

to:

* In ''VideoGame/Battlefield3'''s co-op level "Drop 'Em Like Liquid", Snake 6-6 infiltrates a section of Paris to get the drop on PLR patrols. However, the other PLR forces after another patrol spots them taking out a couple of sentries, even if it's done via knife takedown/suppressed weapons if and when they see your team. This forces you to go in loud.
* The ''VideoGame/{{Overwatch}}'': ''Retribution'' event depicts a Blackwatch mission that fits this trope. After stealthily reaching their objective, Reyes proceeds to execute the target instead of apprehending them as ordered. This causes the targets' guards to become alerted, resulting in the playable section where the team has to escape the area while under heavy fire.
* Quite common in ''VideoGame/PhantomDoctrine'', a turn based strategy game in the vein of ''XCOM'' with Cold war spies. Most missions begin in infiltration mode where enemies have limited range of vision and will not react unless the player's team is seen doing something suspicious. If an alarm is triggered the mission becomes a more standard combat based affair with realistic line of sight.[[note]]While many missions can be completed without breaking stealth, some story missions
Occurs occasionally have an unavoidable alarm triggered in ''VideoGame/WatchDogs'', as part of some missions start off stealthy, but events during make the plot ("alarm triggered by Force Majeure"), forcing combat regardless. These moments are always justified as points where the player's conspiracy has been OutGambitted by the conspiracy the player is trying to stop[[/note]] Because combat is ''always'' a bad proposition for the player[[note]]Agents in stealth have to be lightly armed and armored or they'll be easy to spot, while the enemy has literally infinite reinforcements, as well as the ability to call in gunships to deliver overwhelming firepower that the player cannot counter[[/note]], these moments are very unwelcome.
* ''VideoGame/MutantYearZeroRoadToEden:'' In most areas you will quietly pick off an outer ring of lone static and patrolling enemies, ending up with a hard core who have to be assaulted head-on.
* ''VideoGame/MassEffectAndromeda:'' The infiltration of [[BigBad the Archon's]] ship begins with Ryder and their team trying to sneak in... which lasts right up until they leave the airlock, and walk right into a squad of kett, setting off all the alarms.
escape more action orientated.


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* ''VideoGame/XCOM2'' missions tend to go this way, as for most of them the players' squad starts off in a "Concealment" state (indicating that they are undetected by the enemy), and most of the time when one soldier is detected the entire squad will lose Concealment, with no way to re-enter it save for a few exceptions: certain events in the game can allow a soldier (or the entire squad) to re-enter Concealment, there is a Ranger ability that prevents them from losing Concealment if another team member gets detected; one of the [[EleventhHourSuperpower second-to-last mission exclusive perks]] is Individual Concealment, which means that when a soldier on that mission is detected, only ''they'' lose Concealment. The main damper on stealth is that once you complete an objective (such as pick up a captive ally or hack a mission-critical device), Concealment is broken (save for the exceptions above) anyway.
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-->'''Han''': ''(shoots the microphone)'' It was a boring conversation anyways. '''[[RedAlert LUKE, WE'RE GONNA HAVE COMPANY!]]'''

to:

-->'''Han''': ''(shoots the microphone)'' It was a boring Boring conversation anyways. '''[[RedAlert LUKE, WE'RE GONNA HAVE COMPANY!]]'''
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Added DiffLines:

* In ''Webcomic/ElGoonishShive'', Susan's rescue of "Jack" [[https://www.egscomics.com/egsnp/parable-138 starts as a stealth mission]] and ends with the two of them [[https://www.egscomics.com/egsnp/parable-151 on the run]] from all the guards.
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* In ''Fanfic/IsseiTheGamingGear'', Issei stealthily makes his way to the room where the prisoners are and gets them all out with a teleportation circle. Once they are out of the way, he pulls out all the stops and fights every one of the Purifiers he can find in order to bring them down for the many horrible things they have been doing (and plan to do).

to:

* In ''Fanfic/IsseiTheGamingGear'', Issei stealthily makes his way through the base of the Purifiers in Kuou to the room where the prisoners are and gets them all out with a teleportation circle. Once they are out of the way, he pulls out all the stops and fights every one of the Purifiers he can find in order to bring them down for the many horrible things they have been doing (and plan to do).

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