History Main / UselessUsefulStealth

1st Mar '17 11:17:30 AM Sar-Chasm
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** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had a Stealth skill that somehow governed whether enemies would react to your presence. Sometimes an enemy would wander around despite you; sometimes an enemy would not turn if you approached from behind; despite it, enemies were still more than likely to rush towards you. There were spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), but any lesser concealment spell was useless in practice unless you stood still. The combat ability that made Stealth worthwhile, Backstabbing, required a Stealth check, but, despite doing more damage on the first stab, stronger enemies would then notice you and pommel you like normal. Other thief skills were based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could see an Invisible opponent.

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** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had a Stealth skill that somehow governed whether enemies would react to your presence. Sometimes an enemy would wander around despite you; sometimes an enemy would not turn if you approached from behind; despite it, enemies were still more than likely to rush towards you. There were spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), but any lesser concealment spell was useless in practice unless you stood still. The combat ability that made Stealth worthwhile, Backstabbing, required a Stealth check, but, despite doing more damage on the first stab, stronger enemies would then notice you and pommel pummel you like normal. Other thief skills were based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could see an Invisible opponent.
22nd Jan '17 6:33:32 PM Quanyails
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* Since the basic gameplay in VideoGame/MetalGearRisingRevengeance is entirely action-based and killing everything is mandatory 90% of the time, the few stealth options the game has are of questionable use at best: you only really use them as a way to dispatch an enemy or 2 of your choice before you fight the rest normally and choosing to stealthkill all the enemies even when you have the option to do so just generally screws you out of a battle ranking. That being said, the stealthy approach is required for some of the collectables and achievements and Blade Wolf's DLC episode is focused around stealth with numerous gameplay enhancements that makes it worth doing when playing as him.

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* Since the basic gameplay in VideoGame/MetalGearRisingRevengeance ''VideoGame/MetalGearRisingRevengeance'' is entirely action-based and killing everything is mandatory 90% of the time, the few stealth options the game has are of questionable use at best: you only really use them as a way to dispatch an enemy or 2 of your choice before you fight the rest normally and choosing to stealthkill all the enemies even when you have the option to do so just generally screws you out of a battle ranking. That being said, the stealthy approach is required for some of the collectables and achievements and Blade Wolf's DLC episode is focused around stealth with numerous gameplay enhancements that makes it worth doing when playing as him.
11th Dec '16 1:15:47 PM DustSnitch
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* ''VideoGame/DeusEx'' progressively conforms to the trope. In the beginning, the player has few weapons or enhancements; at least some stealth is essential, if only for sneaking up on enemies for a nonlethal takedown in one hit. Minimising bloodshed is also rewarded by positive interactions with some {{NPC}}s. Later in the game, enemies become more difficult to stealth by (but you can become entirely invisible to either humans or robots), and while they also become more dangerous, the player has been gaining enhancements such as regeneration and ballistic protection that let them survive combat, better equipment (or improving equipment they've had since the start), and improved skills. Plus, by this point in the game, you're fighting definitive bad guys. In fact, later attempts to stealth can often backfire: when a player gets into trouble and has to retreat, they can easily run into lethal crossfire if they haven't been killing as they go. Averted, naturally, for no-kill runs.
** Stealth was useful to take out unaware guards with single headshots, without alerting his mates. But stealthing by without killing them was a dangerous game.
** The sequel, ''VideoGame/DeusExInvisibleWar'', kind of plays this straight as close combat weapons become virtually useless at the end as the two classes of tough enemy introduced late in the game explode and release poison gas on death respectively, making that unique new sword you just found virtually worthless against most major threats. Stealth is also of little use against armoured enemies as they have too much HP to be killed in a single sneak attack, even if you hit their ridiculously small weak(er) point, and are often placed so as to be harder to avoid than enemies in the first game. However, using cloaking, radar invisibility, and running past them at full speed is an acceptable speedrun tactic, but doesn't work in cutscenes.
*** Stealth is actually very useful later in the game, as long as you're trying to sneak past them and not trying to use sneak attacks. Unlike the first one, you can have both invisibility and thermal cloaking, making you invisible to humans and robots. You can also use the silent stepping biomod, so they can't hear you running either. Stealth makes it entirely possible to run past an entire squad of armored enemies and mechs without them even realizing you were there.
** The prequel, ''[[VideoGame/DeusExHumanRevolution Human Revolution]]'', brings back stealth as a viable alternative to brute force. In fact, the game emphasizes three types of gameplay: combat, hacking, and stealth. Unlike the first game, all vents are unlocked and can be used at will, although some are protected by laser grids. The game also allows the player to hug walls and hide behind covers in a ''VideoGame/SplinterCell''-like manner, which is invaluable to both stealth and combat. In fact, stealth is encouraged, as [[PlayerCharacter Jensen]] is not particularly tough in a firefight. You also get extra XP for using vents and performing non-violent takedowns, which knock out any non-boss human target instantly. Some levels pretty much require stealth, as sneaking into a police station is generally more preferrable than trying to shoot your way through.
*** This, however, helped turning its boss fights into the ScrappyMechanic: If you've been stealthing through levels using only your trusty stun gun, punches, and that stealth enhancer augment, the boss fights are going to chew you up and spit you out. Thankfully the developers stated that the boss fights where that way due to lack of time, and in the UpdatedRerelease you can now deal with bosses in a stealthy manner.

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* ''VideoGame/DeusEx'' ''VideoGame/DeusEx'':
** The first game
progressively conforms to the trope.this trope outside of no-kill runs. In the beginning, the player has few weapons or enhancements; at least some stealth is essential, if only for sneaking up on enemies for a nonlethal takedown in one hit. Minimising bloodshed is also rewarded by positive interactions with some {{NPC}}s. Later in the game, enemies become more difficult to stealth by (but you can become entirely invisible to either humans or robots), and while they also become more dangerous, the player has been gaining enhancements such as regeneration and ballistic protection that let them survive combat, better equipment (or improving equipment they've had since the start), and improved skills. Plus, by this point in the game, you're fighting definitive bad guys. In fact, later attempts to stealth can often backfire: when a player gets into trouble and has to retreat, they can easily run into lethal crossfire if they haven't been killing as they go. Averted, naturally, for no-kill runs.
** Stealth was useful to take out unaware guards with single headshots, without alerting his mates. But stealthing by without killing them was a dangerous game.
go.
** The sequel, second game, ''VideoGame/DeusExInvisibleWar'', kind of plays this straight as close combat weapons become virtually useless at finds use for stealth throughout the end as the two classes of tough enemy introduced late in the game explode and release poison gas on death respectively, making that unique new sword you just found virtually worthless against most major threats. Stealth game, but only if a person is also of little use against armoured trying to completely avoid enemies as they have too much HP or speedrun. Any player who tries to be killed in a single use stealth mechanics like the sneak attack, even if you hit their ridiculously small weak(er) point, and are often placed so however, will be in for a rude awakening, as to be harder to avoid than enemies in the first game. However, using cloaking, radar invisibility, and running past them at full speed is an acceptable speedrun tactic, but doesn't work in cutscenes.
*** Stealth is actually very useful later in the game, as long as you're trying
are introduced that will react to sneak past attacks (which can only be close quarters) by exploding, releasing gas, or shrugging them off and not trying to use sneak attacks. Unlike the first one, you can have both invisibility and thermal cloaking, making you invisible to humans and robots. You can also use the silent stepping biomod, so they can't hear you running either. Stealth makes it entirely possible to run past an entire squad of armored enemies and mechs without them even realizing you were there.
attacking you.
** The prequel, ''[[VideoGame/DeusExHumanRevolution Human Revolution]]'', brings back stealth as a viable alternative to brute force. In fact, the game emphasizes three types force in every type of gameplay: combat, hacking, and stealth. Unlike the first game, all vents are unlocked and can be used at will, although some are protected by laser grids. The game also allows the player to hug walls and hide behind covers in a ''VideoGame/SplinterCell''-like manner, which is invaluable to both stealth and combat. In fact, stealth is encouraged, as [[PlayerCharacter Jensen]] is not particularly tough in a firefight. You also get extra XP for using vents and performing non-violent takedowns, which knock out any non-boss human target instantly. Some levels pretty much require stealth, as sneaking into a police station is generally more preferrable than trying to shoot your way through.
*** This, however, helped turning its boss fights into the ScrappyMechanic:
situation but one: fighting bosses. If you've been stealthing through levels using only your trusty stun gun, punches, and that stealth enhancer augment, the boss fights are going to chew you up and spit you out. Thankfully out, since they're designed to be fought with the developers stated that the boss fights where that way due to lack of time, loud and in the lethal weaponry of an offensive run. The UpdatedRerelease you can now changed this, and allows the player to deal with bosses in using a stealthy manner.stealthier approach.



* The first person RPG ''VampireTheMasqueradeBloodlines'' averts this by the grace of several factors - one, XP is only awarded for fulfilling quests, not killing random enemies. Two, if a stealth route is available, it usually comes with bonus XP. And if all else fails, the game allows for one-hit stealth kills in the form of a brutal NeckSnap (or BackStab, or having the enemy ImpaledWithExtremePrejudice).
** If the stealth in Bloodlines hadn't been as smooth as it was, the Nosferatu would have instantly become the game's [[TheScrappy Scrappy]] due to the fact nobody but other vamps and certain [=NPCs=] can see them without running away in fear and disgust. They're actually quite fun to play.
** On the other hand, Obfuscate IS pretty much useless in the AbsurdlySpaciousSewer level - the Tzimisce creations will instantly see through it if they look at you.

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* The first person RPG ''VampireTheMasqueradeBloodlines'' averts this by the grace of several factors - one, XP is only awarded for fulfilling quests, not killing random enemies. Two, if a stealth route is available, it usually comes with bonus XP. And if all else fails, the game allows for one-hit stealth kills in the form of a brutal NeckSnap (or BackStab, or having the enemy ImpaledWithExtremePrejudice).
** If the stealth in Bloodlines hadn't been as smooth as
ImpaledWithExtremePrejudice). This makes it was, the Nosferatu would have instantly become the game's [[TheScrappy Scrappy]] due to the fact nobody but other vamps and certain [=NPCs=] can see them without running away in fear and disgust. They're actually quite fun to play.
**
play as the Nosferatu, who rely on not being seen to prevent panic. On the other hand, the stealth ability Obfuscate IS pretty much useless in the AbsurdlySpaciousSewer level - the Tzimisce creations will instantly see through it if they look at you.
5th Oct '16 4:22:57 PM nombretomado
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* ''EveOnline'' features cloaking modules for ships, which actually work completely as desired for the purposes of being stealthed. The problem is that the module takes up gobs of fitting capacity that cuts into anything you need to fight, slaps a significant speed penalty to ships using it, and disables the ability to warp or lock onto things. In addition, you can be decloaked just by being near ''anything'', which isn't usually a problem given the emptiness of space.

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* ''EveOnline'' ''VideoGame/EveOnline'' features cloaking modules for ships, which actually work completely as desired for the purposes of being stealthed. The problem is that the module takes up gobs of fitting capacity that cuts into anything you need to fight, slaps a significant speed penalty to ships using it, and disables the ability to warp or lock onto things. In addition, you can be decloaked just by being near ''anything'', which isn't usually a problem given the emptiness of space.
9th Sep '16 4:02:27 PM RainingMetal
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** In ''VideoGame/CommandAndConquerRedAlert3'', the Spy exchanges the skill to steal technology and unlock new units for a truly useful ability of bribing enemy units to fight for you - a reasonable area of effect and costs $1000. No delay either, making his disguise ability incredibly worthwhile in combination.

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** In ''VideoGame/CommandAndConquerRedAlert3'', the Spy exchanges the skill to steal technology and unlock new units for a truly useful ability of bribing enemy units to fight for you - a reasonable area of effect and costs $1000. No delay either, making his disguise ability incredibly worthwhile in combination. Not to mention that only tanks can flatten infantry in this game.
** The same game also introduces the Sudden Transport, which can also use disguises. As a vehicle, it can only be crushed by extra large vehicles, and isn't directly threatened by most scouts (ie Dogs and Bears). Without a disguise, however, it can get destroyed pretty easily if it doesn't take evasive action.
5th Sep '16 9:35:42 AM nombretomado
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* The ''AlienVsPredator'' games are built around averting this trope for the Alien and Predator when fighting humans. Marines have enough ranged firepower to drop you very quickly in open battle but suffer heavily from TheGuardsMustBeCrazy: Staying hidden and taking them down one-by-one is pretty much mandatory. Played straight when the two fight each other, as both Alien and Predator can see through each others' stealth (and the Marine never gets to be stealthy. Ever.).

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* The ''AlienVsPredator'' ''Franchise/AlienVsPredator'' games are built around averting this trope for the Alien and Predator when fighting humans. Marines have enough ranged firepower to drop you very quickly in open battle but suffer heavily from TheGuardsMustBeCrazy: Staying hidden and taking them down one-by-one is pretty much mandatory. Played straight when the two fight each other, as both Alien and Predator can see through each others' stealth (and the Marine never gets to be stealthy. Ever.).
12th Aug '16 7:56:56 PM nombretomado
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* Averted in {{Achron}}. The units need energy to cloak, but being cloaked drains the energy so slowly that it doesn't matter most of the time. Each of the three races has one unit that can cloak and while those units are not the most powerful, they still pack quite a punch, especially the Grekim Tier 2 bomber unit. They all can attack without giving up their cloak and the enemy units can't see or attack them. They are still balanced because there's three units on each race that can detect cloak (one Tier 1 infantry unit, one Tier 2 aircraft and the turret equivalent).

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* Averted in {{Achron}}.''VideoGame/{{Achron}}''. The units need energy to cloak, but being cloaked drains the energy so slowly that it doesn't matter most of the time. Each of the three races has one unit that can cloak and while those units are not the most powerful, they still pack quite a punch, especially the Grekim Tier 2 bomber unit. They all can attack without giving up their cloak and the enemy units can't see or attack them. They are still balanced because there's three units on each race that can detect cloak (one Tier 1 infantry unit, one Tier 2 aircraft and the turret equivalent).
5th Aug '16 8:20:14 PM Kotomikun
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Added DiffLines:

* Mostly averted in ''VideoGame/{{Nethack}}''. Stealth only prevents sleeping enemies from waking up when you walk near them; but this is much more useful than it sounds, since many problematic enemies start out sleeping by default, including nymphs (which can steal your items) and many bosses. Swarms of monsters in throne rooms, "treasure zoos," or beehives become trivial to fight with stealth since you can pick them off one at a time. But you still have to watch out for monsters that can cast Aggravate Monster, squeaky boards, or other things that can wake up sleeping monsters regardless of your stealthiness. You can also gain Invisibility, but this is ''less'' useful than it sounds--it doesn't generally let you sneak past monsters, it just throws off their aim (they often "attack a spot next to you" instead of hitting), and many tougher monsters are unaffected by it.
24th Jul '16 5:49:37 PM nombretomado
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* ''CompanyOfHeroes''. While sniper unit's combat prowess is questionable, their ability to act as artillery spotters is anything but.

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* ''CompanyOfHeroes''.''VideoGame/CompanyOfHeroes''. While sniper unit's combat prowess is questionable, their ability to act as artillery spotters is anything but.
15th Jul '16 10:22:18 PM Koveras
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If the game is benevolent enough, it may never actually force you to use stealth, becoming an OptionalStealth.

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Subtrope of UnderusedGameMechanic. If the game is benevolent enough, it may never actually force you to use stealth, becoming an OptionalStealth.
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