Needs More ExamplesDo We Have This One?
So there we are: just outside the enemy base, guards are roaming around, looking for you, and the MacGuffin is on a table protected by several closed doors and a little maze you have to navigate throught full of guards. Sounds like your everyday stealth mission....
Except that you have also a decent amount of weaponry, good fighting skill and the enemy AI isn't too bright in regards of disappearing guards. And if you decide to simply charge inside and shoot on everything that moves, you don't suffer from Non-Standard Game Over or other too unpleasant maluses.
Sometimes the programmers will be aware of the fact that obligatory stealth missions tends to be hard, frustrating and sometimes even bordering the scrappy status. So they'll decide to offer an alternate way to solve the mission. It can give some variety to the game, but has its disdvantages: the most common is that if you fail or ditch the stealth part you'll be penalized somehow (less points, the mission is listed as failed, don't get the 100% , less experience points ect.), or a successful stealth action will grant you more benefits. In other situations the enemies will be very strong or dangerous and so the stealth approach will allow you to avoid fighting this guys.
Compare with Combat, Diplomacy, Stealth. Do not confuse with Useless Useful Stealth, which is about stealth mechanics being present, but very hard to use and even disadvantageous at times.
In Drakensang there are a couple of missions where you're encouraged to adopt a stealthy approach:
In the first one in the Blood Mountains castle, you'll have to navigate the whole dungeons without being seen or activating traps. If you fail, the mission changes and you'll have to fight a lot and the boss fight will be harder.
If you're discovered while trying to recover the Duke's hammer in the Dark Eyes hideout, you'll have to fight your way out and will receive less reward from Cano.
Later in Grimtooth castle you'll have to avoid orcish patrol, or you'll have to face a whole garrison of them.
The sequel too has one, but is completely optional and much more easier.
In Pokémon Ranger: Guardian Signs, at one point you have to navigate a forest of wandering Dusclops; if they spot you you get warped back to the entrance and have to try again. On the other hand, you can wait for one to turn its back and then attack it from behind to take it out.
Stealth is possible in Deus Ex, but it doesn't seem to affect the story. One mission can be played using nothing but a shock baton and the teammates still commend you for killing every last terrorist.
The first part of The Arrival DLC for Mass Effect 2 gives an achievement for stealthy completion, but is perfectly doable by killing all the guards instead of sneaking past them.
During Skyrim's tutorial, you and your companion come across a sleeping bear. The NPC will advise you to sneak past it (thus teaching you the Sneak mechanic), but he also hands you a bow and suggests you could just try and kill it.
Also in Skyrim, the Thieves Guild questline. In Oblivion, the Thieves Guild quests encouraged stealth by having guards put a bounty on your head if you got caught, and by fining you if you killed anyone while engaged in a mission. The Skyrim branch, by comparison, doesn't mind if you choose to hack or blast your way through the areas where you're supposed to be stealthy.
Boethiah's quest in The Elder Scrolls V: Skyrim is stated by the goddess herself to be a stealth mission, with her telling you to kill all the bandits in the mine without them seeing you, but it doesn't matter if they see you or not, as once you get the Ebony Armor, the quest ends with Boethiah using the same dialogue.
The Mark of the Assassin DLC for Dragon Age II gives you an achievement for sneaking undetected past all the guards up until a certain point.
In The Last Story, there are many battles where you are encouraged to keep out of sight, attract enemy scouts from a distance and pick them off one at a time when they're alone. Attracting attention just means you have to face their entire group at once.
In Final Fantasy VII, on the 60th floor of Shinra Headquarters you have the choice of sneaking past the guards or getting caught and fighting them.
In Alpha Protocol, if the enemy doesn't see you, they don't try to blast your brains out, and if you manage to get right next to an enemy without being detected, you can take them down in one hit. And since The Dev Team Thinks of Everything, a fair amount of dialogue will change if you stealth your way through a level.
In Fallout3 and Fallout: New Vegas people specializing in Stealth can play in this way, sneaking about and using a silenced pistol, but breaking out a BFG and Power Armor whenever things get hairy.
Twilight Princess: To reach the Arbiter's Grounds, Link must pass through the Bokoblin Compound, a mini-fortress/guard station. If he approaches during the day, the lookouts will spot him the moment he enters the area, and call for reinforcements.
On the other hand, you can approach safely at night, which makes Link harder for them to see, while making it easier for Link to spot them, since their eyes glow at night. You can also douse torches with the gale boomerang, providing Link with more cover. And several of the guards who normaly patrol the compound will be asleep. You can either snipe them or, if you're good, walk on by.
The video game adaptation of The Amazing Spider-Man allows the player to have plenty of opportunities to stealth-KO any opponents who don't see them, and is the easiest way to dispose of enemies as opposed to a normal battle.
In Metroid: Zero Mission, when you reach the Zero Suit sequence, you have the option of using complete stealth if you have the right skills. Being spotted only affects the background music for the rest of the sequence (you can't kill enemies, only briefly stun them).
As soon as you get your hands on the weapons in Dark Corners Of The Earth, you can still complete some puzzles in the stealthy way, but is much easier (and satisfying) to just whip out guns and crowbar and kill all those fishmen around.
In Vampire: The Masquerade – Bloodlines you're free to solve any kind of situation in the way you're most comfortable with, but a stealth approach will always grant you more points.
In Shinobido all levels are supposed to be stealthy, including duels, kidnappings and assassinations. You can still try to use a more direct approach, but it will be much more dangerous, and you'll get less reward if you're spotted. And the Golden Ending pretty much require absolute stealth.
In Thief you can also ditch stealth and kill everyone in sight, but is a lot more dangerous. Furthermore in some mission you mustn't kill, nor get spotted.
In the Hitman series you can play the game like a typical Third-Person Shooter, however you get a better rating (and thus unlock better weapons) by using stealth and deception to off your targets.
Metal Gearis a stealth-based game series-- Rather, it's thestealth-based game series. The games have varying difficulty levels. If one chooses the easiest difficulty, then it's a valid option to plow through the game without really needing to use its stealth elements. However, selecting anything above "Normal" makes using stealth absolutely necessary, as guards will be vigilant and difficult to take down, and using stealth is far easier than trying to macho one's way through. The most extreme gameplay modes in the Metal Gear series actually force the player to restart from the beginning if they are so much as noticed by one guard.
Perfect Dark Zero, but only on the lowest difficulty setting. It is a stealth title, but on the easiest setting stealth is mostly not required.
The original Castle Wolfenstein and Beyond Castle Wolfenstein. It was a good idea to sneak through as much of the castle(s) as possible, because fighting German soldiers was a good way to get killed. However, you could fight them if you wanted to, and at times it was actually necessary (e.g. before you got a uniform or passes, or to "clean out" the room where the alarm box was located).
Splinter Cell Chaos Theory, despite being a stealth game, allows the player to just run through the game if they want, going so far as to let players choose an "assault" loadout that gives them extra ammunition and grenades instead of stealth tools.
Dishonored gives options in how you want to play the game. You could, for example, play through the entire game undetected... or become a whirling dervish of supernatural death. Notably, there's the Ghost achievement for playing through undetected and in a Pacifist Run.
In Stolen, you're supposed to use the shadows to sneak around the guards. In practice GameSpot's reviewer found it was quicker and easier to just beat them senseless.
In The Legend of Zelda: Skyward Sword, in the Silent Realms you are supposed to collect a certain number of items scattered around the map without being hit by one of the Guardians (as it's a one-hit KO). The Guardians "sleep" for a certain amount of time, waking when you run out of time, touch Waking Water, or if one of the little guys patrolling around spots you. While the best way to complete these trials is to avoid detection and make sure you collect enough of the items to keep the Guardians asleep, you can attempt to just dash through and not worry about waking them. However, because of how fast and big the Guardians are, this would be difficult to do, and probably only best reserved for a difficult spot if you can avoid getting hit and can pick up another item to send them to sleep quickly enough.
The Assassin's Creed series is like this most of the time. There are some missions that desynchronize you for being detected, but by and large it's just as doable to fight all the guards as it is to sneak past them or stealth-kill them.
There's also the first Assassin's Creed game, and the second one, for the most part. Later ones have tended to avert this by punishing being caught with game overs.
In the Call of Duty games, the other characters hide against walls before entering rooms, and lots of the players do this. It's actually easier just to stand in the middle of the doorway and shoot as while you're trying to navigate around the edge of doors (massive pain), your enemies can get shots in. It's also far too hard to make your player drop to ground, but there is no additional penalty or chance of injury if you just stand up in the middle of the place. Being un-stealthy is, if anything, advantageous.
The Modern Warfare games have a few missions where your superior will encourage you to sneak past enemies or at least use silenced weapons on them. It's not required, though, and while you'll get mobbed it is possible to fight your way out. Said superior will chew you out, though. Plus, the missions "All Ghillied Up" and "Cliffhanger" have achievements for not being spotted.
In the second Timesplitters game some missions have an optional stealth objective. The Neo Tokyo level is the only one with a compulsory stealth objective (trailing a hacker) for every difficulty level.
Gears of War 2 DLC campaign add on "Road to Ruin" gave you the choice between using stealth or going in all guns blazing. There's an achievement for successfully completing the stealth element.
GoldenEye (1997) for N64 had stealth elements, namely in silenced weapons and alarms that mooks could trigger. Some levels were impossible to complete in total stealth (think Control) while others were very difficult if you blew your cover (think Frigate). Most levels were easy enough to barrel through guns blazing even on the most advanced difficulty, though.
No One Lives Forever, for the most part. Technically, you can complete most levels in NOLF with guns blazing, but stealth is a much better solution. I guess JAF1970 means that breaking stealth is not as heavily penalized as in other Stealth Based Games (which the NOLF series strived to be).
Halo 2: The Arbiter's Invisibility Cloak lasts for only about five seconds anyway, so ignoring it is perfectly viable option if you don't having to wear down all your enemies versus getting one free assassination.
Metro2033 is essentially this trope. You have a (useless) knife and a (lethal) set of throwing knives, almost every weapon is silent or has a silenced variant, and you can purchase a set of black stealth armor that helps conceal you from enemy vision. On the other hand, you have an arsenal of grenades and can purchase such weapons as a heavy automatic shotgun if stealth isn't your thing. However, it's certainly encouraged to sneak around, and the Golden Ending requires you to not only use stealth, but to not kill a single enemy on some of the infiltration missions.
In Freedom Fighters, stealth is crucial in earlier missions, and mission descriptions typically warn you to stay out of Soviet floodlights, but with a large enough squad and some good weaponry you can easily just charge straight through enemy defenses.
Most shooting levels in the James Bond game Everything or Nothing are like this. It is almost always possible to complete the levels all-guns-blazing, but it's often very punishing on the highest difficulty setting. You do carry silenced and non-lethal weapons, however, and you also have a few EMP grenades which can disable security cameras and alarm systems. Sneaky actions, such as disabling the alarms or killing the guards so it seems like an accident, often give you "Bond Moments" which unlock extra content.
In Second Sight, the very broad selection of Psychic Powers available to the main character means you always have the option of sneaking through a level vs. running through with guns blazing, though there are points where only one or the other is feasible. The game keeps a "morality" statistic and humanises some of the mooks in order to encourage stealth via Videogame Caring Potential.
In Batman: Arkham Asylum in most of the areas if you feel lucky you can bring down all the nearby mooks with violent means. However, stealth is much more safe, especially when gun-toting enemies are around.
In Hard Corps: Uprising, mission 5 has you sneaking into a laboratory. You can sneak past the Mooks, or just shoot them as normal.
In Grand Theft Auto: San Andreas, when infiltrating Area 69, you're told to sneak the soldiers: you must head to a control tower to open the gate to the base interior some distance away from the tower, then enter that gate. The problem is, is much easier to just kill any soldier in your way, ignore the gate (which becomes impossible to open once you're detected), and enter through an air vent near the closed gate.
This happens many times in this game; for example, earlier in that game you had to infiltrate a Vietnamese boat, and a bit later, a dam. The only time where stealth is strongly advised is when you must infiltrate an aircraft carrier: getting seen will make soldiers run to the stationed jetfighters and flee with them, before you can steal one of them, thus failing the mission.
One mission in Ace Combat 3 advises you to stay under the radar net as you proceed to the enemy base. It doesn't matter if you are spotted or not, it only determines when you end up fighting more enemy planes.
In Starcraft, all three races offer a substantial variety of units, so you can employ a Zerg Rush, use stealthy tactics or More Dakka. For example, in the final mission in the original game, the nominal strategy is to wage a war of attrition using stealth as a secondary tactic, but a more spectacular and equally effective (though more costly) method is to simply build a massive force for an all - or - nothing battle.
Similarly, in Homeworld II, you can choose to develop cloaking technology, which can be highly effective against opponents who don't plan for you developing it, but it isn't a necessity. In general a winning strategy requires developing a mix of forces that allow units to defend each other and win the resourcing battle, regardless of your actual combat tactics.
Geocaching is one of these activities. Some members use stealth, others think it only attracts more attention.
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