Death to Spies is a World War II era Stealth-Based Game where you play as a Russian operative carrying out a series of covert missions against the Nazi troops. The game can in theory be completed through wholly-violent and stealth routes, and a large amount of weaponry can be taken with the player at the start. In practice, the guns-out routine is nigh-impossible due to the realistically large number of well-armed soldiers on every base you come across, and though still difficult, stealth is the way the game is meant to be played. It's also notable for its very large, non-linear levels.The game had a sequel, Death to Spies: Moment of Truth, which expanded the player's arsena and means of performing assassinations, and cleaned up various shortcomings of the original. In 2014, the developers attempted an unsuccessful Kickstarter campaign to obtain funding for the third game.
This game provides examples of:
- The All-Seeing A.I.: If you're in their field of view, certain enemies clearly see through an initial disguise, and these tend to cluster around routes you normally need to go through. The only way to minimize the number of suspicious individuals is to find an officer's uniform, which is only seen through by a small number of individuals. This is corrected in Moment of Truth, where enemies get suspicious but are not hyperactive about it.
- Crouch and Prone: Used to reduce visibility, but not otherwise special. If there are enemies seeing you while sneaking on the other hand, they may get suspicious.
- Dressing as the Enemy: The main form of stealth used in the game, although enemies tend to see right through initial disguises. Moment of Truth corrects the hyperactive guards, provides different disguise classes (where civilian clothes can be less suspicious in some cases compared to officer's clothes) and also adds a difficulty setting that makes it impossible to take clothes from fallen enemies.
- Enemy-Detecting Radar: The overhead map shows the position of each person, the direction they're facing, and their field of view (in some situations). It also describes their suspicion, where green guards allowing you past, yellow being suspicious of you, and red being hyperactive.
- Falling Chandelier of Doom: In mission White Head, where a chandelier is held up by a rope that's tied to the wall. Cutting or shooting the rope will have it crash onto the sofa below, where the defector sometimes rests. Other missions include variants, where you can drop a torpedo or a boat from above.
- It's Probably Nothing: While minor noises can be dismissed if the guard sees nothing happened, anything significant (such as hearing gunfire or seeing a dead body) causes forces the guard to become alert, and remain like that for the rest of the mission.
- The Guards Must Be Crazy: Played with, in the first game the enemies that can spot suspicious are quite hyperactive. Toned down in the sequel where the enemy will be suspicious for a while before attacking unless they spot you performing suspicious actions in which case they will attack immediately. If someone trip the alarm, the enemies will become more alert and patrol more aggressively. Also notable that the enemies in the game are able to recognize the weapon you are carrying instead of just the clothing, so walking around with an Allied firearm around Germans while disguised is not a good idea, likewise carrying a sniper rifle(even a German one) while dressed as a trooper or officer will draw some attention. Carrying a long weapon while dressed as a civilian will almost immediately alert the enemy.
- Laxative Prank: In the first Moment of Truth mission, used to get the guards away from an AA gun when they periodically eat from some stew. They run to the infirmary, but revert to normal combat behavior should they detect combat or suspicious activity.
- Locked Door: You can normally pick locks, but certain locks (normally safes) may only be opened with the necessary key.
- Timed Mission: Certain missions, such as Lightning from Moment of Truth have time limits that may trigger. This mission, for example, gives 50 minutes to complete other objectives once you destroy the radar, and also gives you 30 minutes to reach a rally point once you call the squad.