I’ve been playing Light, the top-down cyber-stealth game published by Team 17, and the art style has set me to thinking about the visuals of stealth. Light has a clean design, like a sedated and sanitised Monaco, which lends itself well to sneaky route-planning. I’ll most likely write more about that game when I’ve completed it, but I mention it here because of its similarities to the just-released Third Eye Crime. Both have the player avoiding guards’ cones of sight while infiltrating buildings but the aesthetic design is worlds apart. Light’s style and substance are in colour-coded harmony, while Third Eye Crime offers a new perspective on noirish comic books.