Posts Tagged ‘stealth’

Pictures Of Stealth: Tangiers

By Adam Smith on March 3rd, 2014.

I haven’t played enough of new Thief to judge it fully one way or the other, but I can’t imagine many people disagreeing with the sentiment that The City has seen better days. With the creative guidance of Looking Glass, The City was one of the weirdest and most distinct environments in fiction, embroidered with lore that gave it spiritual, social and political character. The new Thief’s City is predictable and comparatively barren.

While Garrett makes a new home in steampunk Gotham, the latest screenshots of immersive stealth sim Tangiers show evidence of a greater visual imagination than the hours of Thief that I’ve played. These are astonishing landscapes and I insist that you click on every single one to see the full size versions.

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Is Mark Of The Ninja Sneaking Onto Steam?

By Adam Smith on September 14th, 2012.

If you remember Shank, you might also remember that he was less stealthy than Andre the Giant driving a monster truck across a minefield. Mark of the Ninja shares a developer and has a similar graphical style, but it is all about stealth, at least when it’s not about beetles swarming over and consuming people. That can probably be quite noisy. Already out on XBLA, Blue notes that a Steam content description for Klei’s latest side-scrolling stab ‘em up has been spotted. Give the jollity that’s met the Xbox release, that’s reason for excitement. Given that I haven’t played it, take this next bit with a sizeable pinch of salt. It’s 2D Arkham City. The trailer below is proof!

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A Snippet Of Sniper Elite V2 Footage

By Craig Pearson on March 21st, 2012.

Please let there be an achievement for taking off his 'tache
I still don’t quite know if Sniper Elite V2 is as open and as stealthy as I’d like it to be. My hope is that it’s a bit like Hidden And Dangerous, just sniper-centric, but then I wake up every morning hoping for that game. This new walkthrough video shows one mission, trying to get an angle to snipe Müller, sliced into tiny chunks, so we’re left with little glimpses through the sniper’s scope rather than a complete picture. I want to know the choices made, the potential for the player to tell his own snipey story, but there’s not enough here. There’s some talk of recreating the places accurately, so it could be there’s enough open space to move around in, but until I know ‘ja’ or ‘nein’, I’m remaining snootily interested. I’ll have to wait for Brendan’s upcoming hands-on to know more.
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Noisy Assassin – Hitman: Absolution

By Adam Smith on September 26th, 2011.

It's always rainy in Chicago

Hakan Abrak, lead producer of Hitman: Absolution, held a developer session at the Eurogamer Expo this weekend and I was there to see the game in action. The version we were shown was a pre-alpha build running on PS3 and only covered a single level but, notepad in hand, I managed to scribble down enough impressions to share the bits that made me excited and the other bits that made me raise an eyebrow in a quizzical fashion. Now I’m trying to work out if I’m any closer to understanding the game than I was before the session.

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Splinter Cell Conviction Co-Op Trailer

By John Walker on December 17th, 2009.

This is not an example of cooperative behaviour.

Splinter Cell: Conviction has been in development for quite a while. It seems hard to focus on this, Ubisoft having entered a phase of churning out their franchises once a year, saturating the market and our consciousness with too many games, multiple teams working on alternate sequels for each series. But then that madness stopped, and now Conviction is over two years late. Which all seems to be pointing toward its being two years better, too. And the co-op – this could be another good reason to be excited about it. Rather than a tacked on mode for the main game, it’s a two-player prequel to Conviction’s main story, lasting around six hours. There’s a trailer about it below.

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