Below you will find the 25 best stealth games ever released on PC. There are sneaking missions, grand thefts, assassinations, escapes and infiltrations. Stay low, keep quiet and we’ll make it to the end.
RPS Feature Our favourite places to hide.
RPS Feature A stealth puzzler with delusions of grandeur.
Volume [official site] is a third-person, sci-fi stealth game, in which you direct a little dude around VR-styled, maze-like levels, dodging guards with wits and with gadgetry, with the aim of grabbing all the loot and getting out again. It’s out now.
I hope Mike ‘Thomas Was Alone’ Bithell’s new game wasn’t hoping to pre-empt any ‘turn down the…’ gags by hiring a celebrity voice cast, because sadly it wasn’t long before I started muting things.
Read the rest of this entry »
RPS Feature Tell Us Tell Us
I like Thomas Was Alone, Mike Bithell’s melancholy tale of identity and shapely destiny, but I wasn’t particularly surprised by the backlash. I’m referring, of course, to this quote from Bithell himself.
I thought I was writing a competent story with an amazing platform game. It turned out it was the other way around! I didn’t realise it would get the attention it did, which is lovely. But odd.
That’s from an interview back in 2013 about Thomas and Bithell’s follow-up Volume [official site]. The trailer below confirms that Volume, a stealthy sci-fi interpretation of the Robin Hood legend, will be released on August 18th.
RPS Feature Way beyond rectangles
“It will probably be the only time in my life when I have no responsibilities, didn’t owe anyone any money, didn’t have staff that I had to worry about. Absolute freedom to do what I want. I wasn’t going to use that to make a sequel to a reasonably well-received puzzle-platformer.”
I’ve asked Volume lead Mike Bithell if he’s been worried about over-reaching himself. 2012’s Thomas Was Alone was one of several break-out indie hits around that time – a era of Steam that many of today’s PC developers are increasingly worried they’ve missed the boat on – but it was a simple game.
It was, as the man says, a reasonably well-received puzzle-platformer, and it blew up because it was charming and funny, effectively anthropomorphising the textureless, two-dimensional rectangles it starred thanks to well-judged narration and very human writing. Volume, by contrast, is a full-on, 3D stealth game which will ship with around 100 levels, features an array of tricsky sci-fi items, has a full level editor and has hired Andy Serkis to voice its lead villain. Conceptually, it’s a huge leap.
RPS Feature Bithell's Turning It Up To Eleven
Mike Bithell, creator of Thomas Was Alone, knows a lot about Robin Hood. As we sit in a Starbucks five thousand miles from either of our homes, his tank-like laptop greedily drinking electricity from the coffee store’s wall, I find myself scribbling notes not about his upcoming stealth puzzler Volume, but about how it wasn’t until King Henry VIII took a shine to the story that the behooded thiefster became a noble character. In fact, the whole myth was an excuse to see a few fights during the May Games festivities. He didn’t even give to the poor until the 17th century! “So when are you making a Robin Hood game?” I ask him. “This is it,” says Bithell, waving at the screen.
RPS Feature The Ethics Of Robin Hood
Mike Bithell’s stealth game, Volume, looks like a very different prospect to Thomas Was Alone, even if there might be some similarities in the audio department. A retelling of the Robin Hood story, Volume takes place in a Britain laced with political dissent, rebellion and fancy volumetric display devices. Upon discovering such a device, Robert Locksley sets out to livestream heists and infiltrations, teaching the poor to steal from the rich rather than doing the job himself. I sat down with Mr Bithell at the Bradford Animation Festival to talk about the game, politics, ethics, Mini Coopers and Russell Brand.
RPS Feature Up To Eleven
The maker of successful geometrical emotions simulator Thomas Was Alone, Mike Bithell, has revealed today that his next game will be Volume, a Metal Gear Solid-style stealth tactics game. The game is designed, coded and written by Mike and scored by David Housden. Based on burgling futuristic trinkets from behind the backs of tall intimidating AI types, the unnamed hero of Volume wants to steal to be heard. I spoke to Mike, a man seldom unheard, to try and prise the secrets of the game from him. Or, as I like to call it, an occlusion interview. Read the rest of this entry »