As an aficionado of the genre, it is a real shame that stealth games have fallen out of favor with the current crop of gamers.
90s and early to mid 2000s seems like was the peak for 3D games with deep storylines and pure stealth mechanics (MGS, Splinter Cell). By the time the late 2000s rolled around we started getting the watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
My pet theory is that these types of games are simply too high brow for casuals who have become a larger segment of the target audience.
Texas Chainsaw Massacre was a flash in the pan (although the asymmetric horror genre continues basically dominated by dead by daylight).
Yet, the sheer exhilaration I felt the first time one of the "killers" walked past me as I kneeled in a bush was quite spectacular.
It's not the same as splinter cell (it's much more chaotic, you don't get to totally dominate the enemies, it definitely doesn't have that mindful quite as you systematically work your way through a level you know we' ll).
But the key, I can stand in the right spot and human can't see me really is its own kind of feeling.
Your comment reminded me of Commandos! apparently it has new releases so down the rabbit hole we go
a new james bond game was just released, which is based on the hitman stealth style
Alien Isolation had a brief time in the spotlight for being a pretty serious stealth focused game.
I like it that you can play the way you want. And some are definitely not easier than the classics. Try Kingdom Come Deliverance (1 or 2) with the "do not kill anyone" achievement
> watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
This allows players to pick their style so hybrid games target a much larger audience. A game which allows you to go full stealth if you choose to, but also go gung-ho on your enemies makes more players happy. It's a good compromise if designed well.
I was replaying Dishonored and realized that I no longer have the same amount of "disposable time" to go all stealth. But still wanted to go through the game so I put on my Rambo bandana and went to work.
Realism was never a real trait of stealth games, or any game. At best we aimed at visual realism but everything else about every game is unrealistic. The health system, or enemy alert levels, even the save game system, etc. I don't see why the technical implementation of the stealth should be more realistic than "if you sit in this predetermined area you are invisible". In Splinter Cell you'd sit in unrealistically dark shadows. In The Last of Us Part II you can completely hide in grass that's not even knee high. In Mark of the Ninja you can hide behind a barrel from the player's point of view but on the side of a barrel from the enemy's point of view. Screw realism, make the game fun and it's enough.
>Finally in the 2010s seems like even these hybrid stealth games were on their way out for the most part. Correct me if I'm wrong but I can count the number of releases on one hand.
Cyberpunk 2077, Death Stranding, Ghost of Tsushima, Deathloop, Deus Ex, Starfield immediately come to mind. I think a lot of the open-world Ubisoft games also allow you to pick your poison too.
Anybody remember the game Project IGI (I'm Going In)?
That was the original stealth game in my opinion :D
... well, apart from XIII, NOLF, Commander Keen and Agent Sam, of course.
The 90s sure had some awesome games
And don't forget Thief, the king of medieval stealth punk fantasy loot games.
Self promo: I wrote a tiny post about an interesting technical detail of Thief's game engine - the world is actually solid, and gameplay areas are carved out of it like caves.
https://crabmusket.net/2025/the-solid-universe-of-thief-the-...
More here:
https://nothings.org/gamedev/thief_rendering.html#csg