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keyboredtoday at 9:23 AM0 repliesview on HN

Whatever Splinter Cell game I played on Xbox was amazing in terms of lightning. Yet I remember it being clear about what the shadows were. It was not remotely too advanced for its own good.

Metal Gear Solid 2 has a radar with myopic vision cones. MGS has similar myopia. Shadows are irrelevant. It’s just about line of sight. MGS 3 makes the vision concrete: the camo index. For the most part, you just think about: field of vision (hiding behind trees); the surface texture; tall grass (guaranted three-feet invisibility).

And all these games had a bit of grace when it came to being spotted. A little “huh?” window.

I would say that, for graphic fidelity reasons or whatever else, spotting the enemy became a little harder across the games. MGS2 models have stiff movement and they are situated in urban environments. MGS3 models (enemies) have green uniforms in a jungle. Also there are more visual distractions. But the MGS3 infrared vision is really a multi-purpose highlighter: animals (including snakes) that you want to avoid or eat light up; enemies of course; but also claymore mines, destroyable objects like oil drums, and booby traps. (MGS2 also had this in the form of lighting up claymore mines.) Then MGS V improved this by combining the infrared vision and night vision. So in a non-stealth shootout on FOBs you can put on the night vision goggles and have all tangos light up.

A totally different game, Desperados, had excellent night scenarios. Clear pitch-black pockets (top-down) to pile a dozen dead bodies.

> It feels like you could write a big old essay about how changes in lighting technology have shaped stealth. I wonder if the rise of "social stealth", instigated by Hitman and Assassin's Creed, has anything to do with designers pulling their hair out over the balancing of lighting systems?

But Hitman: Codename 47 is contemporary with MGS and Splinter Cell.

Hitman was a cruel social stealth mistress. You have the perfect disguise, but you naturally feel out of place as a muscual white man Chinese waiter. And then you just blasted on for no apparent reason.

Hitman 2 was better and has a “stress” indicator. But it still feels a little arbitrary. You have the perfect disguise but then you have to move through a corridor and you move one foot too close to a goon and the stress meter goes bananas. Okay, so you just move carefully, and with perfect knowledge of where you are supposed to go. But you have limited saves. Ah. And now next you have to sneak through a mountain valley overlooked by tower snipers. Woof, the player feedback then gets awful.