Summary
When it comes to stealth games, sound is a key factor that can often be overlooked. Most games put more of a focus on the enemy’s line of sight, or the use of light and darkness, forcing players to make gooduse of shadows to remain hidden. This is obviously important, but finding ways not to make noise is also vital when it comes to sneaking.
Some games find that balance very effectively and even encourage players to use noise to their advantage, such as luring enemies to a specific position on the map. Here are some of the best stealth games where making noise matters, ranked based on a combination of the game’s overall quality and popularity with fans.
Some may opt for a more hostile and chaotic approachin the somewhat forgottenThief, but for most, stealing from the rich in the City requires a cautious approach. A visibility meter is part of the HUD for players to see how easy it is to spot them in a level, prompting them to move into the shadows or hide around a corner if they are too obvious to guards, but no such visual cue exists for players to monitor Garrett’s noise levels.
That’s not to say that sound is not important, as a silent approach is crucial to success when tackling levels stealthily. Players must rely on their own ears and remain cautious when enemies are close by, especially if they are already alerted to the master thief’s presence.
Thebleak and tough survival gameThis War of Minerequires players to take risks and sometimes engage in combat if they have any hope of surviving until the ceasefire. The civilians in the home base are free to work, rest, craft, and make as much noise as they like during the daytime, but at night, the scavenger must sometimes take certain precautions while exploring.
Some locations around Pogoren contain sinister and hostile individuals who are ready to kill if they detect the player character. Excessive noise made by sprinting, slamming doors or even attacking enemies will draw attention. One positive is that moving circles coming through walls indicate that sound is coming from the other side, which is sometimes another person.
Set in the year 2074, when megacorporations control the world,Invisible, Inc.positions players as agents in the eponymous private intelligence agency. The agency only has 72 hours to rescue Incognita, their supercomputer, after corporate soldiers destroyed their headquarters. As a turn-based tactics game, the procedurally generated levels are similar to those ofXCOM, but with even more emphasis on stealth.
Positioning agents out of sight of guards is obviously important, but making sounds by sprinting and doing other noisy activities like melee attacking foes or shooting guns will cause an alarm. Since guards will investigate the area where they last heard a sound, this can also be utilized as a distraction to get past them or even set up a trap to incapacitate them.
TheHitman World of Assassinationrelease grants players access to all three entries in the trilogy,starting with the 2016Hitmanrebootand continuing with its sequels. There are countless missions to complete in over twenty different locations, each with its own unique premises and potential assassination methods.
Each level is an open sandbox, which can be completed in a multitude of ways. Apart from disguises and discretion, sound can play a major role, either through Agent 47 eavesdropping on conversations to gather information and open new avenues to eliminate his targets, or by tossing coins and other objects to attract the attention of unwitting NPCs. Loud takedowns and gunshots are generally best avoided, unless the hitman is already being pursued.
A 2D side-scrolling stealth platformer,Mark of the Ninjaputs players in the sneaky shoes of an unnamed ninja in a modern setting. There are a few slightly frustrating puzzles to solve, but otherwise, the gameplay loop is incredibly satisfying, especially whenthe protagonist finishes off his targetsundetected.
Remaining out of sight and in the darkness is imperative to avoid detection by the guards, but remaining silent is the hallmark of a successful ninja. Growing circles appear under the feet of the protagonist if they are moving too loudly, and participating in messy scuffles can make nearby enemies suspicious. Displaying the bodies of foes for enemies to see causes them to panic in fear, which is a great way to torment them and very gratifying if done quietly.
A decade after its initial release,Metal Gear Solid 5: The Phantom Paincontinues to impress new and returning players. Set nine years after the events ofGround Zeroes, Venom Snake travels to Afghanistan and the Angola-Zaire border to track down and terminate the rogues involved in destroying his forces and almost killing him.
Players may engage with belligerent forces head-on if they wish, but stealth is generally encouraged. Using sound to attract the attention of guards one at a time is the most efficient approach, with silent takedowns not raising alarm among their colleagues. Silent weapons can be unlocked as players progress, as well as using tranquilizers and sleep gas grenades to disable adversaries without making a racket.
A pioneering game in the stealth genre,Tom Clancy’s Splinter Cell: Chaos Theorybuilt on its much-acclaimed predecessors andremains an influential titleover two decades since its release. The AI is much more intelligent than in most stealth games, moving objects to create cover, lighting flares in dark areas to reveal Sam Fisher’s location if they hear something, and they can even see his reflection in a mirror.
An aural monitor appears on the HUD to show how much noise Sam is making, considering the ambient sounds of the area. If players wish to keep enemy alarm levels low, they must remain quieter than their surroundings. Listening devices and wiretaps can also be used to gather information pertaining to missions.
Amasterpiece of storytelling and gameplay,The Last of Ususes sound extremely effectively throughout its runtime. During Joel and Ellie’s journey, they encounter plenty of antagonists infected by the cordyceps, as well as various people from rival factions. Sneaking is often the best option, since the two main characters are usually vastly outnumbered.
Some infected, like the Clickers, rely on echolocation or loud movements to track Ellie and Joel, so distractions and avoidance are useful. Joel’s heightened sense of listening is a key mechanic too, allowing him to locate opponents through walls, allowing for tactical planning when approaching each skirmish. Apart from the use of sound in gameplay, the ambiance and background music really help to ramp up the tension.