Crooked Bee
(no longer) a wide-wandering bee
Tags: Klei Entertainment; Mark of the Ninja
Having read JarlFrank's Dishonored review, our esteemed community member Mrowak, who you may remember for his Diablo III and Inquisitor articles, decided to counter it with reviewing what he considers to be a much better stealth game - namely, the recently released 2D stealth side-scroller Mark of the Ninja. Have a snippet:
Read the full article: Stealth Game Codex Review: Mark of the Ninja
Having read JarlFrank's Dishonored review, our esteemed community member Mrowak, who you may remember for his Diablo III and Inquisitor articles, decided to counter it with reviewing what he considers to be a much better stealth game - namely, the recently released 2D stealth side-scroller Mark of the Ninja. Have a snippet:
The game features many types of foes, who possess a variety of abilities. Dogs can sniff you out from hiding spots, elite guards are impossible to stealth-kill unless stunned, heavy troopers carry riot shields which make them invulnerable to your normal attacks, snipers can spot you from afar in the total darkness, and even regular guards carry flashlights which can momentarily reveal your position to everyone on the screen. As a result, all enemies remain a threat throughout the game and the composition as well as placement of their forces is the key factor in gameplay.
The enemy AI is satisfactory for the most part. Your foes react to noise and visual contact from a far distance - they go to the place of disturbance to check it out. Being discovered triggers an alarm whereby the enemies from the entire screen rush to your last seen position and inspect the area. Interestingly enough, guards have basic psychology. By default they are relaxed, patrol the area in a stroll, smoke cigarettes and chat with one another. When they are agitated, they raise their gun and carefully approach the source of the disturbance. If they spot you they become alarmed, hold the gun at the ready and move at a brisk pace - they will remain in that mode even if the alarm is called off. Lastly when they witness something horrifying, e.g. see their ally drop dead in a gruesome “accident”, they fly into panic and start shooting blindly around, possibly killing other guards.
Taking advantage of these psychological states is one of the cornerstones of gameplay. You will find yourself acting akin to an evil genius, exploiting the fears of your puppets and having them do exactly what you want: from turning their gazes away from the path to your goal, to disabling security systems for you, to killing their own allies.
[...] Mark of the Ninja is a very solid game. “Focused” is the keyword that underlies its every aspect. True, it targets a very specific niche, ignoring certain facets of gameplay which could not work in a 2D format. Nevertheless, within the limited framework it establishes, it gives no quarter - it does not know what “compromise” means, opting to be a very polished, singular experience rather than everything to everyone. It comes from developers who clearly know their own limitations, but instead of being discouraged, they are eager to work around them to deliver a thoroughly unique experience.
Mark of the Ninja is a model example of what happens when unrelenting passion meets ingenious foresight. It does have some shortcomings, but most of them result from a curious paradox: it is a rare example of a game that leaves you craving for more, even though from the very first moments it offers you plenty. It is the game a true fan of stealth games should not ignore.
The enemy AI is satisfactory for the most part. Your foes react to noise and visual contact from a far distance - they go to the place of disturbance to check it out. Being discovered triggers an alarm whereby the enemies from the entire screen rush to your last seen position and inspect the area. Interestingly enough, guards have basic psychology. By default they are relaxed, patrol the area in a stroll, smoke cigarettes and chat with one another. When they are agitated, they raise their gun and carefully approach the source of the disturbance. If they spot you they become alarmed, hold the gun at the ready and move at a brisk pace - they will remain in that mode even if the alarm is called off. Lastly when they witness something horrifying, e.g. see their ally drop dead in a gruesome “accident”, they fly into panic and start shooting blindly around, possibly killing other guards.
Taking advantage of these psychological states is one of the cornerstones of gameplay. You will find yourself acting akin to an evil genius, exploiting the fears of your puppets and having them do exactly what you want: from turning their gazes away from the path to your goal, to disabling security systems for you, to killing their own allies.
[...] Mark of the Ninja is a very solid game. “Focused” is the keyword that underlies its every aspect. True, it targets a very specific niche, ignoring certain facets of gameplay which could not work in a 2D format. Nevertheless, within the limited framework it establishes, it gives no quarter - it does not know what “compromise” means, opting to be a very polished, singular experience rather than everything to everyone. It comes from developers who clearly know their own limitations, but instead of being discouraged, they are eager to work around them to deliver a thoroughly unique experience.
Mark of the Ninja is a model example of what happens when unrelenting passion meets ingenious foresight. It does have some shortcomings, but most of them result from a curious paradox: it is a rare example of a game that leaves you craving for more, even though from the very first moments it offers you plenty. It is the game a true fan of stealth games should not ignore.
Read the full article: Stealth Game Codex Review: Mark of the Ninja