Stumbled upon this randomly today and thought it was surprisingly good, especially for the subscriber count. Particularly the bit about the inherent problem of save scumming in stealth games is something I’ve thought about writing about myself, but I guess someone else got there first, as this is pretty much an exact mirror of my thoughts.



While watching, I was thinking that roguelike could be a solution here. Cool to see that it’s actually working out.
If I remember right, Cataclysm: Dark Days Ahead is also stealth-y + a roguelike. Gonna have to try that again. I believe, I actually found it too tense last time around, but might’ve just been past-me. 🫠
I also have to say, I really hate that mark-enemies-manually feature. As the wisdom goes: “Given the opportunity, players will optimize the fun out of a game.”
Source
I’m that player. I will spend far too much time trying to mark any pixel of any enemy that shows up on my screen. It’s not fun, but I’ll do it anyways, because the game is telling me this is the big mission, this is where the prep work is important.
It also never made sense to me lore-wise. How can you be able to track people once they’re marked, but you can’t detect them without marking? Whatever technology you use to track their movement after marking, it has to be able to detect that movement without line of vision. If anything moves in the area, just show me that. 🤨