The History of Stealth – Assassins, Thieves, Agents that Made the Genre

Even Death Stranding, a courier simulator, draws on the stealth mechanics. Which actually goes to show how far this genre has come since the 80s. Today, we will look at the most important turning points in the history of stealth games.

Hubert Sosnowski

Not everyone plays games to wreak havoc and shoot everything that moves (I'm still looking forward to playing Doom!). Sometimes, we like to face a problem where we need to rack our brains a little, sneak through the shadows, and learn an interesting story along the way.

Enacting a nimble, elusive, undetectable figure is among the most satisfying experiences in gaming. It's just cool to be able to spare the enemy. Many modern productions are trying to present our opponents as... just people, who also have their own goals, morals and motives. Because today, the mechanics are trying to go hand in hand with the narrative to deliver as immersive an experience as possible, also by giving us a different type of power: stealth.

Let's trace back and see which games showed us that sneaking can be fun.

Castle Wolfenstein and Beyond Castle Wolfenstein

  1. Creators: Muse Software
  2. Released: 1981, 1984

Contrary to popular belief, Metal Gear wasn't the first game to introduce sneaking past superior enemies and taking them down in a quiet way – the series by Kojima was just the first to do it really well, and with a cinematic knack, (even before the third dimension was introduced). Actually, Pacman could be considered a stealth game... Okay, maybe this is taking this thing too far, it may take us over the cliff of absurdity.

Castle Wolfenstein and Beyond Castle Wolfenstein are the real progenitors of the stealth genre. Over 30-year-old (which in this industry makes them ancient) "grandfathers" in which men of eight pixels criss-crossed the black screen. We start as an allied spy captured by the SS and thrown into the dungeons. There, he tries to survive and gets a gun from a dying cellmate. And then, we have to sneak up on the guards.

It was here that sentries patrolling the levels in predetermined patters first appeared. Part two, Beyond Castle Wolfenstein, introduced another important element that today's stealth games can't do without – the knife has finally become a tool for quiet elimination of enemies.

  1. More about Castle Wolfenstein
  2. More about Beyond Castle Wolfenstein

Assassin's Creed

November 13, 2007

PC PlayStation Xbox
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Tom Clancy's Splinter Cell

November 28, 2002

PC PlayStation Xbox Nintendo
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Deus Ex

June 22, 2000

PC PlayStation
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Aliens vs Predator (1999)

June 14, 1999

PC
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Thief: The Dark Project

December 2, 1998

PC
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Hitman: Codename 47

November 23, 2000

PC
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Metal Gear Solid

September 3, 1998

PC PlayStation
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Siren

March 12, 2004

PlayStation
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Hubert Sosnowski

Author: Hubert Sosnowski

He joined GRYOnline.pl in 2017, as an author of texts about games and movies. Learned how to write articles while working for the Dzika Banda portal. His texts were published on kawerna.pl, film.onet.pl, zwierciadlo.pl, and in the Polish Playboy. Has published stories in the monthly Science Fiction, Fantasy, and Horror magazine, as well as in the first volume of the Antologii Wolsung. Lives for "middle cinema" and meaty entertainment, but he won't despise any experiment or Fast and Furious. In games, looks for a good story. Loves Baldur's Gate 2, but when he sees Unreal Tournament, Doom, or a good race game, the inner child wakes up. In love with sheds and thrash metal. Since 2012, has been playing and creating live action role-playing, both within the framework of the Bialystok Larp Club Zywia, and commercial ventures in the style of Witcher School.