Stealth Games
This 'Commandos 2' Remaster Changes the Wrong Parts of Its Own History
'Commandos 2' is remembered as a great stealth tactics game. This remaster aims to fix that.
'Ghost Recon: Breakpoint' Soars While Players Navigate Chaos and Vulnerability
A gripping game of underdog tension, 'Breakpoint' transcends its familiar design even as it equivocates with its story.
The Joy of Stealth Games Without Stealth
'Murderous Pursuits' isn't about hiding, but about being seen without being noticed.
‘Serial Cleaner’ Is a Great Idea Wrapped In An Infuriating Game
AKA: When a terrific on-paper pitch is let down by frustrating design in practice.
Celebrating the Uncommon Economy of Kalinatek, from the Original ‘Splinter Cell’
Doing a great deal with very little, the 2002 game’s fifth mission flips and streamlines its prior dynamic to great effect.
'Hitman' Has Professional Difficulty, But No Moral Grays
It's not so hard to kill your target if they are a cartoon villain. Less so if they resemble a human being.
A Memorial for All The People I’ve Accidentally Killed in ‘Dishonored 2’
‘Dishonored 2’ respects your choice to play non-lethally. Most of the time.
'Dishonored 2' Brings Out My Inner Completionist
'Dishonored 2' is a great game that is bringing back very old, obsessive gaming habits.
Playing the Stealthy 'Dishonored 2' Like 'Bulletstorm' Is Very Fun
Playing Arkane's sequel with non-lethal precision is rewarding—but piling up the bodies has a wicked appeal that's oddly familiar.
Playing the Stealthy 'Dishonored 2' Like 'Bulletstorm' Is Very Fun
Playing Arkane's sequel with non-lethal precision is rewarding—but piling up the bodies has a wicked appeal that's oddly familiar.
Dystopia and Division: Inside the Oppressive World of ‘Deus Ex: Mankind Divided’
There is little hope for the oppressed in Eidos Montreal's brave new world of augmented people pushed to the margins.
How ‘Hitman: Contracts’ and ‘Blood Money’ Had Players Loving the Alien Agent 47
IO's stealth series was never better than during its mid-noughties highs, where people became creatures, just targets to "switch off."