multiplayer shooters with a stealth aspect

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Baradiel

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Mar 4, 2009
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Your best bet would be Splinter Cell Chaos Theory. The singleplayer is one of the best I've played, but the multiplayer (Spies VS Mercs) was groundbreaking. Sure, it was in Pandora Tomorrow, but it really took off in Chaos Theory.

Unfortunately, Microsoft shut off Live for Xbox Originals, so your only chance of playing it is on a PC. Still, Double Agent has a simplified version of Chaos Theory's multiplayer. Still Spies v Mercs, but teams of three. The objective is always the same (Hack terminals, escape) but when playing with friends you can have so much fun. Alas, not many people still play it, and it is usually dominated by a few people who are always on it.

Conviction... well, Conviction suits your title perfectly. Its a shooter with stealth elements. I don't class it as a Splinter Cell. Sure, it has Sam Fisher, with Ironside voicing him, but he is not the Sam Fisher from the previous games. The gameplay is simple and unrewarding, and there is NO Spies v Mercs. Instead, theres a shitty one v one mode, and it just doesnt work. The regular co-op is alright though.


So yeah, if you have a PC capable of running it, try Chaos Theory. If you don't, but have a 360 with Live, try Double Agent. If you have a tenner to waste, pick up Conviction. Itll amuse you for a week or two.
 

deathbydeath

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Jun 28, 2010
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sounds like a pretty niche title to me (but i'm in that niche). i've been toying around with that idea some though. for ideas, try STALKER if you have a pc. (i got 1&3 on the sale) even though the silenced pistol is weak, it does a brilliant job of balancing sound and visibility although you'll only use it for ambushes and quick rushes/retreats.

EDIT: have a random night/day cycle & randomly generated maps. i.e. you have two bases with a large field/hills/forest in between. create several square feet of building stuff, let's call them "squares" (empty, chest-high walls, walls, doors, computer/security systems/traps) and a preset # of floors. when setting up a match, choose the size of the map, terrain, and base size/certain "squares" allowed/disalowed/limited/only. if the field is divided into "sections" made up of empty "squares" of terrain, you can set them to any length (say from 2x2 to 5x5). when the game starts, the map is randomly generated, with presets applied. and everyone spawns at a "spawner" square and respawns in (preset) minute "waves". the loadouts are chosen from the spawn, also at "armory squares" in a base. the loadouts can be tailored for stealth, and also allowing for camo colors and patterns. campers are signifigantly reduced, and the customization can allow for diverse matches. (i hope)
 

SilverUchiha

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Dec 25, 2008
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I'd say that a Stealth-Based assassination game would be good where people pretty much play hide-n-stab on the streets of a city while occasionally fulfilling map-based missions... but then it would sound similar to what Assassin's Creed Brotherhood is supposedly doing... I don't play it so I can't confirm that.

But since you want shooter... Hm... this might be tougher to think of something "good".

But more Stealth-Based Multiplayer games would be an awesome idea. Takes me back to the good old days when I was a kid and we still played Hide-n-Stab... I mean "Seek".
 

VGStrife

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May 27, 2009
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Surpirsed noone has mentioned Metal Gear Online, quite good, but often not as stealthy as it coule be....
 
Jun 2, 2009
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Y'know it is possible to be stealthy on certain multiplayer FPSes such as the battlefield series. Even in certain halo gametypes stealth is a good tactic.

Also didn't lord of the rings: conquest have a stealth orientated class?
 

Hashime

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Jan 13, 2010
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Shattered Horizon has a huge stealth aspect. It is quite easy to sneak in that game, and only be detected when your sniper's shot connects.
 

Firehound

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Nov 22, 2010
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Stealth in the standard Arena map(I.E. EVERY FPS MAP EVAR) is impossible without NPCs. That is why Brotherhoods stealth is so great. Because you actually have a fairly large map, with lots of dummies that are not people. For a stealth shooter, You would need huge ass maps, and no damn motion sensors. I am tired of them. Ever since Halo showed up and popularized motion sensors and regenerating health(and at least CE and Reach made sense with it's regenerating health, most games now have mystically regenerating heros.), they have come out of the woodwork. No one seems to notice that it really doesn't make sense that you magically recover from inhaling enough lead to give you cancer if you hold still enough.

A stealth game should not have the magic motion sensor that is just sensitive enough to smell gunfire and someone inching forward on their belly, but not enough for someone standing still and using a supressor. In fact, I am in favor of the no hit notice. Let you hope you hit them. You shouldn't need to see it.

If I were to design a stealth shooter, It would have no kill announcements either way. Dead players would not be able to communicate with the living, and the standard game would have quick, short rounds where one team has to engage and commit one of several actions, while the other defends and isn't told what sort of thing of the several possible objectives they are trying to stop. I would not have two stealth teams try to outfox each other, unless it was in a respawning deathmatch type of scenario.