Stealth
2 storiesThe Stealth category groups stealth games in which concealment, detection systems and route planning shape the player’s decisions. Different releases may emphasise distraction tools or non-lethal options, but those elements belong here only when they influence the main structure rather than appearing as isolated side activities.
The boundary around Stealth is therefore mechanical: neighbouring genres may share combat, exploration or narrative devices, yet organise player choice and progression differently. For Stealth, editorial work should focus on recurring systems, meaningful variations and the consequences of those choices for difficulty, accessibility and player expression.
The boundary around Stealth is therefore mechanical: neighbouring genres may share combat, exploration or narrative devices, yet organise player choice and progression differently. For Stealth, editorial work should focus on recurring systems, meaningful variations and the consequences of those choices for difficulty, accessibility and player expression.
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