![]() The Legend of Zelda: Oracle of Ages does it in Ambi's Palace - you have to dodge guards outside and inside.Although, in places where you are forced to fight, the pirates always point out that the mask doesn't fool them. The Legend of Zelda: Majora's Mask has the Deku Palace and Pirate's Fortress, made laughably easy if one uses the Stone Mask.The Gerudo Fortress mission downplays the mandatory nature of these missions: since your captors don't notice that you're carrying a trunkload of weaponry, getting back out of your cell and simply neutralizing the guards is a snap. The Legend of Zelda: Ocarina of Time has Hyrule Castle, where you have to avoid the guards standing outside and then sneak around the patrolling guards inside, and Gerudo Fortress, where you have to avoid being thrown in jail.See Don't Wake the Sleeper for a non-game version of this trope. ![]() See also Stalking Mission, which also involves stealth but for different reasons, Stealth Escort Mission, where someone must be protected without knowing they're protected (or even that they're in any danger), and Assassination Sidequest, a type of sidequest that requires you to kill a specific target stealthily. The exact opposite is Action-Based Mission. May sometimes end loudly.Ī type of Unexpected Gameplay Change. If there are alternatives to complete the mission and stealth is only an option, it's Optional Stealth. Otherwise often occurs after the player has been stripped of their weapons. These missions are frequently hated by most players, as many, many, many versions are shoddily implimented, historically particularly when even the slightest failure leads to instant Game Over. ![]() The guards may also be equipped with flashlights that give off a similar effect. This is actually convenient for players since a visible stream of light is easier to detect and get around than a normally invisible line of sight from a Patrolling Mook. Sometimes the player will have to avoid searchlights that sweep about in a specific pattern. Frequently means dealing with guards that have no sense of peripheral vision (or hearing), so the player only has to avoid direct line of sight with them to slip past. Being thrown in an easily escapable jail cell is also common. Getting detected may result in automatic failure and/or death or just mean being besieged by lots of guards. This is all about the gameplay rather than the characters and plot twists and on that level it works just fine, so I'll give it my 'gold star for not being crap', for showing up to the party with its fly zipped up and not embarrassing itself.The single-mission counterpart to the Stealth-Based Game, where the player must sneak through an area infested with enemies. exists to string the levels together without being very interesting in its own right, but it does all it needs to do. It feels more like a World War 2 game with supernatural and sci-fi elements than a fantasy game with World War 2 elements, and that made it pretty unique back in the day when there weren't a great deal of WW2 shooters on PC. ![]() I like how it doesn't take itself too seriously, but it still remains surprisingly grounded in a comic book kind of way and it respects its setting. The game lies somewhere between 90s FPS games and the set piece driven WWII shooters of the mid 2000s, closer to something like GoldenEye than it is to Call of Duty. I suppose I'd better share some final thoughts about Return to Castle Wolfenstein then. oh shit, someone else pressed the alarm? Don't tell me that the guys in the watch towers have alarm buttons too! I'm so crap at this. GET THE FUCK AWAY FROM THAT ALARM BUTTON YOU NAZI BASTARDS!
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