Former Splinter Cell Director Thinks Modern Graphics Are Hurting Stealth Games

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Splinter Cell: Chaos Theory creative director Clint Hocking has suggested that modern-day advances in video game graphics have made it more challenging to develop stealth games. Thanks to the evolution of lighting over the years--like ray and path tracing--Hocking believes that the more nuanced shade and darkness levels present in games make it harder for players to read the digital room and see just how hidden they are when sneaking past enemies.

"I actually think one of the difficulties with modern stealth games is the sophistication in the rendering has made lighting so much more realistic," Hocking said to FRVR. "When you think about those old-school stealth games because of their baked lighting, the lighting is very clean and readable and very understandable for the player. "But once you get into this diffuse and ambient occlusion and all of the stuff that comes with it, it gets very hard to tell what's light, what's shadow, what's dark, what's safe, what's dangerous, and all of that stuff."

Early Splinter Cell games had a solution to this issue, as they made use of a light meter to give players an indicator if they were cloaked in shadows or on the verge of being spotted. Fast-forward to Splinter Cell: Conviction, and Ubisoft's approach was to remove color from the game world as Sam Fisher blended into the monochrome shadows--this was later removed for Splinter Cell Blacklist, replaced with a small light on Sam Fisher's suit.

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