Stealth design is more prevalent than it used to be—even more typical action titles seem to have at least a level devoted to hiding in the shadows. Where then does that leave a core stealth experience? How can it stand out from the crowd?
Klei’s Mark of the Ninja tweaks that paradigm by throwing it into only two dimensions. Speaking with creative lead Nels Anderson, AJBS discusses how the design of this indie hit works in 2D through visualizations of sound, precision movement et al, as well as Nels’ own influences and the philosophy of sneaking in general.
Switching gears, there is also some conversation over the difference between a game that’s “fun” versus one that’s “engaging”—naturally the conversation steers towards Dark Souls, and, interestingly, Megaman X. Enjoy!
Featuring tracks by Danimal Cannon from the album Roots