What sets stealth rpgs from stealth action-adventure games?

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Dragonair195

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#1 Dragonair195
Member since 2010 • 35 Posts

What sets apart games like alpha protocol from games like metal gear solid or batman?

Besides the customization part (it'd be kinda dumb if they call it an rpg just cuz you can change your face and outfit and whatnot)

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deactivated-5c37d3adcd094

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#2 deactivated-5c37d3adcd094
Member since 2006 • 8362 Posts
Easy on the stealth and RPG-related threads, dude.
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Uryu52134

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#3 Uryu52134
Member since 2010 • 96 Posts

so what's the difference :P

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brandon2802

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#4 brandon2802
Member since 2004 • 1773 Posts
In a game like Alpha Protocol you level up skills and stats. Like putting points into stealth or strength. Not in Batman though you do buy weapon upgrades so it does blend a bit.
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Planeforger

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#5 Planeforger
Member since 2004 • 20116 Posts
In Alpha Protocol, your ability to hide is determined by your skill points and equipment, and you've generally got multiple options in terms of how you approach the situation - you don't have to be stealthy at all, but playing missions stealthily will earn some faction's respect and impact how later missions play out.
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Uryu52134

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#6 Uryu52134
Member since 2010 • 96 Posts

In Alpha Protocol, your ability to hide is determined by your skill points and equipment, and you've generally got multiple options in terms of how you approach the situation - you don't have to be stealthy at all, but playing missions stealthily will earn some faction's respect and impact how later missions play out.Planeforger

I always thought stealth sucks in rpgs like in oblivion. Kind of dumb that your level of skills determine how well you hide.

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Ish_basic

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#7 Ish_basic
Member since 2002 • 5051 Posts

the main thing that sets AP apart from games like MGS is the actual control you have over the story through dialogue and the choices you make in-mission. You're actually determining your own character in AP, forging your own alliances, even committing your own betrayals. The game is pretty brilliant in this regard. Games like MGS and Splinter Cell don't tend to offer anything in the way of player choice and tend to feature very linear level design.

The downside of AP is the skill tree (unique to a stealth rpg), which was completely botched. They basically treated it like any old RPG without giving special consideration to the fact that AP is set in a world of firearms and not swords and magic. Mistake.

and just a clarification, AP's stealth is based on how loud the equipment you're wearing is (heavy armor louder than lighter armor) and a sort of camo rating which determines how far away enemies can see you. This skill tree is peppered with bonuses that make little sense (like evasion, which turns you invisible briefly if you are spotted, allowing you to dash to cover quickly...or to walk up to an enemy in plain view and smash him in the teeth) and bonuses that make some sense - like the ability to silence your steps for covert running.

Deus Ex, which can technically be considered a stealth RPG if you decide to play it as such, pretty much sets the bar for stealth rpging. In fact, I'd say its stealth elements are stronger than most stealth action games (except maybe Hitman or Thief), as Deus Ex offers multiple paths, multiple ways to solve an objective, and multiple environmental options that can be exploited to promote stealthby a properly trained agent.