Assassins Creed Chronicles Russia is a game I liked quite a bit, but that's not what I want to discuss right now. Instead I want to discuss one short sequence in the game that encapsulates everything I don't like about stealth games. For reference ACC: Russia is a 2.5D stealth platformer spin off of the Assassins Creed series.
In the particular sequence being discussed you're playing as an Assassin named Orelov and you're infiltrating a facility. I was playing no kill through the level for an achievement, but that doesn't actually factor into this particular sequence, where being able to kill enemies wouldn't change very much. It's also important to note that at this point in the game you instantly fail the mission if you get spotted. Yes, it's one of those.
The setup for the sequence is pretty simply. You need to get a code to get through a security door. That code is down a hallway, which is mined. So you have to do the following series of actions.
1) Steal a magnetic key from a guard who is in front of the door you need the code to enter, talking to another guard who is also watching him.
2) Go down the hallway to a room with a telephone.
3) Dispose of the guards in that room.
4) Use a telephone to distract the guard who has the code.
5) Steal the code from that guard.
6) Loop around behind the first set of guards and enter the code.
This whole process probably takes about a minute to a minute and a half, but though the actions you take are relatively simple they involve an intricate series of moves to pull off. For example to pickpocket the magnetic key that lets you bypass the mines you need to first get close to the chatting guards by hiding behind a pillar. Then you need to watch and learn their behavior loop in order to find a split second gap during which you can sneak in behind the guard while he's on the radio and the other guard is looking behind himself and pickpocket the key. This is a tiny little window of time. Then you need to book it out of there before they turn around and spot you. I'd say that this probably takes 2 seconds and the game gives you about a 2.5 second window to pull it off.
The other challenging moment here is when you're clearing the telephone room of guards. When you enter there's only one in the room. If you try to sneak up behind him another guard will enter from doors on the other side of the room and you need to immediately hide behind a pillar, let him pass, let the other guard pass, and then incapacitate that guard after the guard who entered through the doors has left through them. The guard always enters after you pass a certain point in the room (you can't just wait for him behind the pillar) and you probably have 1 second to get behind the pillar, a process that takes about 2/3rds of a second.
Everything else you do in this sequence is relatively easy, but those actions have miniscule room for error. It's very easy to mess up. The game is pretty touchy about where you are when you try to duck behind the pillar so if you're a few pixels off your character won't move and you'll get caught. Likewise in order to pickpocket the magnetic key you need to crouch first and then press and hold the steal button. If you press and hold the steal button before you're done crouching your character won't do anything and you're screwed. These are very precise actions with no margin for error. It's also possible to screw up other moments. For example when you go to steal the documents from the guard on the phone if you're running to him and you hit the crouch button to get ready to steal while running you will instead slide, and that will alert him and end the mission. Or if you press the attack button to incapacitate the guard in the telephone room at the wrong moment, like when he's in an animation to check the doors, you will hit him with your rifle instead of choke him and have to start the run again.
To learn what exactly what I had to do and to execute it perfectly took me probably 15-20 loops. Like many stealth games the game loves to spring surprises on you that you can't possibly react to if you don't know what's coming. The guard coming out of the doors behind you (which is programmed as a surprise, not on a timed loop) is the biggest example but there are lots of false windows to pick pocket things and there's another guard's search pattern that appears seemingly out of nowhere and is hard to avoid if you don't have its timing down.
That in and of itself is not a big deal, but the problem is that this sequence involves a ton of waiting. Even after the waiting you need to do to observe the guard loops and figure out when you can move, just for your first opening to appear you need to wait behind the pillar for like 20 seconds. Then after you trigger the guard in the telephone room you need to hide behind the pillar and wait. You need to wait for your moment to dart in behind the guard you distract by the phone and steal the code.
Many games require you to try difficult sequences repeatedly until you perfect them, but in most genres you're not just sitting there doing nothing. Even if you're fighting a boss with limited vulnerability windows you're at least dodging stuff, or parrying, or doing something besides...nothing. Looping through sequences over and over where most of the sequence involves just waiting for animations to play out is BORING and frustrating. I play video games to play video games. This is gameplay that's as engaging as sitting at a stoplight with your foot on the brake, which is not something most people enjoy.
Defenders of stealth games will say that some games don't spring nasty surprises on you, or give you the tools you need to make things happen, or are intuitive enough and tactically diverse enough not to run into these problems. They're right. I played through the Hitman 1 levels in Hitman 3 when that came out and while there is some waiting in that game you generally don't have to wait in the same place over and over. You can also save anywhere, instead of relying on checkpoints, so you don't have to repeat the same boring sequences over and over because you can just use saves to focus on the part that's giving you trouble. I really liked Hitman!
But Hitman is the exception rather than the norm. Most stealth games have sequences like this one. Areas where you have to spend a bunch of time just doing nothing. That may be okay if you're at least observing guards and learning something, but once you're just trying to mechanically execute something that you've already figured out, it's just dead time and it's bad design. I shouldn't have to suffer through a minute of waiting for 3 seconds of relevant action, especially when that action is incredibly precise and difficult to pull off consistently!
I don't hate stealth games. I even liked ACC: Russia itself. But I think that the makers of these games need to think more about wasting the player's time in the worst way possible...doing literally nothing. The best in the genre find ways around it, but most games aren't going to be the best, and a bad stealth game is more boring and frustrating than just about any other gaming experience.
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