In a world where game designers decided “yellow” means “climb here”, it seems crazy that a stealth game can’t be made with better lighting and textures because it becomes readable. That’s the point of stealth.
This is why we have the yellow paint epidemic
There are two really good examples of how to represent that from the past two Splinter Cell games. I’m not convinced it got any harder from this explanation.
It definitely didn’t. The lighting doesn’t need to be AMAZING when you can literally add a light blue bloom to the edge of the screen to simply express that you’re hidden.
Theyr all just out here tryna make me buy a new video card. Ain’t happinen slick
This is one of the critiques I have of modern shooters, too. In Quake 1, if you run into a tough baddie, you can duck around the corner, and bank a grenade off the cement wall, and hit his giant, blocky hitbox. In Modern SciFi Shooter 27, you duck around the corner, and try to shoot a grenade at the upturned market cart that served as the corner barrier, and it bounces away with an odd angle, then misses because the creature you found has elaborate animations, thin limbs, and a thinner hitbox.
Part of why the boomer shooter genre has largely devolved in graphics.
What? As if with global illumination there are no hard shadows. If you walk around when the sun is shining, guess what type of shadow you have? So the solution is to only create levels with few, bright light sources so that hard shadows get cast.
Then just keep the lighting consistent and don’t adjust the camera exposure when players move in and out of light and dark areas. Consistency is key.





