Wind Waker's Forsaken Fortress: How Not To Do A Stealth Sequence
Stealth sequences are difficult to get right, especially in games in which players can usually get away with not being stealthy for most of the game. It can be difficult to balance those sequences in terms of difficulty, adequately prepare players for them or give them the tools necessary to stay stealthy. The Legend of Zelda: Wind Waker's Forsaken Fortress is one such example, and I will use it to show why many stealth sections in non-stealth games are needlessly frustrating.
First, an introduction to the level. It's Link's first destination after leaving his hometown of Outset Island, and he is trying to save his sister Aryll. Unfortunately, he ends up losing his sword after being shot into the fortress, and is left defenseless. He must sneak through the fortress, and being spotted by a searchlight or caught by a guard will result in him being thrown in a cell.
The Problems With The Forsaken Fortress
The first and most important problem is that this level is unforgiving. In most stealth games, players who get caught have a few options, from eluding the guards until they give up pursuit to fighting them off. In this case, however, getting caught once results in you immediately getting thrown in a cell, without any opportunity to escape or fight back.
The second problem, similar to the first, is that if you're thrown in a cell, you'll have to start over from the beginning. You will likely gradually improve after each attempt, but it's still frustrating to lose all your progress after on mistake.
The third problem is that stealth-based gameplay is atypical of the Zelda series. It's possible to avoid enemies, but the game is mainly about combat. In fact, on many occasions, Link will be locked in a room until he defeats all the enemies, from boss battles to rooms with a handful of normal foes.
The fourth problem is that there are relatively few items the player can use to assist with stealth, from escaping enemies to avoiding detection in the first place. In Metal Gear Solid, for example, Snake or the other protagonist might have weapons to subdue targets, cigarettes to reveal laser tripwires, cardboard boxes to hide in and chaff grenades to disable electronic security, among other tools. Link can only hide in a barrel, which only conceals him when he isn't moving, and has few options.
The fifth and final major problem, related to the fourth one, is that this is rather early on in the game. At this point, players are still trying to get invested in this game, so a frustrating stealth-based sequence may deflate their interest, and potentially cause them to give up entirely.
Ocarina of Time: A Counter-Example
Now I'll use Ocarina of Time as a contrast, to show how it does stealth significantly better. There are two sequences- infiltrating the castle to speak to Zelda and rescuing the carpenters from the Gerudo Fortress.
First, the Hyrule Castle sequence. It's early in the game, after Link completes the Deku Tree dungeon and proceeds north to Hyrule Castle, but isn't too difficult. There are two phases- getting into the castle and reaching Zelda. The first phase is relatively simple, since the guards are stationary, and involves finding a route that avoids where the guards are standing. The second phase, inside the castle, involves avoiding the guards' predictable patrol routes. If you're caught in the first phase, you'll have to start over, but if you're caught in the second phase, you'll be thrown outside the castle and only have to do the second phase again.
Second, the Gerudo Fortress sequence. It's near the end of the game, in the part leading up to the Spirit Temple, the last of the five temples before the final dungeon. Link can use his bow in order to incapacitate the guards, giving him an option to neutralize the guards rather than merely having to avoid them. There are minibosses who will fight Link and capture him if he's knocked down, but Link can avoid it if he's careful. Luckily, if Link gets captured, he doesn't have to start the entire fortress over again. His goal is to free the five carpenters, and any carpenters he does free stay free.
These sequences have some things in common with Wind Waker, namely how Link is caught instantly and how stealth is atypical of Zelda games, but are significantly less frustrating in many ways.
Conclusion
Introducing modes of gameplay that are unlike the main type of gameplay in the game in question is always a risky proposition. It can provide variety to the game, but it can also feel out of place and alienate gamers who may not care for that kind of gameplay. The Forsaken Fortress is a poorly implemented stealth level that's a cautionary tale about implementing ideas that don't suit the game.
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