
Sometimes, you’ll throw a dart and the enemy will seek out its point of origin. Unfortunately, I find this to be unreliable. Nice night we’re having, eh? Enemies Tend to Not Reliably Follow Distractions Your positioning is most important here, as guards generally inspect the area from which the dart was thrown. They don’t hurt your enemy, but they always get their attention. The game gives you an infinite number of throwing darts. Naturally, the game really needs to focus on distractions since the freedom of movement is so technically-limited, and the options it gives you truly set it apart from the pack.

Except Mark of the Ninja doesn’t use hiding places as quite as much of a crutch. It reminds me of how Assassin’s Creed IV used bushes to basically cover up how broken the game’s stealth mechanics were. However, with the assortment of vents, hiding places, and places where bodies can be stashed, the game doesn’t end up feeling cramped or too restrained. With less-than-stellar level design, this sort of game would be a nightmare to play.

The game gets around this by putting vents and hiding places all over the place.
#Mark of the ninja full#
And since the game is a side-scroller, sneaking past a hallway full of enemies can be even trickier than is usual for the genre. But since they all have flashlights, it doesn’t always make too much difference. You can destroy most of the overhead light sources, which usually makes it much easier to get by some enemies. Mark of the Ninja tends to lean on the old stealth standby of using shadows and light in order to evade detection, and it works particularly well in this game. The game goes about managing this in various ways. Wait, where are you going? Mark of the Ninja Makes Great Use of Shadows The perfect way to vent your frustrations. Typically, though, if an enemy is looking in your direction in an un-obstructed hallway, they’re going to see you if you’re close enough. The range with which they discover you can vary among enemy types. The enemies all have flashlights that indicate what they can or can’t see. Well, Mark of the Ninja handles this in a really safe way. In a 3D space, this can work much as it would in reality, albeit limited for ease-of-play. One of the most important things to consider in stealth games is how the enemy line of sight works. In this feature, I’m going to break down how the game utilizes space and choice to make its stealth so fully-realized and engaging. Even though the movement should technically feel severely hampered by the removal of more dimensions, it feels like just as much of a stealth game as any of its 3D brethren. Thankfully, Mark of the Ninja handles its stealth beautifully. Good stealth is hard enough to do in any game, but it takes some seriously great design to make it feel natural in a sidescroller. I didn’t really think a 2D game could pull off. Every other stealth game I’d ever played had been either top-down or 3D, allowing for much greater freedom of movement.

Before I played Mark of the Ninja, I was doubtful of how well it could pull off stealth in a side-scroller.
