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The director of the best Splinter Cell game reckons that modern lighting engines are making stealth games 'so much harder to read'
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The director of the best Splinter Cell game reckons that modern lighting engines are making stealth games 'so much harder to read'

  • Clint Hocking says modern lighting makes stealth spaces harder to read than in Chaos Theory.
  • He notes baked lighting offered a cleaner, more readable play space for stealth.
  • The shift to diffuse lighting and ray tracing challenges designers aiming for pure stealth.
  • "I actually think one of the difficulties with modern stealth games is the sophistication in the rendering has made lighting so much more realistic."
  • Hocking says readers must consider how lighting affects safety, danger, and strategy in modern stealth.
  • The article frames the discussion around the evolving demands of stealth within current graphical tech.
  • The piece cites examples of related stealth games and media exploring light and shadow tech.
  • PC Gamer positions the conversation within ongoing debates about next-gen visuals and gameplay readability.
  • The director of Chaos Theory, Clint Hocking, is quoted regarding light-based stealth challenges.
  • The piece notes industry-wide experimentation with stealth beyond traditional titles.
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