
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.
