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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'

I love a good game about skulking through the shadows, but it isn’t an activity I get to do much in virtual worlds anymore. Even within the already sparse genre of stealth games, most modern sneak ’em ups are based around lines of sight rather than levels of light.

I always figured this was because such an approach is simpler for players to parse—especially given most games that feature stealth are not exclusively stealth games. But according to Clint Hocking, director of the second-best stealth game ever made—Splinter Cell: Chaos Theory—it might have something to do with the nature of virtual shadows themselves.

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