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  • Around this time of the year, other video games podcasts will be doing their game of the year pods and talking about games like Astro Bot, Tekken 8, Helldivers 2, Dragon's Dogma 2, Silent Hill 2, Hades II, Elden Ring: Shadow of the Erdtree, Metaphor: ReFantazio, Final Fantasy VII Rebirth, Balatro, Like A Dragon: Infinite Wealth, Animal Well, Lorelei and the Laser Eyes, Prince of Persia: The Lost Crown, and others. Well... NOT US! This episode is the culmination of the second year of Stealth Boom Boom. And that means this is the 2nd Annual Stealth Boom Boom Awards – Game of the Year 2024.


    In other words... The Boomies!


    On this podcast you'll hear us discuss the 20 games we've reviewed on the podcast this year. Over the course of this mammoth 3+ hour episode, you will hear us organise that list of 20 games into a top 20. There are some changes to the format this year, but fans of last year's goty pod needn't worry because one thing had to make a comeback: TOMOTTOM.


    Once we've gone through the Tomottom phase, we then order each individual group – Bottom 7, Middle 7, and Top 6. Every place matters, of course, but our ultimate goal is to determine Stealth Boom Boom’s game of the year for 2024.


    These descriptions are often full of episode talking points, but it feels spoilery to even suggest what we speak about on the pod. Instead, here is an alphabetised list of the 20 games up for discussion today:


    A Plague Tale: InnocenceAlias Alien: IsolationApe EscapeCounterSpyDays GoneHitman GoJames Bond 007: Everything or NothingLeft AliveMini NinjasMurdered: Soul SuspectPsi-Ops: The Mindgate ConspiracyRogue WarriorSecond SightSekiro: Shadows Die TwiceSly 2: Band of ThievesSyphon FilterThe Chronicles of Riddick: Escape from Butcher BayUntitled Goose GameWatch Dogs

    With all that said... please enjoy The Boomies 2024.


    ... Actually, one more thing... a HUGE thank you to anyone that's listened to a single second of Stealth Boom Boom. It's an absolute pleasure to make this podcast and we're so thankful there are people who have made it part of their listening schedule.


    Whether you're celebrating something this holiday season or not, Colm, Adam and Josh hope you have the loveliest time!


    For those who would like to play along at home, on the first episode of year three of Stealth Boom Boom, we'll be discussing, reviewing, dissecting... Dying Light.


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  • Richard Marcinko was a U.S. Navy Seal, a Vietnam War veteran and an author. And in the mid-00s, Bethesda and Zombie Studios were going to make a video game based on him. And then that changed to Bethesda and Rebellion. We’re going back to 2009 to look at a first-person shooter featuring Demo Dick. We’re talking Rogue Warrior.


    On this episode of Stealth Boom Boom, we take a look at a video game that we didn’t play over the last two weeks called Rogue Warrior: Black Razor. We also discuss a great box, one single trailer, how Golden Globe and BAFTA-winning actor Mickey Rourke got involved, and much the real-life Marcinko likes knives.


    Here are some of the things you’re gonna hear us chat about in our review: briskly strolling up behind a blissfully ignorant enemy and murdering him in the most vicious possible way a.k.a. THE KILL MOVE; a knife guy; an irrelevant radar; a hidden, game-changing third-person perspective cover mechanic; Arkham Asylum’s Predator Mode; silenced pistol divisiveness; superfluous night vision goggles; an inadequate Gears of War shooting gallery; hefty weapons; a snowy hedge maze; one of the finest video game objectives ever; a Cold War tale for the ages; a truly astonishing level of swearing; border education; surprise Neal McDonough; the Sons of Liberty connection; Josh’s school; and the greatest credits song of all time.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Rogue Warrior is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting… every single game we've reviewed this year on the next episode of Stealth Boom Boom. Because the next episode of Stealth Boom Boom is going to be our Game of the Year 2024 episode, otherwise known as the second annual edition of The Boomies!


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  • After years of making bloody, adult, violent video games, the Danish video games developer we’re talking about today decided to make something that they could play with their kids. We’re going back to 2009 to look at a third-person action-adventure game featuring some small shinobi. We’re talking Mini Ninjas.


    On this episode of Stealth Boom Boom, we take a look at the origins of Hitman developer IO Interactive and how that series influenced their family-friendly game. We also discuss the perceived target audience for this, and an animated series that reminds Adam of fake merchandise.


    Here are some of the things you’re gonna hear us chat about in our review: memorable box art; samurai with impeccable eyesight; turning into a chicken or bear or an oddly-faced monkey; being spotted in the long grass; a discussion on whether you kids of 15 years ago liked being sneaky; being rewarded for murder and thus punished for playing stealthily; boring button-mashing combat (or something slightly different for those on Nintendo Wii); stopping time for a completely over-powered kill move; large, sparse areas of linear levels; a nice enough world to be in; Hiro’s friends feel pointless; Windy Pants and their absolutely outrageous farts; repetitive QTE boss battles; a story that’s merely there; and The Worst Witch.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Mini Ninjas is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Rogue Warrior on the next episode of Stealth Boom Boom.


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  • In 1979, the screenplay of Dan O’Bannon was turned into a movie directed by a fledgling English filmmaker named Ridley Scott, and starring a young actress called Sigourney Weaver. It did alright. There were some more movies, some comics, some books, loads of merch, and even a few video games. We’re going back to 2014 to look at a first-person survival horror game that divided opinion. We’re talking Alien: Isolation.


    On this episode of Stealth Boom Boom, we take a look at a phone call that lead developer Creative Assembly to working on FIFA International Soccer, all the way to the Sega acquisition. We also discuss how the difficulty was being addressed before the game came out; Harry Dean Stanton’s reaction to how old the original film was when he was being interviewed, and how the team really wanted to distance themselves from Aliens: Colonial Marines.


    Here are some of the things you’re gonna hear us chat about in our review: a nameless Tesco employee; a strong, scary, smart, stomping xenomorph; feeling absolutely petrified; a rulebook that’s occasionally ripped up; a feeling of vulnerability rather than power while hiding; the risk and reward of the Motion Tracker; patience; simple mini games made stressful; the relief of coming upon a phone box to save your game; peeking at humans; a hefty duration; the Working Joes; thinking about your ammo, location, and loudness before firing your gun; THE FLAMETHROWER; confusing crafting menus; MacGyver; the 1979 sound of the Sevastopol; Tom & Jerry; the San Cristobal Medical Facility; a killer premise that doesn’t deliver on its promise; secondary characters that are merely quest-givers; a fixer upper of a space station; Seegson X Ryanair; Blade Runner; and the split between America and the UK on this game.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Alien: Isolation is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Mini Ninjas on the next episode of Stealth Boom Boom.


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  • How many Slack conversations have you had that have been life-changing? If you answered anything other than “zero”, you are a liar. OR you are a member of the team that made the game we’re talking about on this podcast. We’re going back to 2019 to look at a stealth-puzzle game that became a phenomenon. We’re talking Untitled Goose Game.


    On this episode of Stealth Boom Boom, we take a look at developer House House’s confusion around why people didn’t like the bird made up of two colours. We also discuss the use of sandbox on the physical box; three minutes of gameplay that put the game on people’s radars; and celebrities like Mark Hoppus, Chrissy Teigen, Kyle MacLachlan and Beaker.


    Here are some of the things you’re gonna hear us chat about in our review: being seen on purpose to manipulate and misdirect villagers; too many opportunities to brute force; HONKING; taking a corner like a car; a slapstick, warm Hitman; a stellar Hyacinth Bucket impression; maintaining eye contact; lineless, pastel CBBC characters; a reactive silent movie-like (also Breath of the Wild) piano; the weight of the waddle; grabbing things in your gob because you don’t have hands; gliding along the water; a gorgeous and also sometimes ambiguous to-do list; a bin toothbrush; getting on TV; model villages; walking with a bell in your mouth; the post-game; and being a horrible goose.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Untitled Goose Game is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Alien: Isolation on the next episode of Stealth Boom Boom.


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  • There were a lot of big games out 20 years – many of those games we’ve reviewed on this podcast, this year. But this game involving a raccoon, a turtle and a hippo is a special game for us, as it is the first time we are going back to a series for a look at a second game. We’re going back to 2004 to look at a 3D platformer that has big Ocean’s 11 energy. We’re talking Sly 2: Band of Thieves.


    On this episode of Stealth Boom Boom, we take a look at what developer Sucker Punch Productions were thinking going into this sequel, including how they really wanted to put a big emphasis on the game’s heists. We also discuss the improved AI the team was striving for, a Ratchet & Clank demo, the inspiration of Tenchu: Stealth Assassins, and a woman named La La Anthony.


    Here are some of the things you’re gonna hear us chat about in our review: patrolling guards and their flashlights that are basically vision cones; a health bar; enemies that can hear you run; tables you can now hide under; improved stealth fundamentals; fluidly moving around the rooftops of these large hub worlds; the brilliance and inconsistency of the Stealth SLAM (and also Silent Obliteration); spending coins in the new upgrades shop, and the fiddliness of equipping those upgrades; pickpocketing and too much of a good thing; Bentley’s strong but heft-less tranq crossbow; the fists of The Murray; boss battles; the mission structure and how everything you do is in service to a big heist; a duration that is way too long and impacts everything; a mini-game mixed bag; going back to the base to switch characters; one of the world’s biggest drug operations; and a narrative that is both dark and contains a lot of nice lads being nice.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Sly 2: Band of Thieves is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Untitled Goose Game on the next episode of Stealth Boom Boom.


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  • A decade ago, a small indie developer called Dynamighty got a phone call (NB: don't know if it was a phone call.... could've been an email, a fax, carrier pigeon, or many other multiple means of communication) from a large publisher called Sony. And a game about the cold war was born! We're going back to 2014 to look at a 2D stealth-action game about a spy that infiltrates superpower bases. We're talking CounterSpy.


    On this episode of Stealth Boom Boom, we discuss how the team was influenced by Bond (but apparently there was a much darker version of CounterSpy in the works at one stage, too). We also chat about the founders LucasArts and Pixar heritage and whether or not they named their company after early 00s British singer/rapper Ms. Dynamite.


    In our review, you'll hear some chat on the Lacanch Range Master; you go from left-to-right, but enemy guards are living in 3D; trying to figure out a safe distance; blowing up safes around the ever-suspicious guards; no real way to break up the pack; cruel AI; the importance of the constant DEFCON levels; isolating and threatening an officer; going into cover when trying to dodge roll or dodge rolling when trying to go into cover; looking at the world from a different perspective (and finding the aiming fiddly) when you're in a shootout; shopping for new weapons and level buffs; Wile E. Coyote; the limits and repetition of procedural generation; PSP video game Coded Arms; the thrill of running for the end of the level once the countdown starts (and also the annoyances you run into here); breezy satire; and big capital v Vibes.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether CounterSpy is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Sly 2: Band of Thieves on the next episode of Stealth Boom Boom.


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  • Independent developer Airtight Games partnered with Square Enix around a decade ago to prove that the hardest murder to solve is in fact your own. In many ways, that is a factual statement. In relation to this game, however... not so sure. We're going back to 2014 to look at a third-person adventure game about a ghost detective. We're talking Murdered: Soul Suspect.


    On this episode of Stealth Boom Boom, we take a look at Airtight's difficult beginning, middle and end, with some higlights including Dark Void and the Ouya. We also chat about how a considerable amount of this game's pre-launch marketing really positioned Murdered as a horror game, and Die Hard.


    In our review, you'll hear some chat on why this game even has stealth sections where you're bothering crows, hiding in spectral residue pockets, and sending demons back down to Hell via QTEs; escort missions where you must turn on specific printers and TVs; L.A. Noire; pixel-hunting at a crime scene and then selecting solutions until the game allows you to move on; Ghost Trick: Phantom Detective; the sheer possibilities of being a ghost vs a shoddy teleport or controlling a cat for a bit; ghost walls; reading the minds of Salem's residents; the newspaper that explains how the beach woman died so she can go to Heaven; a central mystery that does just about enough to keep the interest; a very normal Salem; a fancy hat, tattoos, and cigarette does not turn Ronan O'Connor into a protagonist for the ages; and Julia's Thoughts.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Murdered: Soul Suspect is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting CounterSpy on the next episode of Stealth Boom Boom.


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  • 20 years ago, Starbreeze Studios was going through some tough times, and they were looking for one of their games to be the hit they needed. Across the water, Hollywood actor Vin Diesel was looking to get into video games with his new company called Tigon Studios. So, they decided to come together, and they launched a stealth-FPS in 2004. We're talking The Chronicles of Riddick: Escape from Butcher Bay.


    On this episode of Stealth Boom Boom, we take a look at the developer's really rocky path to their first Riddick game, and discuss whether the general public would be excited about seeing Normal Mapping on the box. We also mention late 90s / early 00s rapper Xzibit and his thoughts on Pac-Man.


    In our review, you'll hear some chat on how this game is as dark as Splinter Cell and Thief, but not as deep; the oddity that is Eyeshine; our feelings towards the trade off of a sleek and minimal HUD vs ambiguity when it comes to the safe zone of an enemy’s vision cone; Adam’s preview of Assault on Dark Athena; being a Batman-like predator; trigger happy guards that are standing behind a door waiting for you; some of us think the shooting isn’t very good, some of us think the shooting is good, but all of us quite liked it for some reason; The Darkness; a more involved melee system; The Legend of Zelda: Breath of the Wild; side quest-giving NPCs; where the prison guards live and shop; a little story about a horrible place; NanoMED treats you right; Richard B. Riddick is a nasty piece of work; and an outrageously sexy menu cube.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether The Chronicles of Riddick: Escape from Butcher Bay is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Murdered: Soul Suspect on the next episode of Stealth Boom Boom.


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  • 25 years ago, a PlayStation-exclusive was released that required a new peripheral called the DualShock It had not one, not three, but TWO ANALOG STICKS. So, this one definitely made an impact at the time. We're going back to 1999 to look at a 3D platformer chock full of puzzles and monkeys to collect. We're talking Ape Escape.


    On this episode of Stealth Boom Boom, we take a look at how Japan Studio had to communicate how players would use their new controller, and some big TV ad campaigns that ran in the States. We also take a look at some Japanese adverts that we would've welcomed on out television screens back in the day.


    In our review, you'll hear some chat on a giant satellite dish called a Monkey Radar that tells you where the escaped apes are (as well as how quick, powerful, and perceptive they are); an enemy’s trousers tell you a lot; the Metal Gear Solid similarities in the game’s visual language; going into the foetal position and being “nearly invisible”; catching a monkey sneakily vs them seeing you and jumping into a spaceship; the joy one can derive from catching a misbehaving time traveller; swinging gadgets around via the right analog stick; swimming in a 3D space with your Water Net; whacking those cheeky little guys over the head with Stun Club more than you need to; a Hoop, a Sky Flyer and an RC Car for puzzle-solving; the art of rowing a boat; phenomenal level design; trashing sandcastles; a big dinosaur; Specter doesn’t want to go back to Monkey Park; two different English-voice casts with two different scripts; a much more fun Watch Dogs profiler; an AI construct called Casi; Spike’s Shinobi Deathblow; and a soundtrack that doesn’t fit but definitely fits.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Ape Escape is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting The Chronicles of Riddick: Escape from Butcher Bay on the next episode of Stealth Boom Boom.


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  • In June, 2012, almost every member of the general public decided they witnessing something special. The dissenting voices were few and far between. And then it came out two years later and opinions changed somewhat. We're going back to 2014 to look at an open-world, action-adventure hack-a-thon. We're talking Watch Dogs.


    On this episode of Stealth Boom Boom, we take a look at that big E3 2012 reveal, and the connections this game has to Driver. We also chat about pockets, a behind closed door session that took a turn, a hidden-camera bit where everyone was probably an actor, some parkour (for some reason), Jimmy Fallon, an iconic special edition, and a PR stunt gone wrong.


    In our review, you'll hear some chat on Colm's first gaming PC; completely fine standard stealth that also has plenty of limitations; travelling around a space via CCTV cameras, and setting off car alarms, all while standing outside the gate; Astral Projection from Second Sight; hiding in the front seat of a car; weapons that are a means to an end; the option to run away like a coward; a decent GTA style driving experience; how easy it is to hack traffic lights while driving vs the thrill of a car chase; a spin on the Ubisoft tower; differing opinions on Chicago; a nightclub; a revenge plot that is overly complicated; the gravelly-voiced and not terribly compelling Aidan Pearce; the profiler; a peek behind the curtain that is both childish and nasty; and just the staggering amount of people playing Watch Dogs in 2024.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Watch Dogs is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Ape Escape on the next episode of Stealth Boom Boom.


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  • After years of being a support studio on Pixar games, and dabbling in new technology like the Kinect and HoloLens, French developer Asobo Studio got to work on the game that would be their breakout hit. We're going back to 2019 to take a look at a stealthy, puzzly action-adventure game. We're talking A Plague Tale: Innocence.


    On this episode of Stealth Boom Boom, we take a look at the big The Last of Us vibes this game was giving off pre-release. We also talk about why Sean Bean is in one of the trailers, the fact they employed kids to voice the characters, and the fact this game is not completely based on fact.


    In our review, you'll hear some chat on no frills stealth that some think is fine, some think is boring, but everyone thinks works; a tension that never lessens; curated scenarios that don't allow for a ton of experimentation; flinging rocks, sneakily, at the heads of The Inquisition guards with your sling; the glorious filth bag rats that are sometimes your enemy, sometimes your friend, sometimes something that can change a physical space, and just how good they are; spiders in Uncharted 3; trying to aim a headshot while an enemy is rushing you; upgrading your equipment vs being an alchemist; Naughty Dog-style chase sequences; the mental lightbulb being separate to the physical graft in puzzles; Ghost Recon: Rodrik; the ludicrous BioShock-esque final boss that fires rat tornados at you and might be called Life Benevolent; the relationship of Hugo and Amicia de Rune; 'Allo 'Allo! accents; you only understand child characters after you have a real child or something; a manky and swanky score; incredbile environments (plus a Ghost of a Tale shout out); and a celebration of AA.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether A Plague Tale: Innocence is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Watch Dogs on the next episode of Stealth Boom Boom.


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  • Being done with Syphon Filter, and having some successes with a Resistance spinoff and an Uncharted spinoff, Bend Studio got to work on Sony's next big PlayStation exclusive. We're going back to 2019 to take a look at an open-world action-adventure game. We're talking Days Gone.


    On this episode of Stealth Boom Boom, we take a look at how folks at the studio just could get people to understand that this definitely isn't a zombie game, but how they also had to fight zombie fatigue in potential customers. We also discuss – in a rare move for us – some post-launch Days Gone news and some of the comments made by people who worked on the game.


    In our review, you'll hear some chat on more on-screen stealth indicators than anticipated (that are often irrelevant because they just repeat information you can get elsewhere); avoiding revving your engine; sneaking around enemies that may or may not see you; throwing rocks; a rigid and dull system when up against humans vs a more tense time when up against the Freakers at checkpoints; eavesdropping on very long NERO conversations; a steady-handed sniper rifleman; an unused crossbow; the Chicago Chopper, as seen in The Mask; the splat when an axe meets brain; placing traps and planning your attack on the first horde, 30-ish hours in; the joy of going for a ride on the Drifter Bike; a ludicrous amount of petrol and motorcycle enthusiasts; surprises on the road; the beauty of Oregon; the jobs are very samey, but the currency makes sense; collecting ears for some reason; a gigantic bear; using Gabe Logan espionage to get into an encampment; the sheer length of the thing; delayed story resolutions; cringey dialogue; a wedding; Courtnee Draper as Sarah Whitaker; the Syphon Filter connection; walkie-talkie woes; and Lewis Capaldi.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Days Gone is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting A Plague Tale: Innocence on the next episode of Stealth Boom Boom.


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  • Square Enix Montreal were initially going to be making the next big PC and console game in the Hitman series, until they were put on mobile phone duty. A third of the team left because they were so gutted. And then the remainder created a 2014 turn-based puzzle game. We're talking Hitman Go.


    On this episode of Stealth Boom Boom, we take a look at the formation of the studio, and the board game idea was first prototyped. We also discuss the golden era of mobile games and whether we played them, as well as a nice physical model and whether or not this game might've grabbed a few Candy Crush or Words With Friends


    In our review, you'll hear some chat on enemies with different coloured jackets and narrow vision cones, giant potted plants to hide in, okay instafail because of a quick restart, translating the parts of big Hitman for small Hitman, they move only when you move (but can you make fewer moves), optional objectives and replayability, firing your sniper rifle at a statue (or getting a double-kill), the relief of killing a baddie (and then not hiding the body), perfect motion sensor air freshener-esque mood-setting music, Ave Maria, dummy items in levels, an Eyes Wide Shut get together, trap doors, walking escalators, character rich static scenes that prove divisive, the wealthy, and major problems with a mouse.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Hitman Go is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Days Gone on the next episode of Stealth Boom Boom.


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  • After effectively creating the Soulsborne genre and having a wild amount of success with it, one of the most celebrated developers of the 21st century decided to tinker the formula once more. And, again, to great success. We're going back to 2019, to a stealth action game that picked up so many game of the year awards that particular year. We're talking Sekiro: Shadows Die Twice.


    On this episode of Stealth Boom Boom, we take a look at the early days of FromSoftware and how it took the studio close to two decades to achieve overnight success. We also discuss a YouTuber making the Loaded Axe and Loaded Umbrella in real life, as well as the link between this game and Tenchu. Of course, there's some chat on the differences between this game and Dark Souls / Bloodborne that were highlighted in pre-launch interviews... and there's some talk on the dreaded difficulty discourse that comes up around every From Software game launch.


    In our review, you'll hear some chat on the advantages of taking a stealthy approach and then giving a boss a Shinobi Deathblow, luring moronic enemies away from the herd, the sheer relief after you've stabbed an enemy and downed them, the frustratingly good peripheral vision of enemies, trying to pick off a group one-by-one, lobbing bits of pot off a wall, eating sweets to remain unseen, being a Sengoku Spider-Man with the grappling hook, The Last Samurai starring Tom Cruise, feel the rhythm to break the other guy's Posture (and the joy when that happens), nonstop trial-and-error, Perilous Attacks, breaking rhythm with the Mikiri Counter, the Nighjar's acrobatics and woo, dirty tactics with the Shinobi Prosthetic, Dragonrot and resurrection, the sheer amount of items and skill trees and menus, grinding for skill points, Genichiro Ashina (and then Genichiro, Way of Tomoe), the autumnal environs of Senpou Temple and immortality, a story that's out of time (and has cutscenes), micro narratives, and one nasty sword.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Sekiro: Shadows Die Twice is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Hitman GO on the next episode of Stealth Boom Boom.


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  • Around 20 years ago, J.J. Abrams and Jennifer Garner came together to produce one of the most popular shows on TV for a number of years. What's the next logical step? Make a game based on it, of course. We're going back to 2004 to a stealth action game that based on a hit ABC TV programme. We're talking Alias.


    On this episode of Stealth Boom Boom, we take a look at the topsy-turvy history of Acclaim Entertainment. We also discuss a trailer that had quite a few live-action shots of the TV show in it, as well as a featurette that includes a celebrity being genuinely excited about the video game they're in.


    In our review, you'll hear some chat on crab walking and competency, mission-specific spy gadgets, semi-involved hacking puzzles, enhanced vision, some Hitman-like wardrobe changes (and the outrageous outfits), split screen moments, punching and kicking that has a bit to it but is ultimately very clunky, weapon degradation that is astoundingly represented via in-game visuals, Broom or Fist, museums and embassies, a story that takes place between episodes 19 and 20 or season 2, a drop of Milo Rambaldi's blood, some lost charm, and the truly awful Marshall Flinkman.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Alias is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Sekiro: Shadows Die Twice on the next episode of Stealth Boom Boom.


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  • The game we're discussing today may have the most star-studded cast of any game we'll ever review: Mya, Shannon Elizabeth, Heidi Klum, Judi Dench, John Cleese, Willem Dafoe and Pierce Brosnan. We're going back to 2004 to an action-adventure game starring one of the world's most famous fictional agents. We're talking James Bond 007: Everything or Nothing.


    On this episode of Stealth Boom Boom, we look at the early days of Visceral Games (when they were still called EA Redwood Shores). We also discuss a teaser trailer that doesn't have Bond's voice and gives GoldenEye vibes, as well as some top celeb interviews about facial expressions and the size of controllers when in the hands of Richard Kiel.


    In our review, you'll hear some chat on the co-op campaign that Josh enjoyed 20 years ago, a decent amount of opportunities to employ serviceable stealth, how we see the character fitting in stealthy scenarios, the Q Spider and your modest assortment of gadgets, the Nano Suit and a draining battery, an INVISIBLE CAR (but can the enemies hear it?), solid cover shooting before the golden age of the third-person shooter, the safety of fine-tuning your aim behind a wall, difficulty spikes and trial-and-error set-pieces, the coolness of the rappel gun, trying to read the map while shooting missiles and breaking the speed limit in your Need for Speed car, optional Bond Moments, lobbing spanners at heads, Jaws what are you doing here, fireworks in Peru, flamethrowers attached to motorbike, absolute popcorn nonsense, nods to old movies, a checked out Brosnan, a poor supporting cast, a tingling Bond Sense, and where does Everything or Nothing by Mya rank on our list of THE GREATEST BOND SONGS EVER!?!?!?!


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether James Bond 007: Everything or Nothing is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Alias on the next episode of Stealth Boom Boom.


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  • Five years ago, there was a little bit of buzz around a game that Square Enix was publishing. Some of the people involved in making it had worked on Dark Souls, Armored Core, Metal Gear Solid. But, then it came out, and people were not happy one bit. We're going back to 2019 to look at a stealth-action survival game that was a Front Mission spin-off. We're talking LEFT ALIVE.


    On this episode of Stealth Boom Boom, we look at how something resembling a bit of a dream team was brought together to make this game at developer Ilinx. We also discuss how Toshifumi Nabeshima was fielding questions about how hard the game was before it was even released, as well as that initial response from the general public.


    In our review, you'll hear some chat on the trouble with normal difficulty, the enemies' exceptional vision, the red laser sights of 100 guns pointing at you, Casual Mode and how it actually allows you to perform stealth takedowns, flying drones (that can move at speed on the ground), running away from soldiers that lose interest, uninteresting challenge, the question of whether enemies can hear you or not, stealth in an open warzone, the Enemy Sensor, CAN MAN, escorting survivors that will inevitably be seen and lead to your downfall, bullet sponge baddies with bulletproof heads, awful aiming, harmful (but not fatal) Molotovs, three different kinds of landmines and the overly-complicated crafting menus, the fun to be had in one of the few agile Wanzer mechs available to you, battering a guy from behind with a pipe as a treat, a solid and silly premise that is treated with far too much seriousness in its story, the dweeby twerpy dorky loser Mikhail, a loan company, pristine posters for World of Tanks, and CAUTION: THE ENEMY IS APPROACHING.


    After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether LEFT ALIVE is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting James Bond 007: Everything or Nothing on the next episode of Stealth Boom Boom.


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  • In the late '90s, Sony was looking for an action espionage thriller. They were looking for their GoldenEye. So, they turned to the only studio they knew that could pull it off: the one that made Bubsy 3D. We're going back to 1999 to look at the first game in a long-running PlayStation exclusive series. We're talking Syphon Filter.


    On this episode of Stealth Boom Boom, we look at how the first iteration of this game was set 200 years in the future in a a post-apocalypse world. We also discuss how developer Eidetic (who would go onto become Bend Studio) were "making it up as [they] went along," as well as the TV advert that was very PlayStation.


    In our review, you'll hear some chat on the OPM 47 demo disc, the ambiguity of safe distances to enemies and the noise you make while crouching, Buzz Lightyear, a distinct lack of cover, a radar that doesn't stick to the rules, enemies that appear out of thin air, tank controls (but mostly strafing), a gymnast's somersault, a weighty secret agent, running through glass, awful first-person aiming, corner peeping, the importance of headshots and flak jacket-wearing baddies, gas grenades, the DANGER bar, a shotgun with range, setting guys on fire with the taser, the sense of achievement when you complete a big multi-objective mission (and how annoying it is to see "Objectives Incomplete" when you reach your goal), the deflation you feel when the game asks you to effectively repeat a level, hopping atop a train carriage, James Bond in a museum, a perfectly standard story that's delivered in a senselessly convoluted way, characters being disinterested in their own conversations, and a really big jump.


    After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether Syphon Filter is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting LEFT ALIVE on the next episode of Stealth Boom Boom.


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  • What does a podcast that looks at older stealth / stealthy videos games do after reviewing Psi-Ops: The Mindgate Conspiracy on its last episode? It goes back 20 years to look at a stealth-action game from 2004 that is often compared to the aforementioned Psi-Ops! We're talking Second Sight!


    On this episode of Stealth Boom Boom, we look at the formation of developer Free Radical Design and how Redemption was going to be their first game before Timesplitters was even thought about. We also discuss the work of Death In Paradise's Jermain Julien on a behind-the-scenes feature, as well as what David Doak was saying publicly about the studio's number one competition.


    In our review, you'll hear some chat on enemies with awful peripheral vision, MGS touches like lockers and surveillance cameras, avoidance as an option, how two of us missed quite important in-game prompts, herky-jerky movement, decent and alright and grand stealth sections, optional Resident Evil camera, the Charm (and power) of invisibility, possessing lads, scoping out an area as a ghost fella, psi blasting in secret (?), the inability to simply throw while using Telekinesis, John Vattic being a machine with a gun in his hands, first-person flourishes, a peculiar sniper scope view, another asylum, a very unconvincing street gang, unnecessary training, a compelling twisty-turny sci-fi story, Nigel Thornberry, and toothless & fishy characters that some of us like.


    After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether Second Sight is a Pass, a Play, or an Espionage Explosion.


    For those who would like to play along at home, we'll be discussing, reviewing and dissecting Syphon Filter on the next episode of Stealth Boom Boom.


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