In A PLAGUE TALE: INNOCENCE, lots of stealth involves being very close to threats. Whether it’s hiding from Spanish Inquistors, angry villagers, or plague-ridden rats, danger is always very close to the protagonists. Alongside enemy placement, sound is a major factor in gameplay, with enemies being alerted via sound as well as visual stimuli. Also, if Hugo is left alone for too long, he’ll start panicking, alerting nearby enemies of your location. CORVIDAE can take this a step further, as Aria is studying the Crowfolk without alerting them of her presence. She has to get close enough to risk being caught, but not close enough to reveal her location, voiding her data and possibly even putting her life at risk. The sound component could also be interesting to use in a bird setting, as potentially players could move more freely when birds are squawking or something similar.

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