E3 2015: Hands-on with Volume

E3 2015: Hands-on with Volume

Modern stealth games have gotten needlessly complex. So many pile gameplay systems on top of gameplay systems, adding unnecessary layers of abstraction that make games damn near impenetrable to new players.

The beauty of Volume, the latest game from Mike Bithell of Thomas Was Alone fame, really does lay in its simplicity. The game strips out all of the excess baggage that has come to the stealth genre over the last decade and a half and instead returns to the core gameplay concepts that made games like the original Metal Gear Solid and Splinter Cell games so great.

The main goal of each level is to gather small glowing orbs as a means to unlock the level’s exit. At first, the goals are incredibly easy to complete, only requiring you to hide behind walls and creep behind patrolling enemies. As the game progresses, additional systems are put into play, requiring a more strategic run using new abilities and gadgets. Everything works in a completely logical way. Enemies have clearly defined vision cones, abilities are on a clearly defined charge meter, and all of the objectives are right out there in the open.

At one point I was thrown into a much later section of the game, which had me creeping around, vaulting over walls and whistling to draw enemies off of their patrol route in order to find and unlock a cloaking gadget. Once acquired, I was able to pull a trigger to briefly disguise myself as one of the cybernetic enemies out for my head, allowing me to run right past them to grab the remaining orbs and lower walls, enabling easier traversal of the map.

There’s still a fair bit of trial and error involved as you push the limits to find out what the games rules will and won’t allow, but overall it felt like a tight stealth experience that really nailed the nostalgic view of the genre that it’s going for.

The game’s simplicity also carries over to the game’s level creator. Rather than introduce needlessly complex systems, you can simply paint the ground to place flooring, drop in walls, enemies and objective markers. In a matter of minutes, Bithell was able to make a barebones but fully functional level. The level builder I was shown was noted as being incomplete, and the final build will allow players to insert their own story bits into it, taking the user-generated content a step further than most standard map editors.

Only time will tell if Volume will be anywhere near as well received as Bithell’s previous release, but what I saw of Volume is extremely promising, especially if you have any love for the now-decades old stealth games that inspired it. It really feels like a love letter to that style of game, and it’s exciting to see a developer as enthusiastic about a project as Bithell is about Volume, and I for one am very interested to see how the final product turns out.

Volume is set for release on PS4 and PS Vita on August 18.