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You are not a fighter, just a poor little pound pup in a very unsafe environment. Hiding is always the safest solution to danger. You may run fast, but the threats in your life are very smart. Stay low and stay quiet. If they can't hear or see you, you might just get away. You make more noise when running. Threats will often stop to listen for easily detectable sounds such as movement. When a threat stops moving, be still; the slightest movement can give away your location. As threats roam the environment, some hiding places may become too dangerous.
— Description on BARK (2022)'s Steam page

"What with PC gaming still mattering and the brown glory of Quake having been pooed out two years previously, the FPS was riding high. But it was fast becoming clear that many developers had reached the limits of what could be achieved with putting the player on one side of a big, black, death cock and a succession of eager spread-eagled monsters on the other... So it was left to Thief to have strange and deviant thoughts like: What if there was a first person game where you were trying to achieve something other than genocide? Where even one or two measly deaths would have the game slap your hands away from the controls and yell, "What the fuck?!" And thus was born: the stealth'em up. The philosophy of the Thief games was that barging into the enemy stronghold and repainting the lobby in spinal fluid was all very well, but a really skilled infiltrator should never have to kill. And ideally the enemy shouldn't even know they've been there, except that all the lights have stopped working and the whole place seems a lot less wealthy somehow."

"You should be able to escape when the security doors open at 6:00 am. Until then... keep moving, and try not to draw attention to yourself. If there is another way out, I will help you find it. I promise."
Glamrock Freddy of Five Nights at Freddy's: Security Breach, essentially explaining the game to Gregory, our protagonist.

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