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otherwise, not one to one with FEAR's AI but close enough.
I'll say the combat experience is not entirely Fear though, inspired sure but if we were to take the Fear angle it'd be like if someone took FEAR 1, injected it with speed from a boomer shooter and smacked it's ass out the door with a hover pad. Losing quite a bit of the horror vibe along the way.
I'm looking specifically for unpredictability in enemy behavior, almost the illusion of sentience. FEAR was good at that. You weren't sure what they were going to do. If this game has that, I'm buying 100%.
I just hope there's a toggle for the bullet time stuff. Not a fan.
I do not know who keeps pushing this narrative these last couple of years, but this could not be further from the truth. F.E.A.R gave life to Goal Oriented Action Planning (GOAP) which was a very advanced technique to videogame AI. The way they respond to player, team and environmental reactions was nothing short of amazing, especially for it's time.
Yea dude we know.
All I'm looking for in this thread is how the enemy AI is, not a back and forth of whether F.E.A.R. was ahead of it's time or not. We all know it was, is.
You could just not use it and there is a cheat you can unlock (though I think you need to beat the game to unlock it lol) that straight up disables focus. There isn't really a "focus required" part in the game, that being said higher difficulties is definitely geared off you using your focus and invis properly, so if you do get the game goodluck not having slowmo on higher difficulties if you do them.
The actual AI code was insanely simple, and ONLY worked well when the combat environment was specifically designed to support it. Hence why when the same AI was used in fear 2, it came across dumber than a box of rocks in most areas of the game.
Also, yes, the AI communicating DID leave a lot stronger impression of intelligence than it's actual code would support.
By comparison Trepang2's AI is pretty decent, probably the best I've seen in the current gen, at least that was my experience on Hard. Kudos to them if the AI changes behavior based on difficulty because that's the right way of increasing difficulty- not turning them into bullet sponges like most games do. Most of enemies had attack patterns. I noticed that by the final mission or certain units in some missions simply did not care about me taking a hostage, they just shot them. If I ran from a firefight I would often hear "He's running away!". I managed to juke some AI enemies as well, popping out from cover, then sliding away in the opposite direction in the dark only to hear "Where'd he go?" after they shoot at my previous location for a bit and seemingly flank and check. And that was without using the cloak ability. Naysayers are either not playing the game or have really poor reference. I say this as someone who has replayed FEAR 1 within the last year and just beat Trepang's campaign.
Whatever dude. Got my answers. Thread closed. ♥♥♥♥ off.