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The nearest AI of any competitor at the time was HalfLife 2 and this software engine's intelligence coupled with graffix that were clearly head and shoulders above HL2 gave the percieved attitude that this truly was a superior gaming experience to anything Valve had to offer. In many HL2 scenarios, in an oncoming charge from the soliers in black n white camo, one would predictably run right past you & turn around in an effort to "box" you in. Invariably, that soldier was always the first to die. Comparitively, in F.E.A.R. that never happened and the enemy AI had both the intelligence, the audio, and the visual engagement to truly create a memorable battle scene.
I've played both for years (own most of the HL catelog too) and while HL is greater known amongst the FPS fanbase, it truly can't hold a candle to the first two FEAR games.
The greatest disappointment after the two add ons was FEAR 3 was mega sh*tballs bad.
Imagine watching your favorite FPS platform go from a AAA status to the $9.99 bargain bin at Electronic Boutique. Similar to what happened with SOF from Raven with the failed sequel " Soldier of Fortune: Payback"
(I feel like I'm writing a biblical text)
In the begining we had ReaperBot for Quake. it was our first look at an AI that may be a real challenge for a player. We all went nuts looking at the .qc code. Quake 2's debut blew out mind, the AI ducked our shot, amazing.
Next came Unreal, they hired Steve (reaperbot guy) and he moved his AI work into Unreal. Then
Q3. Nothing significant I can recall came after that AI wise, that wasn't just a clone of either IDs or Epics work, until Fear. Being flanked alone was mind blowing. But there was little before it.
Most modern shooters operate in a similar way. Enemies hide behind chest-high walls, poking their heads out and waiting to be shot. If you can point out another shooter whose singleplayer campaign has better AI than FEAR, I'd be impressed.
The "squad AI" seems hit or miss to me as well, but it is definitely different every time. It was primarily how well flushed out their tactics were that drew attention. Grenade attacks to flush the player out of cover and coordinated flanking marked the Replica army's behavior, and like everybody keeps saying and will keep saying, they are different every time except for one or two cases where they are not aware of the player coming in or where you can bottleneck them.
The AI is improved in the expansion packs where they will wait for the player more often than rushing or flanking, which makes them difficult to assault.
I guess it wasn't so much the magnitude of their challenge that made them talked about, but you got a good sense of attacking, reading, and counteracting your opponent like wasn't there with the Combine in HL2, the gold standard of "idiot enemy footsoldier" or like the same way wasn't there in like Hard Reset where you've got the same idea of angry robots stomping straight at you shooting and making noise. The Replica actually look like squads in their tactics, where other games give you kind of an animal that just bum-rushes you shooting or swinging a baseball bat.
The RPS article has a .gif that explains it at the individual level -- shifting behind cover and opening fire, and then shows the squad intelligence in action pinning the player behind cover and hitting him from another angle.
Ive been playing computer games since the days of commodore 46 / amiga 500 and i will say this much about the AI ... I have seen a hell of alot worse through the years.
You will truly enjoy the game. I think the game is an oldie but a goodie with replayability.
And yes, I still have my Commodore 64 in a closet somewhere too. :)
Add ducking, leaning, throwing grenades at a position where they last saw the player, and so on. Gives a reasonable feeling of planning by the AI, but its really just those simple conditions.