>>15230126
>(don't do the stylized capitalization that's autistic)
>Don't use the game's title that was on the box that's autistic
>The enemies were very dull
>Enemies swear and yell expletives at you like "DIE MOTHERFUCKER" and do things like play dead
>very dull
>the generic grunts interesting to fight
>This is somehow a problem
>In short, it's a series of illusions made more impressive by having the AI react to what you're doing vocally so you know (or think) it's doing something. The illusion worked (on you.)
The AI flanks the player and does things like uses adaptive cover and tips things like vending machines and tables over at you. It'll also dive through windows to either engage the player or to run away so it can find cover. A lot of this tied into the game's level design.
I'm not referring to the vocalizations I knew those were bogus but the fact that the AI did this and this wasn't prescripted was what I was referring to. This is far more dynamic than the vast majority of games today and especially for its time.
What's more annoying is how despite this game coming out 13 years ago this AI wasn't expanded upon at all. In fact AI was dumbed down after the game and nowadays if you play a game today the AI is absolutely braindead and is just there for you to mow down like cannon fodder.
>replaying it just makes it more predictable
It really isn't the case with this game. I've gone back to F.E.A.R far more than any other game from that time period. Half-Life 2 for example has more enemy types but they're all more boring to fight.
Another thing that has caused F.E.A.R to age extremely well is how unabridged most of the game is. While there are horror segments they're mostly concentrated at the start and towards the end of the game and amount to less than an hour of total gameplay. The game doesn't have really obnoxious scripted walking segments like Half-Life 2 and doesn't bog you down with maze-like levels or puzzles.