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File: bb55fde67b1f3a8⋯.jpg (148.77 KB, 960x720, 4:3, fear.jpg)

42e88d  No.16190358

Howis it that not a single game has managed to replicate the AI chatter in this game? Every game out there the AI just keeps repeating the same inane shit.

>I'll get you motherfucker

>You're done asshole

>HAHAHAHA

>repeat forever

They don't communicate where you are, what you are doing, nothing.

>lel so cooky murderer psycho

Why? It really just ruins the experience. I'd rather they just kept them quiet if that was the case. There's not even any significant payoff, no pained screams or satisfying sounds when you blast someone in the head.

d28723  No.16190364

>>16190358

>Howis it that not a single game has managed to replicate the AI chatter in this game?

It has one of the most if not the most advanced AIs among shooters and in other games enemies are just written to run towards you and shoot, you're lucky if they take cover and stuff.


f95bb3  No.16190365

>>16190358

>They don't communicate where you are, what you are doing, nothing.

Because it's easier to program a literal hivemind that only knows to walk loops (or stand still) and shoot at you when you cross their path.

And since nobody teaches how to optimize code, 2 AI mooks attempting to employ a tactic against the player would probably melt your GPU/Console.


201e16  No.16190366

>fear dicksucking thread #942

I’ll pass.


df497d  No.16190373

>>16190366

Sweet, nobody wanted you here anyways.


42e88d  No.16190379

>>16190364

It's not that advanced, just clever. It's almost the Sims on steroids if you think about it, context sensitive points that the AI can interact with.

>>16190366

It's not so much about FEAR to be honest, I just couldn't think of any other examples. I'm currently playing Division 2 and it just stood out how dumb everything feels because the AI acts retarded. It's not very smart to begin with but the constant quips just amplifies the shittyness.


8a58e1  No.16190383

>>16190358

GOGOGO

HOLD THE LINE

THE ENEMY IS EVERYWHERE


37574a  No.16190458

File: 1ed7908d4d492f7⋯.jpg (42.53 KB, 400x350, 8:7, ub1smht.jpg)

Idk what's up with these contrarian faggots who love shitting up any thread that even mentions FEAR with their autism. Have they been cucked by a Replica soldier or something?


42e88d  No.16190478

>>16190458

It happens to every popular game on /v/.


e3b181  No.16190506

>>16190358

ever played bioshock? all the characters have different lines


7229bd  No.16190534

File: 2465d452865c620⋯.jpg (56.11 KB, 572x466, 286:233, 2465d452865c620ff84a4d34de….jpg)

>scared of horror games

>somehow managed to at least finish Stalker

>never went past the first hour of Dead Space

>love the combat of FEAR, but can't stand the atmosphere

I'll finish it one day.

But the chatter of soldiers in FEAR is outstanding.

And shooting them feels great, it's so rare to see such screams of agony in a game.


42e88d  No.16190541

>>16190506

Don't remember this honestly. Bioshock only had psycho murderers anyway so it wasn't as big a problem.


0e58a4  No.16190542

Invidious embed. Click thumbnail to play.

>>16190358

1998 called, it says it wants you to stop pretending fear did anything that wasn't done in the past aside from showcasing lighting and particle effects combined with lazy ez mode COOL MATRIX slow motion :)

>>16190534

>can't play non horror game with gay jumpscares

lol look at this faggot


37574a  No.16190552

>>16190478

No shit. But the anti-FEAR anon or anons (probably just one or a couple of autists) do stand out and seem to have a personal peeve against it. Looks like they spend their days browsing /v/ searching for any passing mention of the game.


42e88d  No.16190555

>>16190542

FEAR was just the most recent example I could think of. I think Crysis had the same thing but I only played it on Delta where they spoke proper gook so I don't know. Point is that it's not happening anymore.


1030fe  No.16190573

File: 20101fdca885a3f⋯.jpg (23.26 KB, 600x350, 12:7, fug.jpg)

>>16190555

>Point is that it's not happening anymore.

>expecting good things to happen

>expecting technology to progress

LOL what an entitled little shit


ef0534  No.16190581

What about an FPS with anon chatter


42e88d  No.16190597

>>16190581

>nice gold faggot


7281d9  No.16190618

File: ab6382f27c8c8cf⋯.mp4 (9.07 MB, 1024x768, 4:3, 8chan gamenight.mp4)

>>16190358

Because it was developed by an autistic MIT graduate who gave a flying shit

https://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf

>>16190458

There's an autist for S.T.A.L.K.E.R, Deus Ex, E.Y.E, System Shock, Serious Sam and even Doom

Might be the same guy

>>16190542

Monolith admitted they were inspired by Half Life

Are you retarded?

Half Life enemies can't even shoot while moving


711a9b  No.16190638

I didn't like fear, not because of its faults, but because its too linear and boring.

>go into room

>shoot, duck, cover, shoot

Despite this, its a good game hiding beneath limitations that the expansions did not address but somehow made worse.

Maybe the sequels are better but I sure as hell don't want to find out.


7281d9  No.16190658

>>16190638

>Despite this, its a good game hiding beneath limitations that the expansions did not address but somehow made worse.

Except Extraction Point is literally that

>Maybe the sequels are better

No, they're worse

>go into room

>shoot, duck, cover, shoot

You can literally apply that to every videogame that's not a sandbox, and even then people will just create their own loop

>Taking cover outside the minibosses

Disgusting


82e8de  No.16190670

>>16190658

>You can literally apply that to every videogame that's not a sandbox,

Not LFD2 :^)


7229bd  No.16190671

>>16190638

Linear games with good level design and pacing are top tier though.


be0b71  No.16190672

>>16190638

Nice try but extraction point is objectively better than the main game.

>>16190552

I see it too. You'll get the occasional low effort bait contrarian on other game threads like DMC nowhere near this much.


dca83c  No.16190673

>>16190534

What's so scary about it? Looks like a normal shooter with jump scares.


7281d9  No.16190679

>>16190670

That game is even worse than Killing Floor and in Killing Floor you do nothing but kill zombies.

The difference is that one actually requires some skill at aiming.


c0f04c  No.16190689

>>16190358

Most Devs don't care about AI anymore. All the retards want their multiplayer games. Multiplayer only games are also doing retardedly well so they won't justify investing in the AI since they can do fine without it.


dc807b  No.16190702

File: cb6bd6112d64287⋯.jpg (45.33 KB, 600x592, 75:74, oink oink.jpg)

>>16190672

>You'll get the occasional low effort bait contrarian

>It's just one person baiting

>Who could ever disagree with the hivemind?

>The hivemind is always right, I'm always right, I'm always right, I'm always right, I'm always right

Ok, buster.


80a072  No.16190713

>>16190379

The entire map has layers that informs the AI what is walls and floors, this was necessary for strips and goap. STALKER does the same thing where the map has a layer which exists solely to feed information for the system utilizing goap that they made.

But that's besides the point, in FEAR their sound clips are context sensitive. This is even easier then making water drain out of a barrel properly, yet nobody bothers actually doing it and just put the sound clips at random.


3ef4bc  No.16190717

File: a09d28cbb3442c8⋯.jpg (142.25 KB, 675x1200, 9:16, 1550220911200.jpg)

>>16190702

Sleep tight porker.


ebbc2a  No.16190724

>>16190702

Sleep tight porker


d28723  No.16190726

File: bd47fbe70922f50⋯.mp4 (7.72 MB, 320x240, 4:3, Pig Dreams.mp4)

>>16190702

Sleep tight porker.


a6ec02  No.16190729

Fear's AI isn't even impressive. You just like the smoke and mirrors shit. People fellate this game every week and it's always the same shit. You're like a 12 year old crying on a dadrock youtube comment about how you were born in the wrong generation.

Play better games and play more of them. Get over this highscool crush on a mediocre shooter.


1c925e  No.16190730

>>16190702

sleep tight porker


42e88d  No.16190732

>>16190713

>This is even easier then making water drain out of a barrel properly

I know and it hurts.

>>16190729

Nigger.


d28723  No.16190780

File: 9ed8c9e7b41598f⋯.jpg (40.56 KB, 313x382, 313:382, 9ed8c9e7b41598f8ee3e065207….jpg)

>>16190729

>X isn't impressive because I'm to stupid to understand why X was a huge milestone

Why do niggers always do this?


a6ec02  No.16190786

>>16190780

>playing audio files based on flags and randomization is revolutionary


d28723  No.16190797

>>16190786

Thanks for proving my point.


7281d9  No.16190806

>>16190786

Better than Gaylo


a6ec02  No.16190829

>>16190806

Halo did it first :^)

>>16190797

You had none.


7281d9  No.16190836

>>16190829

Not even close read >>16190618


d28723  No.16190862

>>16190829

>You had none.

Yes, that you had no fucking clue about what went into the AI of FEAR and why it was good. You went ahead and showed that you didn't.


c4cc1b  No.16190866

>>16190383

ASSUMING DIRECT CONTROL

>>16190458

The AI isn't quite the smartest, it's just the voice acting that makes it seem clever. It pretty much requires the levels to be designed around the specific way the Replicas behave, and the later expands make that readily apparent in their worst levels.


7281d9  No.16190901

File: 0b8ab2ed46bf7dc⋯.jpg (557.92 KB, 1920x1080, 16:9, bomb truck GLA.jpg)

>>16190383

>>16190866

GLA POSTAL SERVICE

NOTHING STOPS THE MAIL


0f6edc  No.16190904

>>16190702

sleep tight porker


cfdfec  No.16190921

File: 65e70e9b7c37fa7⋯.jpeg (72.75 KB, 480x320, 3:2, rpg trooper.jpeg)

>>16190901

WE MUST DEFEND OUR HOMELAND


7281d9  No.16190928

File: 6d3a044a364a66d⋯.jpg (11.6 KB, 480x360, 4:3, China Infantry.jpg)

>>16190921

BOW TO CHINA

fucking Westwood/EALA predicted the future


635ca9  No.16190950

File: 1bc58a1de558f65⋯.jpeg (259.27 KB, 900x900, 1:1, 8D77DB08-AF2E-4DBC-9046-B….jpeg)

>>16190702

I love bacon


7281d9  No.16190967

File: 434794bcbbfbb25⋯.jpg (15.16 KB, 203x249, 203:249, STOP RIGHT NOW GOY.jpg)

>>16190950

That's not kosher


125774  No.16190984

>>16190866

>>16190729

The game was released in a time where videogames had dumb ai. In Max Payne 2, I remember enemies killing themselves through grenade spamming.

FEAR's AI still holds up to this day.


60fbba  No.16190990

File: d411622d2daa0a1⋯.webm (3.88 MB, 1096x616, 137:77, Bridge raid 2 (sound).webm)

>How is it that not a single game has managed to replicate the AI chatter in this game?

Battlefield 2 Modern Combat has over 6000 lines of chatter for AI teammates in the campaign mode.As you progress through your mission, your teammates warn you of incoming enemy fire, casualties, enemy positioning and movement and much, much more. You hear a fellow operator say "enemy contact, 10 o'clock high", look a bit to the left and then up, and there he is on top of a building. You hear another teammate shout into comms about an incoming tank at 3 o'clock, look right, and there it is.

If one of your soldiers, or even you yourself die, someone will call casualty and request a medic or stretcher-bearers. If you hop on a jeep and request a nearby teammate to get in, they'll tell you they'll be taking the coax gun mount, promptly hop in it and start gunning people down as you take off driving. DICE put autistic amount dedication was put into the audio department, with specific quotes that play in reaction to the direction you're being shot from, RPGs flying past you, which parts of your vehicle ares hit by enemy fire such as engine, steering, windows, wheels, helo rotors, tank optics, KIA coax gunner, and much more. It's the most /k/ chatter I've ever seen in a videogame, ever. It's a good game, too. Shame most people don't know about it.


a6ec02  No.16191002

>>16190836

I have, have you read it? Its where the smoke and mirrors and does random things, relies on flags and just randomly spouts voice lines comes from. Is this like the EU piracy study proves piracy is good for vidya thing? Where the people posting it never actually read it and just go off headlines?

>>16190984

>FEAR's AI still holds up to this day.

You only say that because you haven't played a game from past 2007.

>>16190990

>Battlefield 2 Modern Combat has over 6000 lines of chatter for AI teammates in the campaign mode.As you progress through your mission, your teammates warn you of incoming enemy fire, casualties, enemy positioning and movement and much, much more.

This just proves it, FEAR is the ultimate game. Why is the industry so dead? Why can't every game just be FEAR? I need less enemy variety and more grey corridors.


60fbba  No.16191013

>>16191002

>This just proves it, FEAR is the ultimate game

How, exactly? What I said has nothing to do with FEAR. Both games came out in the same week back in 2005, there was no inspiration from one to the other if that's what you're implying.


60fbba  No.16191021

>>16191013

Wait nevermind.


0a009e  No.16191027

File: efe55756e64584e⋯.webm (3.77 MB, 360x360, 1:1, pig_and_dog.webm)

File: 95c91448ed0f72f⋯.jpg (41.91 KB, 498x331, 498:331, 1449611855219.jpg)

>>16190950

I do too man but I also really like pigs in general


581aa8  No.16191039

>>16191027

hello jim


231f0b  No.16191054

File: 0236c6b8f1f6193⋯.jpg (360.3 KB, 600x596, 150:149, Ainki vs Godzilla.jpg)

The only other games I can think of that do this are Half Life and the Arkham games.


7281d9  No.16191072

>>16191002

>You only say that because you haven't played a game from past 2007.

And that's a bad thing?

You're just digging your own grave at this point.

Give a 5 games that have F.E.A.R tier AI and production values.


80a072  No.16191073

>>16191002

>You only say that because you haven't played a game from past 2007.

AI development hasn't improved beyond specific games. If anything from all the new games I've played I'd say there is a regression and all the latest bots are at the level of Doom which is as simple as it could possibly be.


0a67c1  No.16191100

>>16191002

>You only say that because you haven't played a game from past 2007.

You realize you could have supported your argument better if you just named some examples, right? There may be more technically advanced AIs than F.E.A.R., but there's no point to them if there's no level design to make use of that AI. Imagine what the Replica soldiers would do if the levels was just a flat open field with bits of cover strewn about or simply a linear corridor. In fact F.E.A.R. 2 and 3 highlight the consequences already.


e74aa3  No.16191213

Because their AI chatter is just that; chatter. The AI itself is very simplistic in reality, they just put in the effort to record lines for every minor object you take cover behind since the levels in Fear are very small, claustrophobic and linear so it was much easier to do than most shooters.

Fear is such an overrated game. I couldn't bring myself to go past 3 hours on it. The level design was boring and the slow mo gimmick got tiring pretty fast. Fear just felt like Half-Life if you took away the good level design, fun movement options, interesting weapons and varied enemies. Is it bad? Not really, tech-wise it's very impressive. Is it overrated? Damn right it is.


33feff  No.16191221

Both the HECU Marines and the Skaarj Warriors are better AI than the Replica Soldiers.


33feff  No.16191226

>>16191100

>but there's no point to them if there's no level design to make use of that AI

Or if you center the entire game around bullet time, which makes the AI completely useless.


f95bb3  No.16191227

File: 0f4853bcb23b35d⋯.jpg (1.31 MB, 2592x1936, 162:121, IMG_0335.JPG)

>>16190702

sleep tight porker


42e88d  No.16191241

>>16191221

> Skaarj Warriors

Absolutely fucking not.


0a67c1  No.16191242

>>16191226

>Or if you center the entire game around bullet time, which makes the AI completely useless.

I don't think anyone thinks the bullet time is actually well implemented in FEAR even if they like it, but that's sidestepping the point


60fbba  No.16191252

File: a9424c08a72aca0⋯.webm (15.05 MB, 958x720, 479:360, opfor.webm)

>>16190542

GO

RECON


60fbba  No.16191255

>>16191252

Also notice how one marine gives covering fire while the other is busy reloading. Never seen them do this before.


808ec6  No.16191273

File: 56ec57f78b1d2c0⋯.jpg (171.06 KB, 768x1024, 3:4, Comfy frost.jpg)

>>16190702

sleep tight porker


0a67c1  No.16191275

>>16191221

>HECU Marines

Hamstringed by ineffective level design most of the time (I recall the lab where you find the Gluon/Tau Cannon being an exception because of the more circular level design). Enemy AI can't reasonably express itself through attacks or movement if the level designers are still stuck in the Doom mentality of fixed enemy placement where the designer designs a combat encounter around the idea that enemies X and Y will always be shooting the player from positions Z and A. Or in the case that all enemies in hitscan, having to face them off in open flat areas sparse with cover or completely linear corridors only facilitates degenerate peeking in and out of cover to minimize guaranteed hitscan damage.

>Skaarj Warriors

This is not an applicable example. In Unreal most of your weapons (and the enemy's weapons) will be projectile-based. For an AI in a game with a largely projectile-based arsenal it makes more sense that the AI is capable of dodging player shots and leading their own projectiles to hit the player while it's moving. Skaarj AI wouldn't work in FEAR because everything in FEAR is hitscan, nor would it work vice versa. In Unreal you avoid damage by dodging projectiles, in FEAR you avoid hitscan damage by taking an alternative route through the arena to flank the enemies without the risk of getting shot back at.


8b76cd  No.16191291

File: fbb6e244c8c90d2⋯.jpg (97.61 KB, 612x612, 1:1, fbb6e244c8c90d22bdc3448f92….jpg)

>>16190542

>something doing well doesnt count because somebody did it before

> :)

Kill yourself.


eb8ab5  No.16191431

Cuz lowest common denominator sells

Why put in effort when shit like overwatch sells


6e33a0  No.16191638

>>16190702

sleep tight porker


606c08  No.16192098

File: 72965c88cbb2fd4⋯.pdf (2.32 MB, gdc2006_orkin_jeff_fear.pdf)

>>16190358

It takes a lot of lines of dialog and a lot of fine tuning.

Benefit #2: Layering Behaviors

>The final layer is the olives, which really bring out the flavor. For this layer, we add dialogue that lets the player know what the A.I. is thinking, and allows the A.I. to communicate with squad members. We’ll discuss this a little later.

Squad Communication

>There is no point in spending time and effort implementing squad behaviors if in the end the coordination of the A.I. is not apparent to the player. The squad behavior gives us an opportunity to look at the current situation from a bird’s eye view, where we can see everyone at once, and find some corresponding dialogue sequence. Having A.I. speak to each other allows us to cue the player in to the fact that the coordination is intentional.

>Vocalizing intentions can sometimes even be enough, without any actual implementation of the associated squad behavior. For example, in F.E.A.R. when an A.I. realizes that he is the last surviving member of a squad, he says some variation of “I need reinforcements.” We did not really implement any mechanism for the A.I. to bring in reinforcements, but as the player progresses through the level, he is sure to see more enemy A.I. soon enough. The player’s assumption is that the next A.I. encountered are the reinforcements called in by the previously speaking A.I., when in reality this is not the case.

>Wherever possible, we try to make the vocalizations a dialogue between two or more characters, rather than an announcement by one character. For example, rather than having the A.I. cry out in pain when shot, we instead have someone else ask him his status, and have the injured A.I. reply that he’s hit or alright. When the A.I. are searching for the player, rather than having one A.I. say “Where did he go?”, we can have two A.I. in conversation where one asks the other if he sees anything. The other A.I. may respond with a negative, or call out a known or suspected position.

>We also use dialogue to explain a lack of action. If an A.I. taking fire fails to reposition, he appears less intelligent. We can use dialogue to explain that he knows he needs to reposition, but is unaware of a better tactical position. The A.I. says “I’ve got nowhere to go!”

>A gamer posting to an internet forum expressed that they he was impressed that the A.I. seem to actually understand each other’s verbal communication.“Not only do they give each other orders, but they actually DO what they’re told!” Of course the reality is that it’s all smoke and mirrors, and really all decisions about what to say are made after the fact, once the squad behavior has decided what the A.I. are going to do.

Planning Beyond F.E.A.R.

>The F.E.A.R.combat dialogue system was completely separate from the action planning system. We manually hooked dialogue lines into the code in various places. It took a lot of trial and error to get A.I. saying the right things at the right times. For example, when an A.I.’s limbs have been completely severed by an explosion, there is really no reason for his ally to ask him “What’s your status?” It’s pretty obvious what his status is. Situations like this are not always obvious when you are looking at the C++ code trying to figure out where to insert dialogue lines. If we want an order of magnitude more dialogue, we to better inform the systems that choose what the A.I. say with the knowledge used to plan the rest of their behavior.


c1180e  No.16193856

File: cd312f75220f2d6⋯.png (73.3 KB, 676x673, 676:673, meme_i-wish-i-was-at-home_….png)

>>16190702

sleep tight porker


e041bf  No.16194045

>>16190364

I remember fleeing some "rooms" that actually allow it (without blocking off the way back in some way, pretty rare) and replicas won't even follow you, they'll just sit there forever until you come back. They're just actors playing out their specific roles in well designed "arenas". That's level design being good, not A.I.


59da3e  No.16194090

i assume if has something to do with replica sounding and looking the same/using same AI(well theres different types but they all seem to belong in certain groups), so its like group think, coordinated ai but still limited to specific cues but more organized like a unit

it seems to be something Monolith spend most of their time, while developing this game, i assume something similar is in use Shadow of War

i dont know, for some reason devs arent willing to spend time developing this as much as they could, its difficult sure but always pays off


59da3e  No.16194100

i mean look at all those huge battle in Monoliths Middle-Earth games, probably would have not been possible if they had not worked on it in FEAR

i want this shit in every game, i want it now


8d6b3a  No.16194150

>>16190358

The chatter or the actual AI tactics? Because, frankly there are so, so, so fucking many games that do one, the other or both better. Half Life for one notable, older example. I'd go as far as to say how Fear is one of the worst FPS games I've ever played. In absolutely every regard at that. Shit generic level design which is almost completely tight on rails corridors or corridor like scenery, the story that's pretentious drivel with a healthy dose of shit just doesn't make sense. And finally the gunplay which is god-fucking-awful across the board.


ccbc88  No.16194202

File: d5c0122e56bf7fb⋯.jpg (75.74 KB, 625x626, 625:626, d5c.jpg)


8d6b3a  No.16194211

>>16194202

Flashpoint. Far Cry. Soldier of Fortune. Swat. Take some leeway and count space shooter FPS and you can also throw in radio chatter from Independence Wars, X series or Freelancer. Now is this a legitimate thread where we can talk or just shitposting?


d3459f  No.16194228

YouTube embed. Click thumbnail to play.

>>16190542

Man fuck off, it sounded better in F.E.A.R.

Or you know what, i'll say it in the Boomer AI language.

FUCK. OFF. IT. WAS. DONE. BETTER. IN. FEAR!


c02872  No.16195055

File: bbf0efc0a3e777b⋯.png (239.64 KB, 411x411, 1:1, 1547636846136.png)

>FLASHLIGHT

>HE TOOK OUT THE WHOLE SQUAD

>WHOLE SQUAD'S DOOOWN

>DIE MOTHERFUCKER


eeac48  No.16195077

File: db0b9512dc68f56⋯.webm (3.2 MB, 1280x720, 16:9, gondola is always very re….webm)

>>16190702

Sleep tight porker


0a67c1  No.16195092

File: 013a1521b19f824⋯.jpg (543.24 KB, 850x966, 425:483, fear.jpg)

>>16194150

I've made an infograph why F.E.A.R. is at the very least worth examining and why it is held up so much


1c18f8  No.16195106

>>16190458

>that 9gag tier maymay

fuck off back to where you came from


f2334c  No.16195136

File: af52f9989cbeb18⋯.gif (955.03 KB, 360x360, 1:1, [rattling].gif)

>>16190542

>FEAR is just iterating on past things!

Nigger that's how things progress

>someone comes up with a thing

>thing is iterated on to fix bad bits of it, or to improve bits that are good

>lessons are learned from that iteration to be applied to the next one

>repeat until perfected

>>16190729

>Fear's AI isn't even impressive. You just like the smoke and mirrors shit

So what if it's actually typical bots with level layouts, an expansive bark list, and some other stuff supporting it?

It acts like how people expect a sophisticated FPS enemy ai to act, and that's arguably more important than actually having sophisticated FPS enemy ai


ccdfe7  No.16195636

The reason AI hasn't improved is because AI isn't designed to be good, it's designed to be fun to fight. As you make better AI it becomes more and more difficult for a human to win. A team of 4 guys should kill 1 guy no problem. 2 guys keep him pinned, one flanks and one throws a grenade. GG you're dead no matter what choice you make. Instead you have dumb AI which allows the player to feel powerful at the expense of realism. The closest you get to realism is Gears of war which everyone bitched about having to use cover and having the enemy use cover.

Rather than circle jerk Fear, which isn't very special the game you should be circle jerking is the Halo series. It has multiple distinct AIs for each race. AIs you can even modify the behaviour of with skulls if you wish. Grunts, Jackals, Elites, Hunters and Brutes all act very different to each other. They react to what support they have and change tactics to suit the situation. It's a pretty good set up over all. But no FEAR gets a circle jerk even though most people saying it have never played the game. It's very bland and Doom 3 did everything it tried to do but better.


7229bd  No.16195690

>>16195636

Or just give the player some kind of an advantage.

In FEAR you get slow motion and can kill enemies in one hit with your fists/legs, in Half-Life the HECU Marines can't shoot while running.

Good design overcomes any obstacle and there is no reason why the AI shouldn't be at least somewhat competent.


06cb67  No.16195715

>>16190383

I WILL DESTORY YOU!

ENEMIES EVERYWHERE!

I WILL DESTORY YOU!


347f24  No.16195738

File: a1f61feadd9e28b⋯.jpg (49.51 KB, 758x602, 379:301, 1441771825551.jpg)


78a752  No.16195746

>>16190358

Half Life 1 did it.


ccdfe7  No.16195761

>>16195690

having to spam the Matrix just for basic combat isn't fun. The same way Gears wouldn't be fun if it was trench warfare for every encounter. First one to leave cover dies is just shitty game design.

Just get over your autism and accept a game's primary objective clashes with good AI. Good AI is not fun to fight against because real world combat isn't fun.


78a752  No.16195764

>>16190458

>likes F.E.A.R.

>sub-reddit tier normalfag memes

Really makes you think. F.E.A.R. is a fine 7/10 game but nothing more. Maybe if it had actual enemy variety and no weapon limit it'd stretch to an 8.


452145  No.16195782

>>16190383

YOUR IN MY SPOT


8d4592  No.16195798

File: 0fce341e4934ad7⋯.jpg (15.19 KB, 108x146, 54:73, garrett is not impressed.jpg)

When will there be another stealth game where you actually have to be aware of your surroundings so as to not alert enemies with noise?


7229bd  No.16195799

>>16195761

First of all, you don't have to spam slow-mo to win encounters.

Second, you have a massive advantage in terms of health and even carry first aid kits with you.

The odds are always in the player's favour no matter what.

As long as you TEST your fucking game and make sure that it stays so, you have a good game.

Good AI simply makes every encounter much more dynamic and interesting.

That's the whole point of it.


85faf3  No.16195803

File: c5f06bf36ebbba3⋯.png (213.43 KB, 640x400, 8:5, ClipboardImage.png)

>>16190928

All Command and Conquer games pre C&C4: Tiberian Twilight are the most involuntarily redpilled games in existence. All three series and all games up to that pile of dogshit reveal bad goiym truths without even realizing it.


606c08  No.16195811

>>16195798

When I release my game.


d02c59  No.16195812

>>16190702

sleep tight porker


7229bd  No.16195819

>>16195811

Godspeed, you glorious bastard.

But will it have lolis?


0a67c1  No.16195843

>>16195636

>Grunts, Jackals, Elites, Hunters and Brutes all act very different to each other

Here you're rating AI by the amount of diversity of behavior types. If that was the sole standard for what people want out of effective AI, then the beat 'em up genre including games like Streets of Rage or Final Fight would have the best average AI out of any video game genre, because the crux of those games is having to deal with groups of enemies of different types and different behaviors, which when combined can create all kinds of situations. Said enemy types often have a fixed set of different tactics for certain situations (e.g. a sniper enemy will pull out his melee weapon if you get close), but it's ultimately somewhat restrictive.

While enemy variety in FEAR is practically nil, the basic Replica enemy is versatile enough to respond effectively for a number of situations, can interact with the environment in the same vein as the player, and can also behave in a similar vein as the player. It is then the level design which brings the most out of this single enemy type and the level design which (should) make each encounter different, whereas a game like Halo must largely rely on varied enemy composition on top of effective level design to create a challenge worth a damn (you can't have a level filled with nothing but Grunts). But at the same time the Halo enemies lose out on versatility because you can't design every single enemy around being able to utilize the environment like the player can, because otherwise there'd be no point to the distinctions between enemy types.

>>16195761

I'm just going to go out of a limb here and make a wild guess: do you also think Vanquish is just another generic cover shooter? Because the more I read your posts the more I get the impression that you simply choose to play the games in the most boring fashion possible because you don't know how to play more aggressively without getting yourself killed, so you blame the game for being boring instead.


5eaf86  No.16195885

>>16190358

Why have there been so many fear threads recently? Is there a sequel coming out that they need to shill for or something?


606c08  No.16196013

>>16195819

Thanks anon.

A game with loli's isn't the style I'm going for. Sorry to disappoint.


a7fcfb  No.16197580

>>16190358

That's because modern FPS AI is so barebones that there's nothing there to chatter about. FEAR was one of the last shooters where the AI had any complexity beyond "take cover, shoot, pursue if player disengages".


38b33c  No.16197655

File: 0cb2b69b53717fb⋯.jpg (75.15 KB, 1280x720, 16:9, Potential.jpg)

How is it that nobody has taken the elementary school level and made a Columbine mod?


ccdfe7  No.16197664

>>16195843

I'm going to ignore your post for being clinically retarded when you claim streets of rage and final fight have complex AIs. They use exactly the same AI for almost every enemy.

Vanquish is objectively a shit game. Same with God hand you probably jerk off to as well. The boost mechanic clashes with the cover mechanic. It's objectively better to play whack a mole than it is to boost around unless you know the level off by heart like you've spent hours playing bullet hell games. But you're clinically retarded so you probably have.

Halo's AI is superior because it has a variety of AIs which respond to different situations. Grunts with an elite act different to Grunts on their own. Jackals will flank and use shields to cover their allies while Elites will face tank shots and then start dodging as their shields take damage. Hunters will even adapt terrain by throwing things around. Brutes have different levels of range which effects their AI. While you jerk off to 50 shades of "he walks round a corner and shoots". Halo makes you look like a pleb.


b25429  No.16197692

File: 1f0790d75d6af62⋯.png (170.55 KB, 389x325, 389:325, Get_im.png)

>>16197664

>shitting on both Streets of Rage and Vanquish

>rimming the AIDS infected nigger anus of halo and asking for seconds

Yup, that's a cuckchanner all right.

GET HIM


ccdfe7  No.16197703

>>16197692

The state of nu nu /v/. Where complex AIs interacting is dismissed because it's in Halo. Yet a game where you can make AIs loop as they walk to pick up an item and get knocked down is considered good AI because it's not Halo.

Post some smug anime girls. Show what a pathetic loser you are.


b25429  No.16197725

>>16197703

Nothing complex about halo AI. Would a level comprised entirely of fighting grunts be fun? Fuck no, yet FEAR uses the exact same single enemy type through the majority of its 10 hour playtime and still remains challenging and entertaining throughout. Every halo fan I knew growing up ended up either a homosexual, a tranny or a cuckold, they call them halofags for a reason. One of them even admitted to me that one of their favorite parts of halo was being bossed around by a big scary black man.

>The slack jawed retard stupid enough to buy xbox insulting anyone else

>Faggot who actually enjoys console FPS insulting anyone else

That's rich. Now fuck off back to cuckchan with all the other zoomer halo loving femboys.


ccdfe7  No.16197739

>>16197725

FEAR gets boring after the third box room encounter with mild cover and the same AI. And now you're moving the goal posts because you claimed streets of rage AI is superior to Halos. Halos path finding is more complex than anything streets of rage does, which is little more than walking towards the player and attacking when in range.

>Be you

>Don't know Halo 1 and 2 have PC releases

>Be here so short a time you haven't seen the multiple Halo game nights hosted here

Imagine being such a faggot you start using cuckchan memes like zoomer.

Oh you hung around a lot of homosexuals, trannies and cuckolds did you? Strange how all those people also knew you, so we can safely assume people interacting with you have a high chance of being a faggot.


ccdfe7  No.16197750

>>16197725

And because it's fun to bully you

Grunts

>Plasma pistol

>Needler

>Fuel rod gun

>Plasma rifle

>Spiker

>Plasma grenade

>Turrets

>Ghosts

>Phantom

>Suicide grunts

You have a complete set of enemies just in the Grunts in Halo. They cover vehicle combat, air vehicle combat, every role except sniper for infantry and even include a Muslim variant for the diversity quota.


42e88d  No.16197759

>>16197703

The varying behaviours of the Halo AI is a meme created by Bungie by telling everyone it is varied. It's almost completely unnoticeable in the actual game.


686b16  No.16197760

>ai literally talks into your head

>don't even have to think about it

>PRAISE IT BECAUSE I CAN HEAR THEY'RE THINKING, THEREFORE IT THINKS

LOL


ad8784  No.16197762

>>16197759

You're clearly retarded. You can see the AI differences in Grunts and who's leading them. They act different depending on if an Elite or a Grunt commander is with them.

But yea, keep being wrong.


42e88d  No.16197765

File: 1165f7347b3a493⋯.gif (344.98 KB, 190x168, 95:84, 1422032348359.gif)

>>16197762

>reddit spacing


e453cb  No.16197768

does the multiplayer still work?


0a67c1  No.16197773

File: 644846d1169173c⋯.jpg (32.3 KB, 600x683, 600:683, assb.jpg)

>>16197664

>I'm going to ignore your post for being clinically retarded when you claim streets of rage and final fight have complex AIs. They use exactly the same AI for almost every enemy.

I wouldn't try shitposting about games you have never played for more than an hour. It makes you look ignorant.

Enemy AI in these games has a lot of different behaviors. Yellow Jackets in SoR will hover outside your attack range before sliding in, Donovans can retaliate with uppercuts if you try to do a jumping attack, and Wind enemies will try circling around you. In fact, Double Dragon would allow two enemies to team up so they could perform a pincer attack, on top of being able to pick up weapons and throw them back at you. And that was an NES game. Enemy AI in these games can definitely be exploited, that's why any beat 'em up worth its salt will always put more than two enemies on screen at any time so you can't exploit one enemy to death safely without the other giving you a free back massage.

> It's objectively better to play whack a mole than it is to boost

There it is, there it is again. The good ol' "I don't know how to play aggressively so playing it safely must be the only option" siren's wail. You're a scrub for saying this and you should feel bad for having this opinion, but at the same time you're right for the completely wrong reasons in a way you don't really expect. Let me explain.

In F.E.A.R. and Vanquish you're given the option to play aggressively. In F.E.A.R. that entails staying constantly on the move, performing sick flanks and using your grenades as makeshift stuns, while in Vanquish that would involve boost dodging around like a madman and expertly using cigars and EMP grenades to circumvent enemy fire completely. Of course, that's a much more fun yet dangerous strategy, so if you find yourself getting killed you will find yourself retreating to safer and more boring strategies such as leaning around corners and spamming slo-mo waiting for enemies to come in in FEAR, or playing whack-a-mole in Vanquish. For this reason I'd be fully justified in calling you a scrub for not acknowledging the more potential aggressive playstyles the games offer and being too unskilled to execute them, only to go and blame the game for being too boring, but as a game designers you can't exactly go around calling people scrubs for not being able to play your game more aggressively, so you'd have to ease them into doing so somehow.

The problem here is while these games allow a more aggressive playstyle, they don't really go out of their way to encourage it either. So you won't try to play anything beyond whack-a-mole because playing whack-a-mole because it works out just fine enough for you. There's no reason to go the extra mile if there are no extrinsic rewards (such as points or upgrades or rankings), while people who do it for the intrinsic rewards (because it feels cool) must clearly be autistic. In this regard, nuDoom had the right idea by rewarding people who played aggressively with extra health, health being something which every player should understand is vital to your survival, encouraging even scrubs to play more aggressively because there's bonus HP at the end of this tunnel. Bulletstorm gave you more points for killing enemies in the most varied and creative ways possible which you could then spend on weapons and weapon upgrades. In Platinum games they grade your performance with a letter or trophy ranking (the inexplicable exception being Vanquish for whatever reason).

F.E.A.R. could have ameliorated this by adding extra incentive to discourage head-on firefights and encourage taking an alternative route to flank the enemies. Vanquish could have let you regain health on killing enemies so you could continue your killing spree unabated. If you consider that game design is about communicating the designers' intentions to the player, then they've failed in encouraging more casual players to not play with a completely boring safe strat, but at the same time it would be disingenuous to not acknowledge the potential for aggressive playstyles these games hold, which in my eyes is what sets apart F.E.A.R. and Vanquish from their ilk.


0a67c1  No.16197774

>>16197773

>Halo's AI is superior because it has a variety of AIs which respond to different situations

But ultimately the extent to which they can respond is limited by the type of enemy they are, losing out in versatility. A Grunt won't behave like an Elite and an Elite won't behave like a Jackal. This is not inherently bad or anything, but in Halo there's a lot more variety in types of terrain than in F.E.A.R's endless offices, which requires different types of enemies to make effective use of said terrain, such as Jackals when fighting in large outdoor spaces. Meanwhile there are effectively no sniper enemies in F.E.A.R. because most fighting is too close-quarters for snipers to be any viable.

At the same time the singular Replica enemy is very effective at utilizing the singular type of terrain available in F.E.A.R, and it kind of goes to shit when it tries to put you in these large outdoors environments. It's not exactly fair to compare Halo to F.E.A.R for the total sum of possible behavior states. because Halo has a lot of AI directives for situations which never even happen in F.EA.R.

>>16197762

shut the fuck up


20fadf  No.16197783

>>16190358

As you well know by now, Fear's AI isn't great because of the AI itself, but because of clever level design. Smoke and mirrors. Not saying anything bad about that. But I am saying I think a better question is "In a modern industry built entirely on deception, why has no modern developer at least matched FEAR's level of deception."


131206  No.16197784

>>16197773

I've played through all of them multiple times. If you consider hanging back for a second before walking up to punch you complex then you have no fucking idea what you're talking about. Path finding in 3D is infinitely more complex than "do not walk into the hit box for a second".

Keep posting the retarded faces.

It suits you to have an avatar.

>>16197774

FEAR has boxes within boxes. It's environments are stunted to suit the basic AI and make it look "good". Even Doom 3 has more complex AI

Halo has objectively superior AI in more complex environments.


a73d99  No.16197786

File: 20ae09e1ebf792f⋯.webm (3.75 MB, 1280x720, 16:9, 1f8f4b26112563557a248d72a….webm)

>>16190358

They really are memorable. Id put their voices right up there with the satisfying sound of breaking a barrel in diablo 1.


ea2780  No.16197805

>>16197783

This is totally true, and the best way of putting it. AI in video games are pretty much entirely retarded and its more about convincing you that they are a threat / utilizing them correctly. There are very few games I've played in my life that match the enjoyment if battling it our with Replicas.

That being said, OP is talking about the chatter, not the AI itself


0a67c1  No.16197808

>>16197784

>I've played through all of them multiple times

Do tell which ones you 1cc'd.

>If you consider hanging back for a second before walking up to punch you complex then you have no fucking idea what you're talking about

Arguing what AI is "complex" is pointless semantics and quite frankly doesn't matter for the gameplay if the AI can't be effectively utilized (try putting a "complex" AI in a linear narrow corridor with no cover and see what intelligent behavior it can display), what really matters in the end is whether the AI is effective in creating challenging situations. So in the context of beat 'em ups, having an enemy constantly hovering just outside your attack range is definitely an ingredient for an interesting encounter alongside the presence of other enemies where you'll have to adapt based on the present composition of enemies. Something tells me you're largely operating off a misconception on how beat 'em ups actually play out.

>FEAR has boxes within boxes.

What's wrong with boxes within boxes? If all enemies are hitscan, then I'd be grateful to have a lot of cover that breaks line of sight on top of alternative routes which let me get the drop on enemies without the risk of getting shot back at. Otherwise things would play out like No One Lives Forever where you have to shuffle in and out cover repeatedly to minimize damage taken and are unable to move forwards without getting guaranteed shot do death.

>It's environments are stunted to suit the basic AI and make it look "good"

Halo does the same thing, it just uses different enemy types for different environments to cover up the fact. Again, nothing wrong with that.

>Even Doom 3 has more complex AI

Do you feel this is a statement not worth elaborating further on? Because I'd think you could build a more stronger foundation for your argument if you explained why you think Doom 3 has a more effective AI.


131206  No.16197844

Nigger you don't even deserve a (you) when you say people need to grind games until they get the perfect AI loops to not die while spamming the same shit over and over. Which only proves the AI sucks because it is so easy to manipulate.

Try putting complex AI in narrow coverless hallways and see what it achieved? Okay. Go play Halo. Where you often fight in coverless areas inside space ships. Just long straight narrow paths.

Halo uses all it's enemies in all environments. The only exception being vehicles because they obviously won't fit or hunters for the same reason. And hunters you could lead into tight hallways if you wanted to but don't naturally end up there.

There is nothing wrong with boxes within boxes, but the AI required to navigate an organic land scape is vastly different to a non organic one. I can program a really basic AI for boxes which doesn't need to handle shifts in terrain height. Compare that to a modern FPS which has to move up and down hills and mountains.

FEAR is jerked off to by people who haven't played it. It is little more than Half life 1 was, in an era that moved far beyond it.


0a67c1  No.16197919

>>16197844

>you say people need to grind games until they get the perfect AI loops to not die while spamming the same shit over and over. Which only proves the AI sucks because it is so easy to manipulate

That's why I clearly said before that any beat 'em up worth its salt will always throw in more than two enemies at once so you can't mercilessly exploit the AI of one enemy without the other one giving you a free back massage. Any AI in any game ever is exploitable by its very finite nature, so it's up to the game designer to cover the fact up to prevent the player from being able to exploit the AI in the first place through level design or in the case of beat 'em ups, throwing in multiple enemies at once, because no (good) beat 'em up even gives you the moves to loop multiple enemies at once to death. It's also why boss fights in beat 'em ups have respawning grunts. Shiva in SoR2 is piss easy to exploit because it's just a 1v1, meanwhile during the Mr. X fight you will have grunts constantly spawning in from random sides of the screen on top of having to deal with Mr. X to finish the fight. If anything these games encourage adaptability and crowd control more than learning how to exploit the AI.

>Okay. Go play Halo. Where you often fight in coverless areas inside space ships. Just long straight narrow paths.

And those generally tended to be the weakest levels because they hamstrung what the AI (and the player) could do, since both parties can't make real good use of terrain or cover if there isn't any to begin with. They're only made passable because of Halo's unique approach to weapon balance and some enemy designs like Jackals with shields, which has less to do with responsive AI and more with unique enemy properties, in the same vein how enemy AI in Doom is dead simple but the presence of an Archvile can change things up tremendously solely because of what it can do (revive enemies and spice you up), not because of it's super responsive AI. Also having to aim with the controller makes encounters in Halo more difficult than need be, I imagine.

In levels where there are actually multiple 'smart objects' for the AI to interact with like turrets or vehicles the Halo AI can stand out, but otherwise in bland corridor levels most of their AI directives won't even apply, save for some which actually affect gameplay like killing an Elite to make Grunts panic or berserk states. Because of the circular level design in FEAR the AI (and the player) always have more than one option for moving around the level, which helps making them feel more intelligent.

>but the AI required to navigate an organic land scape is vastly different to a non organic one

It isn't? Usually the pathfinding nodes for the AI are laid out across the movement space, a significantly different approach required to AI pathfinding or calculating line of sight is not really required between organic outdoor terrain and indoor buildings, except the former can't really take any cover since there isn't any to begin with. There are several encounters in F.E.A.R. where there's elevated surfaces or catwalks overlooking the bottom floor which play out just fine, so I'm not sure what you're getting at here.


131206  No.16197926

>>16197919

>Cat walks are organic terrain

>Flat surfaces with single entry points to change terrain are the same as sloped areas with multiple elevator points.

This is why you never argue with autists. They're fucking retarded and have no idea what they're talking about.


0a67c1  No.16197934

>>16197926

>This is why you never argue with autists. They're fucking retarded and have no idea what they're talking about.

Do you actually care to continue this discussion and elaborate your point or do you just care about being right about miniscule details? Because I don't see the point in continuing typing all this up as a response if all you're going to do is cherrypick one point and leave it at that.


19fae7  No.16198281

File: 4883dde474cdf62⋯.jpg (36.84 KB, 680x217, 680:217, 1455729211368-1.jpg)

>>16197934

131206 is a retarded halo fanboy who tries to feel good about his thrash game by shittalking superior ones. I genuinely feel sorry for you when I see you writing well thought out responses to his autism. I just love how he spouts talking points with zero substance behind them ("even Doom3 has better Ai", never elaborates on it), misconstrues points you make to nitpick them and completely throw the discussion off-rails (the whole SoR discussion started when you said by his definition of good AI even SoR counted.) and in general tries to employ every destructive discussion tactic in the book. Badly at that.


2a43b1  No.16198323

File: 2068d3d51db52d2⋯.jpg (59.41 KB, 651x433, 651:433, 1248805119068.jpg)

>modern games are so shit people are praising shovelware like FEAR for having basic content that every FPS should have (except for the gay as fuck slowmo)


4b83ca  No.16198366

>>16198281

131206 has IP hopped at least once in this thread too if he didn't seem pathetic enough.

>>16197664

>>16197784


4d105d  No.16198465

Ironically? IN some COD games - if you pay attention to the characters other people are playing in the game online. They will call out the enemy positions and locations, or what had just happened at a point you did not see.

For instance when you're running into that jungle map on MW2 or Black Ops 3 (I don't own these games but others I knew did, and I only found this out one day when I use to experiment w psychedelics.)

If there is an enemy in say a guard tower? When a soldier is running to the right of you or even to the left. He'll call out that enemies position and what they might of just done (throw a grenade, sniping, etc) relative to his and yours.

Shitty games, but, overall and interesting feature that I am certain 90% of the players in shooters like that don't bother to listen to at all.


a502d6  No.16198483

File: 5c539900d95ff5d⋯.jpg (986.7 KB, 5000x5000, 1:1, stare_long_and_hard_into_t….jpg)

>>16194228

YOU. CAN. FUCK. OFF. RIGHT. BACK. TO. FOUR. CHANNEL.


63f952  No.16198486

god i fucking hate nu/v/


31c2b3  No.16198512

File: a00730c23503c47⋯.png (196.7 KB, 500x374, 250:187, a00730c23503c4756ca87c6d75….png)

AI as a whole is basically dead in games because they figured out that the players are happiest when enemies just wander slowly to the player, put up almost no fight, and then die pathetically


f7e91e  No.16198572

>>16190358

I recently pirated Metro Exodus. The enemies there do say where you are when they detect you and stuff like that.


d47ca2  No.16198589

>>16191073

Online killed AI. Bets AI is human player. And they even pay you to play your game.


d47ca2  No.16198592

>>16198512

Try multiplayer.


b25429  No.16198603

>>16191002

>You only say that because you haven't played a game from past 2007.

Okay, name some with better AI then FEAR.


4b936b  No.16198667

>>16198603

S.T.A.L.K.E.R.'s A-Life.


ea2780  No.16198697

>>16198323

>Monolith

>Shovelware

Just because you didnt play it when you were 4 years old doesnt make it shovelware


9e1018  No.16198736

>>16190702

>>16190702

sleep tight, porker


f89a5d  No.16198826

>>16194045

Sounds like everybody got fooled.


25a388  No.16198944

>>16190552

You're half right, it seems like there are contrarians who shit up the thread for any game.

Mount and blade thread? Space thread? Doesn't matter.

I'm beginning to suspect it's a resetera poster.


eaef0d  No.16198986

File: 9dcb922064c38af⋯.jpg (519.06 KB, 850x708, 425:354, 9dcb922064c38affb3a14ba31c….jpg)

>>16198944

AND THUS, A NEW BOOGEYMAN WAS BORN


2a43b1  No.16199009

File: d2de2d4eb5159da⋯.jpg (20.67 KB, 480x360, 4:3, Terry 20.jpg)

>>16198697

they made much better FPS games but out of all of the you chose FEAR? and no where in my post did i mention monolith being shovelware just FEAR you dumb gorilla nigger


3ef4bc  No.16199024

File: 9731b16f2b810e9⋯.webm (291.57 KB, 1280x720, 16:9, You're a nigger.webm)

>>16199009

>FEAR is now shovelware

I guess I should have expected contrarian niggers to jump on that game too at some point.


2a43b1  No.16199035

>>16199024

whats with the increasing number of FEAR threads anyway? is someone gonna do a thing?


a08b82  No.16199047

>>16190458

They're the people who spam the bethesdrone threads, what do you expect.


2a43b1  No.16199059

File: e7e3d73e252f2b4⋯.png (374.9 KB, 541x690, 541:690, Todd Howard Kid.png)

>>16199047

but bethesda make objectivley shit games


208936  No.16199099

>>16199035

It's a weekly routine for the vcore child to fellate one of his hidden gemmies they just "dont make em like it anymore." It's tedious, boring and gay how a mediocre game from 14 years ago is now some sacred cow because it has bad ai that pulls the wool over so many


42e88d  No.16199174

>>16199024

Niggers will be niggers, what can you do? The thread isn't really about FEAR anyway, it's about how games portray the enemies as bumbling cuntnuggets without any self-preservation or capability of communication.


632378  No.16199190

This game fucking sucks balls. Literally nothing about it was any good or stood out in anyway. Babby's first console shooter that wasn't galo or cawadookie for zoomer faggots.


acf2aa  No.16199192

>>16199099

>fear

>hidden gem

you people are retarded


acf2aa  No.16199226

>>16199190

>console shooter

>fear

WTF are you talking about. Learn to bait.


2a43b1  No.16199237

File: a6227b59290f1d8⋯.jpg (333.42 KB, 1150x804, 575:402, Internet Fight.jpg)

>>16199226

>learn to bait

>you still replied

so his bait worked perfectly because you still responded whilst fully knowing it was bait?


a7653e  No.16199248

Cheeki breeki


2a43b1  No.16199271

File: b0d0bc29090d080⋯.webm (1.07 MB, 180x320, 9:16, Cheeki Breeki.webm)


19fae7  No.16199400

File: 5ecd8e4f4ddebd3⋯.png (332.45 KB, 444x488, 111:122, TipsMenorah.png)

>>16199099

Dude, nobody sane is saying that FEAR is perfect. It has big flaws, to me it's biggest being that it's narrative and horror parts clash horribly with it's action/SloMo parts. It feels like a badly put together chimera at times. Still when it gets going it is really fun and it certainly is one of the more memorable and influential games of it's time. To pretend that the flaws it has transform it into utter garbage stupid and/or disingenuous. That's like pretending Thief is shit just it has wonky bits.

Though why am I writing this? You aren't here to actually argue. Considering the recent AMA and all the attention it gained us you are likely just here to throw shit at a beloved game people care about so you can sow discord and damage the board. So go fellate fucking Halo some more and also please die in a fire.


ea2780  No.16199414

File: 2b5e10783975fe6⋯.jpg (9.21 KB, 280x280, 1:1, 1550733205124.jpg)

How to spot children

>They don't know that FEAR was a huge deal in 2005 for its AI, physics, people comparing it to the likes of Half Life. This isnt a niche hidden gem, it was one of the biggest releases that year. Its not perfect, but people aren't praising it because it went under the fucking radar or anything


e74aa3  No.16199638

>>16199414

>ai

It just describes whatever you take cover behind to you and has a bunch of chatter. More complicated AI has been made before Fear, notably Half-Life and Operation Flashpoint. Games that came out years earlier.

>physics

That's all it has. FEAR is a tech demo.


0a67c1  No.16199697

File: 112cd9737ddcd5f⋯.jpg (530.34 KB, 850x966, 425:483, fear.jpg)

>>16199638

>complicated AI

doesn't matter at all for gameplay, it's about how it's used. Hence, pic related.


60fbba  No.16199804

It's not the AI of FEAR that's exceptional. In fact, it's rather simple. What boosts its apparent effectiveness is the fact that it calls out what it's about to do (spotted player, warning about grenades, barking death threats) and, most importantly, the level design, which allows it to perform its "attack the player from every possible direction" strategy.

That's basically it.


2a43b1  No.16199817

>>16199414

how to spot faggots

>they still think FEAR is a huge deal, and has the best AI of all time despite being a mediocre shooter, with gay bullet time, terrible story, shit artstyle and basic AI just like every other shooter at the time had

>>16199697

this, the AI isnt godlike, but the way the levels were designed to make the illusion of having better AI than it actually does creating a more fun and memorable experience


e60024  No.16199827


2a43b1  No.16199836

File: 2bd3b6ee011e40f⋯.jpg (46.95 KB, 750x461, 750:461, Mc Lovin.jpg)

>>16199827

No, since im all the same guy, did you forget to read the ID?


e60024  No.16199841

>>16199836

You ain't fooling anyone, there's only one, maybe two autistic no-life faggots who keep saying FEAR sucks every single time it's mentioned in any thread. And they've been in this thread already.


ea2780  No.16199861

>>16199817

You just forget when I say "for its time" many times over. I don't know what FEAR did to your family to make you feel the need to crusade against it in threads about the voice lines


2a43b1  No.16199870

>>16199841

you sound paranoid

>>16199861

and you forget that im talking about it now and so are most other people ITT


e74aa3  No.16199884

>>16199861

Fear wasn't even good for its time since the level design was shit.


0a67c1  No.16199892

File: 54a0d3ece22767a⋯.jpg (33.09 KB, 800x800, 1:1, 54a0d3ece22767a990ef7eaf7d….jpg)

>>16199884

>level design was shit

Don't you think you'd be more likely to convince people of your point of view if you actually elaborated why you think that way?


3f3a8a  No.16199995

The "contrarians" are right, this game's AI isn't THAT impressive. It only put in a bit more effort than is expected to make the AI more interesting/challenging. But that alone puts it ahead of the AI of virtually every other game even to this day. And it shows how little games have advanced in any aspect other than graphics (in fact they've arguably regressed in many ways).


e74aa3  No.16200028

>>16199892

Sure: It's all small and linear corridors that look exactly the same, with little to no verticality and there were no interesting movement options to make use of due to how claustrophobic it was. Nearly every level was the same grey factory/warehouse/sewer look and nothing really stood out or impressed me.

Compare this to a good shooter such as Half-Life, which I believe to be among the best when it comes to linear shooters. Everything flows just right, since you are never ripped out of the experience with some loading screen or cutscene, making it a constant flow of good level design. You have various movement options (such as bunnyhopping and long jumping later on) in these open levels with multiple different enemy types, ranging from generic hitscan soldiers with shotguns, machine guns and grenades to aliens that have tracking projectiles, that fly and shoot projectiles, that have charged up hitscan attacks, that are always placed in groups, enemies that with the help of the level design will try to make you panic/try to make you get cocky and run into barnacles or turrets, et cetera, et al.

There's a lot of variety and they can ALL be placed together in one map where you always have to be running, thinking or shooting. You have none of that in FEAR, I will admit I only played about 3-4 hours, but I can only recall shotgun soldiers, assault rifle/SMG soldiers and those big guys with a nail gun and a ton of armour. I just saw the same enemies, in the same grey warehouses and factories forever and ever. Looking through the wiki, the only things that I forgot were laser rifle soldiers and those robots with rocket launchers. That is not interesting or fun, that is the least inspired shit I have ever seen in my life. Design is law and FEAR broke it, you can have fancy graphics but none of it is worth shit if the pacing is all over the place and the level design sucks dick.


a29693  No.16200178

>>16190358

vegas 2 had decent ai chatter


80a072  No.16200376

>>16199827

You're a retard.

>>16200028

>3-4 hours

I don't know how long you leisurely sit around a level but generally speaking the longest it should take you to beat the first FEAR is about 14 hours. From the sounds of it though you didn't make it to the ninjas.


0a67c1  No.16200497

>>16200028

Sure, everyone agrees the visual design of the levels sucks, but what about how the levels in FEAR themselves play out?

Levels in FEAR are claustrophobic so there can be enough cover because hitscan in wide open areas with little cover and taking unavoidabke damage is fucking gay. Ever tried dealing with Chaingunners in Plutonia/TNT? It would be like that.

When I look at the enemies in Half-Life, I get the feeling that it's best described as "jack of all trades, master of none". You've got all these different enemy types, but only certain combinations are ever used. You rarely have to deal with a combination of soldiers and Vortigaunts/ the bigger alien dudes, as opposed to something like in Doom where all enemy types can be combined to create all kinds of unique situations.

It's essentially a different set of gameplay modes in HL, which isn't that surprising given how the game itself is a funky FPS-puzzle-platformer hybrid which focuses more on building an experience by frequently changing up the base gameplay to the point of bordering on gimmick city. Instead of building or focusing on one type of gameplay, it achieves variety by constantly introducing new gimmicks and puzzles which are often tossed away in the next level. Sometimes this works, sometimes it doesn't. This approach has the distinct disadvantage of presenting a type of gameplay you like, and then completely setting it aside next chapter because lolvariety. Remember the vehicle sections? Remember how bugbait becomes completely useless after Nova Prospekt? Remember squads? Remember XEN? In my eye this is an approach which can build a strong first playthough, but makes for some weak replay value, as you will likely know the solutions to most puzzles already.

Meanwhile F.E.A.R. has a razor-sharp focus on combat alone, save for the half-assed implementation of the horror, but at the same time FEAR doesn't have anything to fall back on unlike HL if it's the combat you don't really like. I don't think you can really compare HL and FEAR as full packages because of this. FEAR will sometimes pull a HL for the sake of lolvariety where it throws these invisible tanky crawling assassins at you which can only leap at you, which only makes you wish you were fighting Replicas instead. In FEAR's case the variety lies more in the details than surface-level gimmicks and crude changes in gameplay styles.


bf8da5  No.16200527

>>16200497

> but what about how the levels in FEAR themselves play out?

they're fine, inoffensive but get pretty repetitive. The point at which it goes from warehouses to shipping yards to ventilation areas it gets comical with how repetitive and derivative it is. The game clearly only works when the AI is cramped in corridors and the pathing is made to work with it. There's a number of points where the AI spot you, round the corner into an office with a window, then jump through the window to spot you again so you can kill them. That's the kind of level design oversight that happens more than a few times in the game.

They barely try to mix it up too. The mechs and armored guys only do so much. They start making section of the game where you're armed with a rifle that vaporizes its targets with a slug and they pop up in a windows to snipe at you like it's some NES zapper game although without the potential fun that comes from pulling a trigger.

That kinda shit had been at that point done to death in shooters and just goes to show how monolith was dragging the game around with such a lack of ideas and fresh designs.

Maybe other games benefit from having purpose built simplistic AI that can do two or three things to you, clear and defined but a number of different types of units that satisfy a variety of game play styles. Maybe Fear is the peak of that AI concept, a do-it-all* generic grunt AI. Generic grunts padding out basically the entire game? When they reuse designs that plainly show the AIs flaws it was probably time to draw it back a bit.

Never thought I'd spend so much time discussing what's a pretty plain 7/10 game from 2005, but here we are. Why do people ceaselessly suck its cock again?


bf8da5  No.16200533

>>16200527

also, why is the game 17GB? GTA4 got crucified for being 22GB half a decade later. This game reuses assets like it never went out of style in the 90s. What's taking up all that space?


e74aa3  No.16201314

>>16200497

>It's essentially a different set of gameplay modes in HL,

>continues talking about Half-Life 2

I was STRICTLY talking about Half-Life, the first one and the 2 expansions for it by Gearbox which are also pretty okay. Half-Life 2 is a very poor excuse for a sequel, and it threw away all of the best parts of the first one.

>Remember XEN?

Yeah I do, it was one of the most memorable parts of Half-Life and one of my favourites. What's your point here?


0732ce  No.16202035

>>16198603

Skyrim.


950f6e  No.16202212

>>16194045

>>16198826

>I ran back out to my killzone but the replica just stayed in cover and waited me out, wtf broken AI mechanics??

nice try point man


65a9cf  No.16202369

Creating some good AI is a difficult task. Majority of companies decided to dedicate their money and resources on prettier graphics because the very first thing you see is the graphical elements; and some poor folk like to equate modern progressing graphical detail as video game advancement. We've hit a peak where advances on that front has now slowed to a crawl.

Unfortunately, for the lowest common denominator, the gameplay is obfuscated where they have to actually play the game–and to the horror to shitters, get better– to experience more of it.


7229bd  No.16202406

>>16200028

>Compare this to a good shooter such as Half-Life, which I believe to be among the best when it comes to linear shooters

Except that the level design of HL doesn't do the marines any justice (most of the time it's either popping out of cover for a bit to shoot or tanking hits head on, although there are a few "arenas" that help combat this) while FEAR simply took the idea of fighting them to the next level.

And it did that extremely well.

Quality over quantity.


80a072  No.16202643

>>16202406

>Except that the level design of HL doesn't do the marines any justice

Yes they do, the HECU marines from the first Half-Life are incapable of adapting so they're designed to show up around heavily scripted sequences. Note this applies specifically to the first Half-Life game and not the remake with tweaked HECU marines.


0a67c1  No.16202655

>>16200527

>they're fine, inoffensive but get pretty repetitive.

Surely there must be something more concrete in terms of level layout or the general setup of the encounters that makes it so repetitive (obviously it doesn't help if you approach each encounter the same way by abusing slo-mo and spamming medkits (which honestly should have been rebalanced)). As an aside, playing FEAR 2/3 helps you appreciate more what FEAR 1 did better in the level design department as well. Playing most contemporary shooters does, actually.

>>16201314

>Yeah I do, it was one of the most memorable parts of Half-Life and one of my favourites. What's your point here?

Don't you think it would have been cooler to get the Long Jump module much earlier into the game and give the game more time to experiment with it instead of only letting you use it for the last chapters? Like, imagine only getting the Gravity Gun in HL2 by the time you return to City 17.

When I look at most shooters at the time, like No One Lives Forever, RtCW, Black, Medal of Honor, Soldier of Fortune, TimeShift, FEAR 2, TimeSplitters, and Half-Life 1/2, but also recent ones like the new Wolfenstein games, they all betray a lack of confidence in their combat and core gameplay loop (except Halo out of all fucking things). The designers have no idea how to make the combat consistently engaging, so they try to spice it up by completely changing up the gameplay. That's why most of those games will always include most of the following:

>a (pseudo-)sniper section

>a forced stealth section

>a vehicle section

>a turret section

>in the worst case scenario an escort mission

Meanwhile the old school shooters like Doom and Duke rarely every had to resort to outright gimmickry, because the core gameplay was solid enough that you could make a multitude of good levels out of them without radically shifting the gameplay. The push for realism since then means that all enemies in shooters would become hitscan, greatly putting a dent into enemy variety, so most people figured they'd have to get creative with mission objectives instead of getting creative with level setups. Developers couldn't figure out how to make full-hitscan combat fun at all and were too hamstrung by realism to do anything too much out there (until the post '06 era when singleplayer shooters started shoving in superpowers to stand out, like Singularity/Wolfenstein '09/TimeShift). But F.E.A.R. showed that you can indeed make a full game out of full-hitscan combat if you actually attune the game with circular claustrophobic level design and an AI which can take advantage of it without resorting to radical shifts in gameplay, even if F.E.A.R. is not completely immune to it either. Only people never took notice of it and kept making cinematic setpiece corridor shooters instead.

I blame the level design less and more the lack of balance for F.E.A.R.'s mechanics that aids in making encounters feel repetitive my allowing players to play it repetitively in the first place.

>>16200533

>also, why is the game 17GB?

Probably because it includes the two expansions as well.




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