Half Life

Half Life

Released 1998

F.E.A.R

Released 2005

AI in both are still praised to this day

How have they not been topped yet?

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Nobody even fucking talks about FEAR or Crysis anymore

Because devs are lazy or don't have the time or the knowledge to make it happen, corporations are greedy and want to shit out games as fast as possible, and investors are pussies who don't care about games.

The existence of old ass games with fun combat makes me think that AI should not be that difficult to do.

That's because nearly everybody is retarded.

zoomer here who hasn't really seen any praise for Half-Life AI, but it's pretty well-documented that F.E.A.R AI isn't actually that complex, they just gave the enemies a few contextual moves like diving through windows, put in a bunch of minor variation on the "he's over there" voicelines that make them seem like they're actually communicating nuanced callouts, and had some really good level design to let the AI shine.

Why does some ACKSHUALLY faggot always come along and post obvious shit like this? The praise still fucking applies regardless of your ACKSHUALLY shit.

the thing is kid, no one seems to be doing any better just like OP stated

Obviously, if you played the game you'd notice how the AI call outs don't align if you rush them, the AI sometimes makes a call out but does something else instead. Still doesn't dispute the claim that FEAR's enemy AI is superior than most first person games and remains a gold standard. If smoke 'n mirrors AI is better than modern games, then what does that tell you?

Don't get me wrong I still think it's good AI, just as John Carpenter's The Thing has great special effects even if I can step back and know they didn't actually decapitate a guy for this shot. I just think it's important we recognize that it was a lot more than AI that led to F.E.A.R.'s AI becoming legendary.

They actually did decapitate him though, I was there.

AI in both are

Shit.
You're fucking dumb.

False. I had a friend and some random ask me about F.E.A.R. in the last 3-4 months and I guarantee there are still videos about it being posted on jewtube today and probably posts here that still mention the games but I'm not interested in checking the archives to link them, do it yourself.

F.E.A.R. AI isn't actually that complex

Then make a game that does it better because there hasn't really been anything that good since. If you happen to know something then name it, though this is to assume this isn't just bait.

Because their real strength is level/arena design was was designed to work in tandem with the AI. Half Life 2 has technically "better" AI than HL1 but all they do is sort of shuffle around unimpressively because

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because

because the levels were designed for linear setpieces instead of the small, multiplayer-style combat arenas that HL1 and FEAR have.

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Damn I haven't seen a Candlejack post in a wh-

FEAR also has terrific gunplay. Though I wish it had better reloading animations for certain guns. I don't like how the market went from producing high quality gaming experiences that stuck with you and resulted in replayability to shoddy money squeezing schemes with bad people that hate gamers.

FEAR also has terrific gunplay.

I only really liked the handgun (or both) and the shotgun.

Crisis was a tech demo

hear people continuously suck FEAR's dick

play game

it sucks

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no one cares about fear it one of those shitty quirkus chungus contrarian shovelwares hyped up by nostalgiatrannies and people who want to be le different

I haven't played Half Life but the AI in FEAR is fucking retarded. They'll constantly hold behind cover or stand out in the open and wait for you to kill them. This is what Anon Babble praises as le revolutionary gaming?

MGSV is plenty more complex with the varying states of alertness, reacting to dead bodies, hold-up mechanics, the poster box, and decoys. People are just generally far less impressed with it because of shit like the the lure mechanics letting you utterly humiliate the AI in ways where you'll hear the same "WHAT WAS THAT NOISE" lines constantly instead of "GO GO GO HE'S AROUND THAT CORNER HE'S WIPING US OUT FLANKING TARGET". It doesn't really get appreciated unless you're protecting the AI from that sort of humiliation

inb4 but that doesn't mean it's better

I just meant that it wasn't as complex as the "F.E.A.R. AI is literally skynet bro they're basically sentient" memes made them out to be.

All first person shooters are alike so I don't understand why people hate FEAR. Do people hate it because you can't aim down the sights?

hear people continuously suck FEAR's dick

play game

it's great

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no ADS

automatic weapons shid and fart bullets in every direction except where you're aiming

every level is a gray warehouse

inclusion of "cool" gun-fu moves that are completely useless

the AI that everyone praises is actually retarded

Retard take. Crysis up until the point when you start fighting Ayys is one of the greatest FPS gameplay experiences ever.

What were they thinking with the last part of FEAR

hurr muh family drama and le epic ghosterino spam fest

they just gave the enemies a few contextual moves like diving through windows, put in a bunch of minor variation on the "he's over there" voicelines that make them seem like they're actually communicating nuanced callouts, and had some really good level design to let the AI shine.

That was how Half-Life did it too. All monster AI is about creating an illusion of intelligence through careful coordination between level design, animation, and sound cues.

How have they not been topped yet?

Good monster AI is about creating an illusion of intelligence through careful coordination between level design, animation, and sound cues. Modern games are so big and the development teams so big that it's no longer possible to have the kind of tight coordination between animation, level design, and sound teams necessary to craft the illusion.

I don't recall anyone praising the AI in Half-Life but I'll be the first one to admit I wasn't there for its release.
FEAR has neat AI but a good part of the "trick" to it is the landscape and the soldier's starting position. Don't get me wrong, it's wonderful, but there's a bit of smoke and mirrors to making it seems smarter than it is.

HL1 AI was mind-blowing at a time when the standard for AI was for enemies to shoot/chase the player when they see them. When I played HL1, shot some soldiers from above, retreated in a corridor and they threw frag grenades to flush me out, my mind was blown. When I saw a soldier plant a grenade in the ground, then stand on top of it shooting me and eventually killing himself, my mind was a bit less blown. But hey, 1998.

This is retarded. FEAR and HL1 are both linear set pieces. In fact, it's the linear set pieces of HL1 that set it apart from other shooters at the time, like Quake, Goldeneye, and Marathon.

I think anon's point was that the combat arena set pieces tended to be less linear in HL than in HL2. Yes, the whole game is linear overall, but the set pieces within the overall linear campaign can allow more varied paths and loops.

yeah that's the tech demo part

yeah, there'd be no FEAR without HL1, that's for sure. i just wish FEAR had the level variety HL1 did.

worst post i've seen all year

i was just thinking of replaying fear lol
was 2 any good?

I liked 2 when I played it, but I have a questionable taste. It's very much consolised, that's for sure. But the horror elements are better.

No spoilers, but it has one of the bleakest stories I've ever seen in an FPS.

every level is a gray warehouse

liminal spaces kino, thoughever

F.E.A.R. MP is great, tons of fun

Combat is released

No one plays it

Sad
2 actually had some fun maps but eh

lazy, incompetent devs

Because the AI in both is heavily dependent on coordination with the level design and assets.
Coordination in major development has dropped off significantly due to outsourcing, consultants, speculative hiring and conman management.
A lot of cookie cutter games nowadays are the result of literal absentee parenting, since the developers are left to develop shit on autopilot (optimized to be safe, so they scrap minimal work) or at the last minute.
Smoke and mirrors only works with coordination. In modern dev the mirror is broken on the floor and smoke is being blown up someone's ass.

no ADS

Fear is boring but you deserve a public flogging for your crimes against public discourse.

F.E.A.R AI isn't actually that complex, they just gave the enemies a few contextual moves like diving through windows, put in a bunch of minor variation on the "he's over there" voicelines that make them seem like they're actually communicating nuanced callouts, and had some really good level design to let the AI shine.

Yet all modern devs failed to do that. Even after all these years and hundred million shekels later, call of duty NPC still stand in place, spam grenade or run straight at you. No NPC ever do the flanking, taking cover and retreating F.E.A.R and half life NPC did.

There's no point in making CoD NPCs smart because they die in 1-3 shots from player's very precise guns. If you want them to flank, you just spawn them at a flanking route.

Almost any CoD on Veteran is a much harder game than FEAR on Extreme, too. There's just no need to have good AI for that style of game.

Also note how every, or almost every FPS where the enemies are praised for their AI has bullet-spongy enemies. HL1, Unreal, FEAR, Crysis even. You can't just one-click them, so they have time to show you their tricks.