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Posts: 7644 | Registered: Sun January 12 2003Reply With QuoteEdit or Delete MessageReport This Post
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thanks for the heads up, kimi.

nice article.
i love the idea of contradicting missions under various occasions (kill or aid the truck driver example).

the most important gameplay aspect in my opinion is a good AI. games like SATLKER and CRYSIS dliver well in the department (concidering they are set in open outdoors inviroment (FEAR, VEGAS and GOW dont count) and i am paying extra attention every time an article is talking about the AI.
I really hope UBI will pull it off as good as these games.

Crysis used cover nodes to tell the AI where to hide, and forbidden areas and AI modifiers to tell the AI where they can and can't go. however in FC2 the game area is so big and destructible that i am not sure how it's done there. i just hope the AI, while in combat, can recognize cover well, flank and maybe evern act stealthy.
thus far the ONLY AI i have seen that knows how to sneak up on ppl was the AI in s.t.a.k.e.r, which was amazing and it's only fault was not knowing how to toss grenades.
 
Posts: 536 | Registered: Tue March 04 2008Reply With QuoteEdit or Delete MessageReport This Post
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