Posts Tagged ‘ Artificial Intelligence ’

FPS games try to create “Artificial Intelligence” but, in general, do a very lousy job of faking the experience. Although F.E.A.R. goes farther than most, the main concept is still “creating the illusion of intelligence” (via sound cues) not by actually making an intelligence simulation.

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In some Bad Company

by | July 15, 2008 in Consoles, Game Design Talk | Comments Off

A moderate review of Bad Company, and critique of current FPS’s.

When I first started playing single player Bad Company, I suppose I was really looking for something a bit more… innovative, which it is not. It offers modern physics and real world destruction, but the plot remains not too different from an old Soldier of Fortune (+ 5 other games, & stir) rehash with some buddies (COD2, anyone?). About 1/2 the game is fighting in small towns, with some forays using vehicles, like a boat. Then come obligatory ‘change it up because it’s getting boring’ tank level, ‘helicopter level’, ‘no buddies level, etc.
Lets not forget the oh-so-typical boss battle at the end, which in my opinion IS a direct rip from Soldier of Fortune Double Helix.

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