Dishonored. There are several big problems I have with the game. Ridiculously stupid AI is one of them.
EDIT: Mark of the Ninja is another recent one, though not to the same degree. The AI in that game got me irritated as well. How hard is it for developers to program their NPCs to notice simple occurences like doors being left open!? :P
I can't believe that Rick did that to the other prisoner and left him to be eaten by the walkers. He didn't do anything and it just goes to show how darker Rick is getting. He is going over the edge.
Realmjumper
Eh, the guy looked like trouble and, considering what they've had to go through with other punks like him, I almost feel like I'd do the same.
EDIT: I would've shot him, though, to spare him from getting eaten.
Glad that they killed off the lead prison guy so quickly instead of dragging on a long, contrived story line with him. All in all, I enjoyed this one. Carl is still a punk, though.
The optimal female character is the one who doesn't come off as contrived, IMO. She shouldn't feel like "the tough one" or even "the emotional one". She should feel real and not forced.
If there's one thing that I'd compliment the game on, it's how it handles the rat swarms. They just flow so well, and I honestly freak out a bit when they start coming at me. I occasionally get chills when I see a swarm engulf an enemy. It's just so awesome.
[QUOTE="Grovilis"]EDIT: BTW, how many of you guys have opted to turn off objective icons, rune icons, hints and other HUD features?BrunoBRS
if i turn off objective markers i dont think i could find where im supposed to go, since theres no map. would just result in me wandering around.
runes/charms, i like that their marked because im sure as hell not looking in every little area for them. i hate collectibles that u have to go over level with fined tooth comb for, esp those that give u upgrades
well you DO have a heart to use as a compass for those, if you so desire. and markers or not, the game will warn you when there's one nearby and suggest you equip the heart.Not if you turn off hints :P
Still, I'm in the second mission and about 9 hours in so I can't complain about length, though a chunk of that time was spent testing out the AI which ended with a rather depressing result. Still can't get over hot stupid the NPCs are even on the hardest difficulty.
EDIT: BTW, how many of you guys have opted to turn off objective icons, rune icons, hints and other HUD features? I was pretty ticked when the game practically spelled out all of the way to gets around/through the wall of light. I'm just like, "I can figure this stuff out myself, darn it!"
I really want to enjoy the game, but the AI is mind-numbingly unobservant. You can break as many windows and leave open as many doors open as you wish and the NPCs won't give a crap if they walk through the mess. Why is this so difficult for stealth games to get right? The only game that comes to mind that actually had the AI notice such things was Splinter Cell Chaos Theory (didn't play the older ones so I wouldn't know). In that game, you were forced to leave things EXACTLY the way you found them or the AI would get suspicious. In this game, you could leave a room totally wrecked and not a single soul would notice. There are other oddities with the AI as well, but not quite as profound as what I stated, IMO. If they would've just polished this stuff up, it would've added SO much more flavor to the stealth gameplay.
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