Half-Life review @ Gagames

Gamer's Alliance heeft een review gepost van het extreem heersende Half-Life. Hier een stukkie over de AI:

Well. Where do I start? The AI in Half-Life is, in a word, astounding. No longer do enemies blindly charge you, no longer do they work alone, and no longer are they suicidal. In the case of the soldiers, they coordinate attacks by layering both their offensive and their defensive, they communicate to one another and have specific tasks to perform, and they maneuver to obtain the best fields of fire with fallback positions and regrouping areas. This ability really hits home the first time you see a soldier and run back to hide; after a few seconds, it gets very quiet, and then a grenade or three comes arcing around the corner. You run forward to assault their position and find that not only have they moved, but there is one on either side of you, and another grenade is coming courtesy of the commander hiding behind that box in front of you. Or you’ll be sneaking up a flight of stairs and hear the commander call out "Recon!", upon which a lone solider will appear at the top of the stairs, look down, and then, instead of charging or shooting, run away… with a half-dozen grenades raining down shortly thereafter. Finally, all of the soldiers in Half-Life want to live, not die; if they’re wounded, they’ll hide or run away (or both), holding their leg and crying out "Medic!" The aliens in the game are similarly advanced, but their actions are harder to categorize; in any event, the little three-legged dogs seem to have scouts, and will exhibit pack behavior when attacking. Absolutely brilliant work, and it definitely sets the standard for future games to emulate or enhance. Well done, Valve.

Door Femme Taken

UX Designer

26-11-1998 • 17:35

0

Bron: Voodooextreme

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