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[Wii] Red Steel
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Member 16

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Feb 2006


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Old Apr 13, 2006, 07:53 AM Local time: Apr 13, 2006, 03:53 PM #1 of 154
Eh, it looks alright, but then magazine screens always look alright. I'm going to wait till I see it properly moving before I pass judgement. Besides the graphics, it's all up to whether the enemies actually percieve their surroundings, or whether it's badly prescripted stuff ala MOH: Frontline and Soldier of Fortune 2.

I was wondering about those two guys myself, it felt weird he was standing with his back to the player like that. I'm glad I wasn't the only one.

Jam it back in, in the dark.

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Member 16

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Feb 2006


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Old Apr 13, 2006, 10:00 AM Local time: Apr 13, 2006, 06:00 PM #2 of 154
That's the obvious conclusion, but looking at the other characters, they all just seems to strangely "placed" around the levels in various poses, instead of actually reacting to gameplay. Combined with the way he's in the exact same pose behind the drink machine.

It's like in the other pic he could be doing the same "taking cover behind an object" animation, only it activated in the wrong spot.

How ya doing, buddy?

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Member 16

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Old Apr 13, 2006, 10:37 AM Local time: Apr 13, 2006, 06:37 PM #3 of 154
Quote:
* AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management.

* They won't walk around a table to get to you. They will simply jump over the table.
This sounds pretty promising, but this is something that can only be judged by playing the final game, even a playable demo isn't representative enough. The original prototype of Killzone had excellent, adaptive AI, while the final product suffered from too many prescripted ambushes and buggy pathfinding.

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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Video Gaming > [Wii] Red Steel

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