Normally, I would take a decent playable AI as a given for any game on the Unreal engine.
However, I played RO and I have to say this proved to be the exception to the rule.
Standard UT AI does well for the kind of game UT is, or mods that play very much like it, you know, run around and shoot stuff, pick up guns, ammo and powerups, your typical Arena-shooter stuff, that's what they where coded for.
RO:Ost just reused that AI, but it's a very different kind of game, that should be played very differently, so yeah, they outright sucked at the game.
That was a budget thing really, Ost was made by about 10 guys on a microscopic budget, and the game really had no SP portion, just the practice mode, so they chose to ignore them, and spend their resources elsewhere, they really didn't touch the AI (they where just as bad in the mod, and it's probably the exact same code in use).
But they are touching them this time, since the team is much larger now (30+ people), the game has an actual budget behind it, and it will feature an SP portion, so it's a priority this time around.
Problem is though, we haven't seem them in action, not propperly, we saw a glimpse of it in one of the very first videos, and it actually looked promising enough, we saw them take cover and fire from concealment and such, a vast improvement over the headless chickens of RO:Ost for sure, but we didn't see much, it was all WIP, and they haven't really been showcased since then, they are allways set to super-easy mode in all the following videos.
So i'm not quite sure what we can expect of them, just that they will be better than they where in Ost, but by how much? I really haven't a clue..
Personally, I hope that the soldiers in those squads won't just be faceless AI. It's quite crucial to attach emotion to the AI in the SP campaign, to really make the player feel attached to his soldiers. In Jagged Alliance 2 for example, I can become very attached to my units, because some of them not only have great abilities but also have a high cost as well as a unique personality. So if my best mercenary dies or leaves because his contract ends, it sucks. I hope the AI in RO2 will be represented somewhat similarly. This is a game about one of the bloodiest battles in human history, after all.
Eh, who knows, it's possible they will try to do that via voice acting and scripted moments, or they might not, we won't know till we know
Either way, i'm not too fussed personally, it's allways nice to add some charecter depth, but then again, the R6 games never really did that (not ingame, there where some charecter bios in the selction menu, but that was it really), and it didn't bother me that it wasen't there, the combat stood on it's own without it.
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