In the tumultuous lead-up to the game's release, the team promised an upgraded version of the first game's revolutionary NPC AI. This 2.0 version would allow non-playable characters to act independently even when the player is kilometers away. The upgrade was meant to make the game more immersive, as emergent scenarios would occur more naturally, making the game world feel more alive.
We were fighting with optimization. To optimize, you have a lot of things that need your resources, and you try to cut things from different directions to properly optimize the game well.
However, the bugs are only a fraction as disappointing as the game's enemy AI. While they're functional as threats, it's a far cry from what we were promised in the years leading up to release.
Unfortunately, the final game didn't implement most of these features as broadly as the team hoped. Enemies behave at times foolishly and omnipotently, spawning when needed and sometimes even being alerted to the player's location when it doesn't feel fair.
Collection
[
|
...
]