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Re:Why F.E.A.R.’s AI is still the best in first-person shooters by nothis on Tuesday April 04, 2017 @12:56AM (#14029579)
Interesting game AI still doesn't look good. The "cinematic" approach is to replace all systematic stuff (with potentially stiff/unsolved in-between animations) with motion-captured, "realistic" looking sequences.

The same stuff that made critics laugh at enemies not seeing you when standing on a 0.5 square meter shadow in the middle of a well-lit room because you're technically "hidden in darkness" is what is now "solved" by removing the mechanics altogether in favor of safe and cool looking scripted sequences.

Basically, this: https://twitter.com/robotduck/status/759529875992698880

Re:Why F.E.A.R.’s AI is still the best in first-person shooters by TheGRS on Tuesday April 04, 2017 @01:51AM (#14029866)
Yea, not to defend that type of gameplay, but this is basically the point. Uncharted and Tomb Raider and the like are out to make interactive movies. Its a great way to avoid the sort of awkward sequences you get in many games where an enemy winds up in a corner spinning around at the end of the map by accident and you can't proceed until you find him. The cinematic approach is exciting in the moment, if maybe a little boring when replayed or if you enjoy any sort of real difficulty.
Re:Why F.E.A.R.’s AI is still the best in first-person shooters by Jaruzel on Tuesday April 04, 2017 @05:26AM (#14030832)
There's about 3 sections like this in TR (2013). In the rest of the game, any hazards seen on screen are mostly dangerous. I always thought that the extra 'hazard' visuals and noisy audio were there to disorientate the player (along with a bit of shaky-cam) in the hope they'd mis-step the climbing/running/jumping, and thus increase the difficulty.

For skilled gamers (which I am most definitely not) I can see how this 'cheat' is annoying, but for me, who isn't the best at precision movement in 3D games, I found it helped me immensely during these types of sections to simply turn off the sound.