View Full Version : Army of Two
02-08-2007, 06:39 PM
02-08-2007, 07:09 PM
Yeah, now that actually looks pretty cool.
What's the due date on this sucker?
02-08-2007, 07:10 PM
End of the year. :(
02-08-2007, 11:34 PM
Ah geez, and it's only February.
02-09-2007, 10:58 AM
Ya big tease!
Yeah, I've been anxiously awaiting this title since I read a preview article on it a few months ago. I hope they open up the customization capabilities on this game.
02-09-2007, 12:38 PM
wouldn't you need 2 players to play that game at all times?
02-09-2007, 12:41 PM
What's more, while you're continually controlling and manipulating your partner onscreen in a single player mode, the AI for your teammate can actively refuse your orders based on how well you've used a command in a previous situation. For instance, there was a command given to cooperatively snipe two targets, and the AI asserted that he wanted to lead the count to pull the trigger because the player screwed up the last snipe opportunity. In fact, you can mess things up so badly that your teammate will continually curse your decisions and even give you the middle finger when he dismisses your orders.
Reid Schneider, the Senior Producer of An Army of Two, pointed out that there is an adaptive AI curve for the game, and that it literally adjusts based on how well a player performs in the single-player scenario. In particular, the game starts out with Rios, the older and more experienced soldier of the duo, acting as more of a mentor to the younger, more reckless Salem. As players start proving their skill, making better tactical decisions and successfully navigating the dangers of each level, the game will make subtle adjustments and refine its assessment of how you play (this also includes verbal suggestions or, humorously, more grief, just like a real friend would). For instance, during one mission in Afghanistan, Rios constantly yelled at Salem whenever he pointed his gun at a civilian, telling him to stand down and holster his weapon. When Salem finally stopped pointing the gun at the civilian, Rios sarcastically quipped, "That's why people hate Americans..." It was a humorous end to a situation that Schneider reminded us would be remembered by the AI and potentially referred to in later missions.
02-09-2007, 05:17 PM
heh alright, that does sound like fun. :laugh:
02-09-2007, 05:21 PM
It is time for smart AI in games. Doing away with patterns is a good start. This keeps the game fun, because the enemy is not set in their actions.
03-12-2007, 10:22 PM
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.