the game puts them in the exact same spot every time.
Heh. Indeed.
And at 150 tangos per level or more, you may still have to do it 50 times to memorize them all and survive the uber AI. And there isn't much fun in just going through the motions of a memorized course. Twice? Now I think you're just trying to bust my chops.
One issue with the enemy AI, is the human element is completely non existent. Meaning... If I snipe somebody from a roof, the entire map shouldn't immediately know where I am and all fire at me. The computer doesn't create any "they're looking for me" aspect. It's instantaneous. Fire a shot, and 6 guys instantly pinpoint you. Take this rooftop mission we're talking about; the very first thing you have to do is take out the roadblock on the street in front of you. I peek my head over the wall to see what's down there, and I can't even peg off one guy before they all fire on me, because the game is programmed to almost instantly see you. And what's even worse, I get a couple of sniper rifle shots off and kill a tango on the street. They all fire up at me. okay, no problem. I duck, run completely around the roof to the other side, and try to hit another from a different angle. They magically begin firing at my new location, instantly. The computer cheats and followed me the entire way to the new location. Those tangos should have still been facing/firing at my old location. But instead, they were instanly ready for me at my new location. There's no outflanking or outsmarting these super soldiers. This is one of the reasons the solo missions are so frustrating, because with this type of AI programming, it is absolutetly imperative to have other teammates to create crossfires. Even perfect AI can't fire two directions at once.
Remember in GR1 PC, you could fire some shots, and then the hillbilly looking rebels would head that direction, but you could easily move under cover and see them looking for you as you flanked them? They had a human element of imperfection. The castle demo map... Your team started down that little hill, and you could peek over the hill, fire a shot at the 3 or 4 rebels headed your way on the left of the castle, then duck and wait. They would round the castle front, then search toward the entrance looking for you and you could surprise them and pick them off. I can remember countless times in GR 1, watching a rebel walked past me looking for me, and shooting him in the side of the head. "The Ghosts" I think we were called, yes? Remember how you could get up on the castle wall, and watch tangos through the house windows and snipe them one by one? There's NONE of this element in GRAW. Fire ONE shot, and the AI instantly spins and shoots right at you. It's like the devs coded the AI to simply see you after a shot is fired, instead of "search in your direction". That makes for a very difficult, and un-fun shooter. I'm fighting pure psychic robots. Remember GR1, that prison map at nighttime? You could start that level way out from the edge of the map, snipe a guy, and then watch his buddies searching around in the dark for you in the 'general direction' of your shot. You could move around in the dark and snipe another, move, repeat. With GRAW 360, snipe a guy, and then they all fire right at you , and you cannot evade/lose them.
And just since the 360 to PC comparison was brought up, I have both, and the PC version the AI has the human element I'm talking about. In PC, you can watch tangos milling about doing human search patterns, and you can trick them by firing a shot, running around the corner and coming up behind them while they search your old position.
With the 360, the computer just turns to your location. It's like a total cheat, in favor of the enemy AI. In fact, I can think of a few places in GRAW 360 where I could see which direction a tango was facing, come around the block a different way, and the f*cker would still instantly spin around and face me. From a scripting standpoint, it's like they simply put a very wide trigger circle around each tango, and as soon as you cross that circle, the computer spins the tango to face you.
Think Splinter Cell, and how much you can sneak right up behind somebody, almost unrealistically. Think the total opposite, and that's GRAW 360.
And there's no way they made the 360 more "run n' gun". Like Baja said, he has to go painfully slow, because one slight step too far ahead with the psychic AI and they peg your ass long before you ever see them. Then starts the painful process of starting over, and working through 'memorized placements' until you get one street further, get pegged again, and start over again, with one more memorized tango location. The gameplay of GRAW 360 can easily be characterized this way; every single tango ambushes you; then you restart the level knowing where you just got shot from and do it again until the next ambush. In GR1, you could sneak up on 3 of those rebels standing around a fire, kill one of them, the other two would run for cover and then LOOK FOR YOU. and you COULD evade them. There is no evasion in GRAW. The computer cheats.
It seems like devs got tired of kids complaining that games were too easy, AI was too stupid, so now they've made sure it's freakin hard.
Ronin, you're too quick to say "my reflexes are too old". There's no way we're that bad. The game devs just didn't level the playing field properly. Look at the sheer number of tangos you face in one level alone, combined with the few hits you can take and survive, combined with each enemy has computerized radar for a brain.
GRAW would be much , much better if it had the health recovery system Vegas has. At least then you could duck for a second, restore, and then go after that tango you didn't see, instead of endlessly re-doing the level. With GRAW 360, as soon as I see my health is yellow, I might as well hit restart, becasue I know there's no way I'm gonna make it past the next tango.
But I can't get through Vegas either, so maybe I do just suck. But in thinking about it, just like GRAW 360 vs GRAW PC, I could get through levels in Ravenshield PC, but I can't with Vegas 360. In considering I'm encountering this issue with both GRAW and VEGAS, PC vs console, I think there's a serious difference in the AI programming between PC and console, and it's not my abilities as a player to blame.
Maybe you guys are correct about the run n gun aspect of console, in this regard; Devs know PC gamers are a different breed, and program the AI and gameplay acccordingly. They also know consoles tended to be more run n gun type kids, so they left out the more human tactical element to the AI. That makes sense. But run n gun to me always meant stupid AI so you could get away with no tactical planning. GRAW 360 may be more run n gun, but with very hard cheating AI, and combining those two things makes for a very unenjoyable playing experience.
And I just realized, at the end of GRAW 2 demo; you have that pretty darn smart mortor rounds following you everywhere creating Run N Gun type chaos, and then at least two enemy helicopters ripping you to shreds and you can't do much about that either.
I have a bad feeling GRAW 2 is going to have this same type of sh#t as GRAW 1. :hmm: I was pretty happy about my 360 purchase, but now seeing all of this, I may be headed back to investing in the PC. I'll probably buy Vegas for PC, and make the comparison. If what I have been saying still holds true, that will decide it for me.
EDIT IN: Realizing that even with Gears of War, the 'great game of the year'; it turned out to be a lot of very scripted linear pathed run n gun, with almost no tactical element whatsoever. I think there is definately a pattern here in console vs PC.