History ArtificialStupidity / ActionGames

13th Apr '16 8:28:27 AM Piando
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* The final level of ''BatmanBeyondReturnOfTheJoker'' on the Game Boy Color has gaps in the floor in some of the places you fight enemies. The AI is not programmed to recognize that there are gaps in the floor and will walk into the gaps to their deaths ''en masse''. In WebVideo/DarkLordJadow1's review of the game on Youtube, he got ''30 enemies'' to walk into gaps and die in a single playthrough ([[https://www.youtube.com/watch?v=2y7aVoxafww&list=UU76eqb9ZpZpOoJoJpakfrzg it starts at 11:53]]).

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* The final level of ''BatmanBeyondReturnOfTheJoker'' ''WesternAnimation/BatmanBeyondReturnOfTheJoker'' on the Game Boy Color has gaps in the floor in some of the places you fight enemies. The AI is not programmed to recognize that there are gaps in the floor and will walk into the gaps to their deaths ''en masse''. In WebVideo/DarkLordJadow1's review of the game on Youtube, he got ''30 enemies'' to walk into gaps and die in a single playthrough ([[https://www.youtube.com/watch?v=2y7aVoxafww&list=UU76eqb9ZpZpOoJoJpakfrzg it starts at 11:53]]).
11th Mar '16 9:21:24 PM GrammarNavi
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* In the first ''{{Tenchu}}'' game, you can swim but your enemies have SuperDrowningSkills. They apparently don't know this, because if you are spotted by an enemy you can simply jump into water and watch them follow you in to drown. Also, dead bodies in the game are effectively "out of play", meaning that guards and civilians will walk past dead bodies (or even multiple dead bodies) without noticing that anything is amiss.

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* In the first ''{{Tenchu}}'' ''VideoGame/{{Tenchu}}'' game, you can swim but your enemies have SuperDrowningSkills. They apparently don't know this, because if you are spotted by an enemy you can simply jump into water and watch them follow you in to drown. Also, dead bodies in the game are effectively "out of play", meaning that guards and civilians will walk past dead bodies (or even multiple dead bodies) without noticing that anything is amiss.
9th Feb '16 4:52:39 AM GrammarNavi
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** The enemy AI in the games, especially on the PS1 and PS2, are capable of truly staggering feats of incompetence. Choose to fight AC's in the right arena and they will:

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** The enemy AI in the games, especially on the PS1 [=PS1=] and PS2, [=PS2=], are capable of truly staggering feats of incompetence. Choose to fight AC's in the right arena and they will:



** In the stealth sections of ''VideoGame/BatmanArkhamAsylum'', the Mooks rarely ever bother to look up. It's a little bit more frequent in the harder difficulty levels, but still. And then there's also [[http://www.youtube.com/watch?v=UEZGQpbWJ0I this]]. They also have no periphral vision whatsoever, except for the insane inmates who have a perfect line of sight. If it wasn't for their constant conversations, you'd assume they were all deaf, too, given you can stick one of them in a Dragon Sleeper (complete with barely muffled groans) with their buddy none the wiser ten feet away. Lastly, it's very possible for those inmates to run into obstacles, each other, or to trip on scenery trying to get at the player, causing them to knock themselves or other insane inmates down for an easy knock-out.

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** In the stealth sections of ''VideoGame/BatmanArkhamAsylum'', the Mooks rarely ever bother to look up. It's a little bit more frequent in the harder difficulty levels, but still. And then there's also [[http://www.youtube.com/watch?v=UEZGQpbWJ0I this]]. They also have no periphral peripheral vision whatsoever, except for the insane inmates who have a perfect line of sight. If it wasn't for their constant conversations, you'd assume they were all deaf, too, given you can stick one of them in a Dragon Sleeper (complete with barely muffled groans) with their buddy none the wiser ten feet away. Lastly, it's very possible for those inmates to run into obstacles, each other, or to trip on scenery trying to get at the player, causing them to knock themselves or other insane inmates down for an easy knock-out.
4th Feb '16 7:57:10 PM KEEP_IN
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* In ''VideoGame/HotlineMiami2WrongNumber'', the AI of dog enemies seem to have gotten ''even dumber''; while in the first game they immediately charge at you when they see you, in ''Wrong Number'' it's not uncommon for them to not even notice you for a while... before charging at you a few seconds later.

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* ** In ''VideoGame/HotlineMiami2WrongNumber'', the AI of dog enemies seem to have gotten ''even dumber''; while in the first game they immediately charge at you when they see you, in ''Wrong Number'' it's not uncommon for them to not even notice you for a while... before charging at you a few seconds later.
4th Feb '16 4:18:28 PM MyFinalEdits
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** In ''VideoGame/HotlineMiami2WrongNumber'', the AI of dog enemies seem to have gotten ''even dumber''; while in the first game they immediately charge at you when they see you, in ''Wrong Number'' it's not uncommon for them to not even notice you for a while... before charging at you a few seconds later.

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** * In ''VideoGame/HotlineMiami2WrongNumber'', the AI of dog enemies seem to have gotten ''even dumber''; while in the first game they immediately charge at you when they see you, in ''Wrong Number'' it's not uncommon for them to not even notice you for a while... before charging at you a few seconds later.
4th Feb '16 1:49:21 AM KEEP_IN
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* ''VideoGame/HotlineMiami'' features enemies that are totally oblivious to their comrades getting shot and dying left and right. Even if it happens ''right in front of them'', they act as if nothing happened as long as they don't hear you doing it. Stationary enemies are even less responsive to loud gunshots, making them difficult to lure out at times.
** In ''VideoGame/HotlineMiami2WrongNumber'', the AI of dog enemies seem to have gotten ''even dumber''; while in the first game they immediately charge at you when they see you, in ''Wrong Number'' it's not uncommon for them to not even notice you for a while... before charging at you a few seconds later.
7th Jan '16 4:20:21 PM MyFinalEdits
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* In the first ''{{Tenchu}}'' game, you can swim but your enemies have SuperDrowningSkills. They apparently don't know this, because if you are spotted by an enemy you can simply jump into water and watch them follow you in to drown.
** Also, dead bodies in the game are effectively "out of play", meaning that guards and civilians will walk past dead bodies (or even multiple dead bodies) without noticing that anything is amiss.

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* In the first ''{{Tenchu}}'' game, you can swim but your enemies have SuperDrowningSkills. They apparently don't know this, because if you are spotted by an enemy you can simply jump into water and watch them follow you in to drown. \n** Also, dead bodies in the game are effectively "out of play", meaning that guards and civilians will walk past dead bodies (or even multiple dead bodies) without noticing that anything is amiss.
7th Jan '16 10:29:27 AM Ohio9
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** Also, dead bodies in the game are effectively "out of play", meaning that guards and civilians will walk past dead bodies (or even multiple dead bodies) without noticing that anything is amiss.
7th Jan '16 10:22:00 AM Ohio9
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** In ''Videogame/MetalGearSolid'', You can beat up guards and even shoot them in the back without causing them to sound the alarm. If you beat them unconcious or shoot them and hide before they see you, they will simply look around and then return to their patrol patterns as if nothing was amiss. Apparently being shot or beaten up isn't cause for alarm unless they see the person who did it.
10th Sep '15 11:33:01 AM MyFinalEdits
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* ''VideoGame/EnterTheMatrix'' has three driving levels. If you play as Niobe, you get to be the driver while Ghost takes shots at the enemy vehicles, and if you're playing as Ghost you get to be the gunner while Niobe drives through the level. The problem? Apparently the AI-controlled Niobe completely flunked out of driving school, because she can't go five seconds without crashing into something and more than likely getting stuck (this is most aggravating in the final driving level, where you're trying to escape from the Twins, who are following after and shooting at you, and are also completely invincible.)
* Space Pirates, in the stealth section of ''VideoGame/MetroidZeroMission'', will raise an alarm and mercilessly chase you if they spot you. However, you can cause them to call off the alarm if you can keep them from spotting you for a short period of time (or going to a prescripted area to shake the heat). This is despite the fact that you are the one solely responsible for the destruction of their leader ''not three hours ago'' and you are now ''unarmored and vulnerable''. It's also worth noting that the shots they fire at you will kill each other if you can line them up right.

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* ''VideoGame/EnterTheMatrix'' has three driving levels. If you play as Niobe, you get to be the driver while Ghost takes shots at the enemy vehicles, and if you're playing as Ghost you get to be the gunner while Niobe drives through the level. The problem? Apparently the AI-controlled Niobe completely flunked out of driving school, because she can't go five seconds without crashing into something and more than likely getting stuck (this is most aggravating in the final driving level, where you're trying to escape from the Twins, who are following after and shooting at you, and are also completely invincible.)
invincible).
* ''Franchise/{{Metroid}}'':
**
Space Pirates, in the stealth section of ''VideoGame/MetroidZeroMission'', will raise an alarm and mercilessly chase you if they spot you. However, you can cause them to call off the alarm if you can keep them from spotting you for a short period of time (or going to a prescripted area to shake the heat). This is despite the fact that you are the one solely responsible for the destruction of their leader ''not three hours ago'' and you are now ''unarmored and vulnerable''. It's also worth noting that the shots they fire at you will kill each other if you can line them up right.



** Similarly, Serris-X, and [[http://www.youtube.com/watch?v=3ZX-zsU0qQ8 B.O.X]] have blind spots where they will be completely unable to hit you (Serris-X) or just stop doing anything to try and hurt you (B.O.X). B.O.X II has a similar blind spot, but it's not as foolproof since it'll still shoot at you with (easily destroyed) missiles.
* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', you eventually encounter a human boss who can use any power used against him, but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm.
** Sadly, his Knife is even MORE puny then his new Tongue attack. His power could be a Game Breaker anyway if he had any actual control over it and if the powers he copies weren't limited to lv1 out of (generally) 9, which the Cave Troll soul is the most extreme example of.

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** Similarly, Serris-X, and [[http://www.youtube.com/watch?v=3ZX-zsU0qQ8 B.O.X]] have blind spots where they will be completely unable to hit you (Serris-X) or just stop doing anything to try and hurt you (B.O.X). B.O.X II has a similar blind spot, but it's not as foolproof since it'll still shoot at you with (easily destroyed) missiles.
* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', you Sorrow]]'':
** You
eventually encounter a human boss who can use any power used against him, but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm.
**
arm. Sadly, his Knife is even MORE puny then his new Tongue attack. His power could be a Game Breaker anyway if he had any actual control over it and if the powers he copies weren't limited to lv1 out of (generally) 9, which the Cave Troll soul is the most extreme example of.



*** This is actually a bit of a GuideDangIt, since the game never tells you about the trick outright (sure, he visibly steals his primary attack from a Malachi, but there's no indication it's ''automatic'') - and if you don't know it, the fight is tough. (It's also tough in Julius Mode - turns out that power works on ''subweapons'', too. Sure, you can give him Yoko's "power palm", but if you forget about it and hit him with an axe?)
* The enemy AI in the ''VideoGame/ArmoredCore'' games, especially on the PS1 and PS2, are capable of truly staggering feats of incompetence. Choose to fight AC's in the right arena and they will:

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*** This is actually a bit of a GuideDangIt, since the game never tells you about the trick outright (sure, he visibly steals his primary attack from a Malachi, but there's no indication it's ''automatic'') - and if you don't know it, the fight is tough. (It's also tough in Julius Mode - turns out that power works on ''subweapons'', too. Sure, you can give him Yoko's "power palm", but if you forget about it and hit him with an axe?)
* ''VideoGame/ArmoredCore'':
**
The enemy AI in the ''VideoGame/ArmoredCore'' games, especially on the PS1 and PS2, are capable of truly staggering feats of incompetence. Choose to fight AC's in the right arena and they will:



* In the stealth sections of ''VideoGame/BatmanArkhamAsylum'', the Mooks rarely ever bother to look up. It's a little bit more frequent in the harder difficulty levels, but still.
** And then there's also [[http://www.youtube.com/watch?v=UEZGQpbWJ0I this]].
*** They also have no periphral vision whatsoever, except for the insane inmates who have a perfect line of sight.
*** If it wasn't for their constant conversations, you'd assume they were all deaf, too, given you can stick one of them in a Dragon Sleeper (complete with barely muffled groans) with their buddy none the wiser ten feet away.
*** Those insane inmates actually have a perfect line of sight for Batman to the point of this trope. It's uncommon, but it's very possible for those inmates to run into obstacles, each other, or to trip on scenery trying to get at the player, causing them to knock themselves or other insane inmates down for an easy knock-out.

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* ''Franchise/{{Batman}}'' games:
**
In the stealth sections of ''VideoGame/BatmanArkhamAsylum'', the Mooks rarely ever bother to look up. It's a little bit more frequent in the harder difficulty levels, but still.
**
still. And then there's also [[http://www.youtube.com/watch?v=UEZGQpbWJ0I this]].
***
this]]. They also have no periphral vision whatsoever, except for the insane inmates who have a perfect line of sight.
***
sight. If it wasn't for their constant conversations, you'd assume they were all deaf, too, given you can stick one of them in a Dragon Sleeper (complete with barely muffled groans) with their buddy none the wiser ten feet away.
*** Those insane inmates actually have a perfect line of sight for Batman to the point of this trope. It's uncommon, but
away. Lastly, it's very possible for those inmates to run into obstacles, each other, or to trip on scenery trying to get at the player, causing them to knock themselves or other insane inmates down for an easy knock-out.



* The guards in ''VideoGame/AssassinsCreedI'' will sometimes throw you off a high ledge, then jump down after you. You can survive the resulting falling damage. They can't. In ''[[VideoGame/AssassinsCreedII 2]]'' you often lose thieves to the idiots trying to keep up with Ezio and jumping from too high or failing jumps.

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* ''Franchise/AssassinsCreed'':
**
The guards in ''VideoGame/AssassinsCreedI'' will sometimes throw you off a high ledge, then jump down after you. You can survive the resulting falling damage. They can't. In ''[[VideoGame/AssassinsCreedII 2]]'' you often lose thieves to the idiots trying to keep up with Ezio and jumping from too high or failing jumps.



*** In [[VideoGame/AssassinsCreedII 2]], [[VideoGame/AssassinsCreedBrotherhood Brotherhood]], and [[VideoGame/AssassinsCreedRevelations Revelations]], [[PlayerCharacter Ezio]] can swim. [[SuperDrowningSkills No one else can]]. This does not prevent anyone moving near the water [[HilarityEnsues trying]]. It can be very frustrating when one of the super-elite assassins you've spent hours training makes a perfect kill on a guard in the docks, then calmly steps off the pier to his death.
* In ''VideoGame/MetalGearSolid2SonsOfLiberty'', the guards provide a fairly solid challenge without going to brutal measures to catch the player (difficulty dependent of course). However, patrolling guards, when not faced with a left turn, will ALWAYS turn to the right including when they are simply turning around. This effectively means that the player can stand next to a patrolling guard and not be seen, providing he always stands on the guard's left side.
** Which is far from the [[ConspicuouslySelectivePerception worst]] or [[TheGuardsMustBeCrazy only]] problem. For instance, you can shoot guards with tranquilizer guns, which mostly avert InstantSedation except on Very Easy difficulty, but regardless of how long it takes, will cause the target to abruptly keel over with a grunt and start snoring. Other guards will find nothing unusual about this if they find a sleeping guard, and will simply kick them awake, ''even if they saw them keel over''. This is particularly silly when you hit a guard who regularly sends status reports by radio (or interrupt a guard with a radio), and a group of armed soldiers come to investigate. After kicking him awake, one of the soldiers will radio back to report that there was nothing wrong before they leave. If they don't find the guard, they'll leave without doing anything about it.
* Speaking of Metal Gear, ''[[VideoGame/MetalGear1 Metal Gear]]'' suffers from this in both the MSX and NES versions. Sure, one can't expect a complicated AI all the way back then, but so long as you're not directly in their literal line of sight, enemies can't see you - even if you're standing ''just'' to the side, where you can literally run right past them or even attack them repeatedly without them reacting in any way, so long as its a silenced firearm or with your fists. Not even other guards dying in their sight line makes them react. And when you do alert them, they just run in straight, grid-like lines spamming bullets in front of them with no real thought other than reaching you.

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*** ** In [[VideoGame/AssassinsCreedII 2]], [[VideoGame/AssassinsCreedBrotherhood Brotherhood]], '[[VideoGame/AssassinsCreedII 2]]'', ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'', and [[VideoGame/AssassinsCreedRevelations Revelations]], ''[[VideoGame/AssassinsCreedRevelations Revelations]]'', [[PlayerCharacter Ezio]] can swim. [[SuperDrowningSkills No one else can]]. This does not prevent anyone moving near the water [[HilarityEnsues trying]]. It can be very frustrating when one of the super-elite assassins you've spent hours training makes a perfect kill on a guard in the docks, then calmly steps off the pier to his death.
* ''Franchise/MetalGear'':
**
In ''VideoGame/MetalGearSolid2SonsOfLiberty'', the guards provide a fairly solid challenge without going to brutal measures to catch the player (difficulty dependent of course). However, patrolling guards, when not faced with a left turn, will ALWAYS turn to the right including when they are simply turning around. This effectively means that the player can stand next to a patrolling guard and not be seen, providing he always stands on the guard's left side.
** Which is far from the [[ConspicuouslySelectivePerception worst]] or [[TheGuardsMustBeCrazy only]] problem. For instance,
side. Also, you can shoot guards with tranquilizer guns, which mostly avert InstantSedation except on Very Easy difficulty, but regardless of how long it takes, will cause the target to abruptly keel over with a grunt and start snoring. Other guards will find nothing unusual about this if they find a sleeping guard, and will simply kick them awake, ''even if they saw them keel over''. This is particularly silly when you hit a guard who regularly sends status reports by radio (or interrupt a guard with a radio), and a group of armed soldiers come to investigate. After kicking him awake, one of the soldiers will radio back to report that there was nothing wrong before they leave. If they don't find the guard, they'll leave without doing anything about it.
* Speaking of Metal Gear, ''[[VideoGame/MetalGear1 Metal Gear]]'' ** ''VideoGame/MetalGear1'' suffers from this in both the MSX and NES versions. Sure, one can't expect a complicated AI all the way back then, but so long as you're not directly in their literal line of sight, enemies can't see you - even if you're standing ''just'' to the side, where you can literally run right past them or even attack them repeatedly without them reacting in any way, so long as its a silenced firearm or with your fists. Not even other guards dying in their sight line makes them react. And when you do alert them, they just run in straight, grid-like lines spamming bullets in front of them with no real thought other than reaching you.



* In ''VideoGame/DeadRising'', it's not uncommon for Frank to be escorting a couple of survivors and, even though you've given weapons to as many of them as you can, for them to stand there calling for help while they're being eaten alive by zombies and doing absolutely nothing to defend themselves. This can be especially frustrating if you're handling a survivor that can't carry a weapon or if you yourself are in the middle of being attacked. This is even MORE frustrating if you were attacked while trying to help the idiot and you all die because said idiot will not even push the zombies (all the survivors are capable of pushing).
** They also have no concept of retreat, and will stand there fighting off a horde of zombies, no matter how overwhelmed they get. Leading to the tactic of mashing the call button to make them move their sorry asses.
** Also, don't give them a gun. Unless you like getting caught in friendly crossfire.
* In ''GearsOfWar'', Locusts (the main enemy in the game) are supposed to dynamically move around and take cover in response to your team's position. However, nine times out of ten, they will, in a pitched firefight, leap over the cover to reach a better place, leaving them horribly open for an explosive headshot.
** In the sequel this was fixed, but the AI has even more pitiful failings; enemies will run straight into security lasers, clearly-visible proxy mines, a sentry turret's line of sight, etc.
** The sequel also added the ability to detonate a grenade if you are shot to the ground with one in hand, thereby giving you the option to take your enemies with you when they come in to deliver the finishing blow. While it may look [[DyingMomentOfAwesome cool]] when done properly, computer-controlled players will usually chose to detonate it every time, even if they were shot down in a location where they were perfectly able to be saved, such as behind cover with the rest of their squad, leading to them blowing up not only themselves but all of their team mates too.
* In ''VideoGame/GrandTheftAutoIII'', random emergency vehicles will sometimes speed up the drive to the mafia don's house, slam headfirst into his garage door and continue to grind against it until their vehicles explode.
** Everyone in Liberty City (apart from Claude) seems absolutely incapable of aiming a rocket launcher in any direction but ''down''. And they actually seem to be aware of this, since if a pedestrian were to have a rocket launcher on them, they would run up to their target, and fire the rocket at the ground, killing both the target and themselves in the process. By ''San Andreas'', this has been corrected so that pedestrians can fire rocket launchers at what is in front of them. *[[OhCrap gulp]]*
* In ''[[Film/{{Transformers}} Transformers: Revenge of the Fallen]]: The Game'', the enemies often have Ungodly Dodge abilities. However, this is often counteracted by their tendency to stand near gas tanks and then blow them up.
** And that's not the end of it: in the rare occasion that you have backup with you, it will blindly charge into battle and be destroyed, thus leaving you to complete the mission by yourself, one hundred times more efficiently than if they were around to help.
* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[ResidentEvil5 Shevah Alomar]] and [[SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.
* ''VideoGame/ResidentEvil5'' AI [[YourMilageMayVary varies]]. Sometimes it's great, picking off enemies with relative efficiency with reasonable choices in weapons. Other times, if you're laying claymore mines to set up a dastardly trap while fighting a big boss, the AI will quietly follow in your footsteps picking them up.

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* In ''VideoGame/DeadRising'', it's not uncommon for Frank to be escorting a couple of survivors and, even though you've given weapons to as many of them as you can, for them to stand there calling for help while they're being eaten alive by zombies and doing absolutely nothing to defend themselves. This can be especially frustrating if you're handling a survivor that can't carry a weapon or if you yourself are in the middle of being attacked. This is even MORE frustrating if you were attacked while trying to help the idiot and you all die because said idiot will not even push the zombies (all the survivors are capable of pushing).
**
pushing). They also have no concept of retreat, and will stand there fighting off a horde of zombies, no matter how overwhelmed they get. Leading to the tactic of mashing the call button to make them move their sorry asses.
**
asses. Also, don't give them a gun. Unless gun unless you like getting caught in friendly crossfire.
* In ''GearsOfWar'', Locusts (the main enemy in the game) are supposed to dynamically move around and take cover in response to your team's position. However, nine times out of ten, they will, in a pitched firefight, leap over the cover to reach a better place, leaving them horribly open for an explosive headshot.
**
headshot. In the sequel this was fixed, but the AI has even more pitiful failings; enemies will run straight into security lasers, clearly-visible proxy mines, a sentry turret's line of sight, etc.
**
etc. The sequel also added the ability to detonate a grenade if you are shot to the ground with one in hand, thereby giving you the option to take your enemies with you when they come in to deliver the finishing blow. While it may look [[DyingMomentOfAwesome cool]] when done properly, computer-controlled players will usually chose to detonate it every time, even if they were shot down in a location where they were perfectly able to be saved, such as behind cover with the rest of their squad, leading to them blowing up not only themselves but all of their team mates too.
* In ''VideoGame/GrandTheftAutoIII'', random emergency vehicles will sometimes speed up the drive to the mafia don's house, slam headfirst into his garage door and continue to grind against it until their vehicles explode.
**
explode. Everyone in Liberty City (apart from Claude) seems absolutely incapable of aiming a rocket launcher in any direction but ''down''. And they actually seem to be aware of this, since if a pedestrian were to have a rocket launcher on them, they would run up to their target, and fire the rocket at the ground, killing both the target and themselves in the process. By ''San Andreas'', this has been corrected so that pedestrians can fire rocket launchers at what is in front of them. *[[OhCrap gulp]]*
them.
* In ''VideoGame/GrandTheftAutoIV'':
** Enemies will attempt to use the cover system just as much as you do. While most of the time, enemies will use this cover effectively, they do on occasion take cover behind objects that are not very good at deflecting bullets or won't cover them effectively. So, you may spy a supposedly highly-trained [[FunWithAcronyms N.O.O.S.E]] agent take cover behind a stack of cardboard boxes or a fire hydrant.
** The AI used in the street races drives like a blind moron on drugs. It usually ends up overshooting corners because it doesn't slow down in time, plows right into other cars instead of trying to dodge and occasionally even manages to veer off a straight road.
** Fly up in a helicopter with a high wanted level. Hover over a body of water (the ocean next to Francis International is a good example), and watch as the police attempt to pursue you. They seem to not understand the concept that they can not drive their car up to you, or that there is an ocean in the way. After a few minutes, half the local precinct will probably be bobbing about in the water like corks.
** Ambulance drivers are completely out of their minds in GTA IV. They fly around at top speeds, overshoot turns, veer off at the slightest provocation, and crash into everything in their way. There are reports of ambulances mowing down five people in an attempt to resuscitate a guy who was punched in the face a few times.
* In ''[[Film/{{Transformers}} Transformers: Revenge of the Fallen]]: The Game'', the enemies often have Ungodly Dodge abilities. However, this is often counteracted by their tendency to stand near gas tanks and then blow them up.
**
up. And that's not the end of it: in the rare occasion that you have backup with you, it will blindly charge into battle and be destroyed, thus leaving you to complete the mission by yourself, one hundred times more efficiently than if they were around to help.
* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[ResidentEvil5 Shevah Alomar]] and [[SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.
shells.
* ''VideoGame/ResidentEvil5'' AI [[YourMilageMayVary varies]]. In the very beginning of ''VideoGame/ResidentEvil4'', there is a section of tripwire that will detonate upon contact with either the player or enemies. The pissed-off villagers apparently forgot who set the explosives in the first place, because they will run right into it and kill themselves if you position yourself right. Also happens with dynamite: On some occasions, if you get close to dynamite-throwing Ganados, they may rush at you and try to grab you. They may or may not have lit the fuse to said dynamite. They might also gesture and shout orders/alerts to their comrades, often standing among them with a sparking stick of dynamite. [[FridgeBrilliance Of course, this and the above example make a bit more sense when you realize the Las Plagas is likely turning their higher reasoning capabilities into Swiss cheese]].
* ''VideoGame/ResidentEvil5''.
**
Sometimes it's the AI is great, picking off enemies with relative efficiency with reasonable choices in weapons. Other times, if you're laying claymore mines to set up a dastardly trap while fighting a big boss, the AI will quietly follow in your footsteps picking them up.



** It's pretty much concluded that this was a lot nastier than just bad programming, that they intentionally made Sheva's AI unbelievably stupid to make the game practically unwinnable without a second player, which often requires a second copy of the game, second system, and online accounts.
** However, if you give Sheva a Sniper Rifle and a handgun and keep her relatively stocked with ammo, she manages to become relatively useful.
** The AI in Resident Evil 5 does not understand how explosives work. At all. No matter how many you give it, no matter what the situation, no matter if you take all of its other weapons away, your AI partner will never, ''ever'' use grenades, grenade launchers, or mines. The game never tells you this, and your partner will still happily clog their inventory with items they won't use, though.
** In the very beginning of its predecessor, ''VideoGame/ResidentEvil4'', there is a section of tripwire that will detonate upon contact with either the player or enemies. The pissed-off villagers apparently forgot who set the explosives in the first place, because they will run right into it and kill themselves if you position yourself right.
** Also involving dynamite. On some occasions, if you get close to dynamite-throwing Ganados, they may rush at you and try to grab you. They may or may not have lit the fuse to said dynamite. They might also gesture and shout orders/alerts to their comrades, often standing among them with a sparking stick of dynamite. [[FridgeBrilliance Of course, this and the above example make a bit more sense when you realize the Las Plagas is likely turning their higher reasoning capabilities into Swiss cheese]].

to:

** It's pretty much concluded that this was a lot nastier than just bad programming, that they intentionally made Sheva's AI unbelievably stupid to make the game practically unwinnable without a second player, which often requires a second copy of the game, second system, and online accounts.
** However,
In an aversion, if you give Sheva a Sniper Rifle and a handgun and keep her relatively stocked with ammo, she manages to become relatively useful.
** The AI in Resident Evil 5 does not understand how explosives work. At all. No matter how many you give it, no matter what the situation, no matter if you take all of its other weapons away, your AI partner will never, ''ever'' use grenades, grenade launchers, or mines. The game never tells you this, and your partner will still happily clog their inventory with items they won't use, though.
** In the very beginning of its predecessor, ''VideoGame/ResidentEvil4'', there is a section of tripwire that will detonate upon contact with either the player or enemies. The pissed-off villagers apparently forgot who set the explosives in the first place, because they will run right into it and kill themselves if you position yourself right.
** Also involving dynamite. On some occasions, if you get close to dynamite-throwing Ganados, they may rush at you and try to grab you. They may or may not have lit the fuse to said dynamite. They might also gesture and shout orders/alerts to their comrades, often standing among them with a sparking stick of dynamite. [[FridgeBrilliance Of course, this and the above example make a bit more sense when you realize the Las Plagas is likely turning their higher reasoning capabilities into Swiss cheese]].
though.



* In ''VideoGame/GrandTheftAutoIV'', enemies will attempt to use the cover system just as much as you do. While most of the time, enemies will use this cover effectively, they do on occasion take cover behind objects that are not very good at deflecting bullets or won't cover them effectively. So, you may spy a supposedly highly-trained [[FunWithAcronyms N.O.O.S.E]] agent take cover behind a stack of cardboard boxes or a fire hydrant.
** The AI used in the street races drives like a blind moron on drugs. It usually ends up overshooting corners because it doesn't slow down in time, plows right into other cars instead of trying to dodge and occasionally even manages to veer off a straight road.
** Fly up in a helicopter with a high wanted level. Hover over a body of water (the ocean next to Francis International is a good example), and watch as the police attempt to pursue you. They seem to not understand the concept that they can not drive their car up to you, or that there is an ocean in the way. After a few minutes, half the local precinct will probably be bobbing about in the water like corks.
** Ambulance drivers are completely out of their minds in GTA IV. They fly around at top speeds, overshoot turns, veer off at the slightest provocation, and crash into everything in their way. There are reports of ambulances mowing down five people in an attempt to resuscitate a guy who was punched in the face a few times.
*** Ambulance drivers are ''always'' this bad in GTA games. Apparently they only hire chronic alcoholics to drive ambulances in these cities.



* Much like in the ''{{Tenchu}}'' example, enemies in ''VideoGame/DyingLight'' don't realize they can't swim - including the powerful, agile, and reasonably intelligent Volatiles. At one point in the game's second area, it's possible to simply wade in chest-deep water just outside the city and watch endless hordes of super-zombies chase in after you, only to immediately die as soon as they get in attack range.

to:

* Much like in the ''{{Tenchu}}'' example, enemies Enemies in ''VideoGame/DyingLight'' don't realize they can't swim - including the powerful, agile, and reasonably intelligent Volatiles. At one point in the game's second area, it's possible to simply wade in chest-deep water just outside the city and watch endless hordes of super-zombies chase in after you, only to immediately die as soon as they get in attack range.
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