History ArtificialStupidity / ActionGames

8th Nov '16 4:22:09 PM ElectricBoogaloo
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* In the ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.

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* In the ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.fear.
** The NPC soldiers also have this problem a lot, specially in confined spaces. If you're say fending off ravagers in an underground level of [=2025/4.1=], expect to see a lot of your bullets being wasted on those idiots running right in front of your guns, sometimes even jumping seemingly just to get in your line of fire. There are no penalties or any particular usefulness to these guys offensive wise, but still, you're losing precious ammo and some potential decoys for the giant bugs.
27th Jul '16 12:13:55 PM Malady
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* 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.

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* In ''GearsOfWar'', ''VideoGame/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.



* ''The Mummy Returns'' is hardly a [[SoBadItsGood pinnacle of gaming history]], and the AI Medjai shooting at you will often miss at super-close range if you run back and forth a lot, but the best is the boss fight against Ardeth Bay for Imhotep in Cairo, the second mission. After killing all of his Medjai guards, you can simply back him into a corner and mash the kick button, resulting in a never-ending stream of kicks to the head that Ardeth can never get past or block. Since you can't kill him and just have to hold him back until your train leaves, this makes the boss fight less of an issue than the health-draining [[GoddamnBats cats]].
* ''Driver 2 Advanced'' really did stretch the bar at the time for the Game Boy Advanced. It was remarkably fluid despite the pixel count being lower than fifteen for particular sprites. The control scheme and driving performed decently for the extremely limited physics engine it was rooted to. But the catch here is, a felony can be really unpredictable unless you try and figure out how to piss off the police and blinking pedestrian sprites. Why is this stupid on the A.I.'s end? Particular illegal crimes such as driving on the sidewalk and stealing cars would occasionally become "legal" and no authorities will pursue.

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* ''The Mummy Returns'' ''VideoGame/TheMummyReturns'' is hardly a [[SoBadItsGood pinnacle of gaming history]], and the AI Medjai shooting at you will often miss at super-close range if you run back and forth a lot, but the best is the boss fight against Ardeth Bay for Imhotep in Cairo, the second mission. After killing all of his Medjai guards, you can simply back him into a corner and mash the kick button, resulting in a never-ending stream of kicks to the head that Ardeth can never get past or block. Since you can't kill him and just have to hold him back until your train leaves, this makes the boss fight less of an issue than the health-draining [[GoddamnBats cats]].
* ''Driver 2 Advanced'' ''VideoGame/Driver2Advanced'' really did stretch the bar at the time for the Game Boy Advanced. It was remarkably fluid despite the pixel count being lower than fifteen for particular sprites. The control scheme and driving performed decently for the extremely limited physics engine it was rooted to. But the catch here is, a felony can be really unpredictable unless you try and figure out how to piss off the police and blinking pedestrian sprites. Why is this stupid on the A.I.'s end? Particular illegal crimes such as driving on the sidewalk and stealing cars would occasionally become "legal" and no authorities will pursue.



* In ''The Uncanny X-Men'' for the NES, one-player mode would saddle the player with a computer-controlled ally so unfathomably stupid that players found it most convenient to get the enemies to put it out of its misery.

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* In ''The Uncanny X-Men'' ''VideoGame/TheUncannyXMen'' for the NES, one-player mode would saddle the player with a computer-controlled ally so unfathomably stupid that players found it most convenient to get the enemies to put it out of its misery.



* In the ''Earth Defense Force'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.

to:

* In the ''Earth Defense Force'' ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.
27th May '16 8:15:47 AM hyphz
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* ''VideoGame/MiddleEarthShadowOfMordor'' The AI is consistent and preforms well. Until you press the stealth button. Running around a corner and climbing ontop of a wall always breaks their engagement. Farming Stealth kills for optional objectives just require hit and run tactics until you meet your requirement.

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* ''VideoGame/MiddleEarthShadowOfMordor'' The AI is consistent and preforms well. Until you press the stealth button. Running around a corner and climbing ontop of a wall always breaks their engagement. Farming Stealth kills for optional objectives just require hit and run tactics until you meet your requirement.requirement.
* In the ''Earth Defense Force'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.
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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Added DiffLines:

* ''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.

to:

* 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.
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