History Main / TheAllSeeingAI

9th Aug '17 4:57:01 PM ZombieAladdin
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* In ''VideoGame/{{Splatoon 2}}'', the Salmonids know exactly where any Inklings are hiding, whether they're behind walls or within their ink. Mr. Grizz explains in-game that this is because Salmonids can [[TheNoseKnows smell and track down Inklings wherever they are]].
17th May '17 6:13:49 PM Grudgeal
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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.

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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, [[StealthExpert Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.
17th May '17 6:13:28 PM Grudgeal
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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.
16th Apr '17 4:01:59 PM nombretomado
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* If you kill a baby or eat an egg in {{Spore}}, the ''entire'' species ''[[AttackAttackAttack will]]'' [[ThisIsUnforgivable know.]] Always.

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* If you kill a baby or eat an egg in {{Spore}}, ''VideoGame/{{Spore}}'', the ''entire'' species ''[[AttackAttackAttack will]]'' [[ThisIsUnforgivable know.]] Always.
29th Mar '17 2:53:07 AM plenum
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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents can read your controller input to counter your move before you can even use it properly.

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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move move]] before you can even use it properly.
8th Feb '17 9:51:52 PM jormis29
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* ''[[Franchise/TalesSeries Tales Of Link]]'' is notorious for the AI only turning on tile targeting attacks (which often do significantly more damage) when you are about to get those tiles. It will never try this when you're about to get tiles it wouldn't hit.

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* ''[[Franchise/TalesSeries Tales Of Link]]'' ''VideoGame/TalesOfLink'' is notorious for the AI only turning on tile targeting attacks (which often do significantly more damage) when you are about to get those tiles. It will never try this when you're about to get tiles it wouldn't hit.
10th Jan '17 7:00:19 AM erforce
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* In ''VideoGame/MedalOfHonor: Airborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.

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* In ''VideoGame/MedalOfHonor: Airborne'', ''VideoGame/MedalOfHonorAirborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.



** Same for the railgun snipers in ''RedFaction'', whose guns can also shoot through walls.
* ''OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).
** In ''OperationFlashpoint'', an AI soldier has his aiming and vision capacity very handicapped in night time... even when standing in a well-lit town or any other location where they really shouldn't be.

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** Same for the railgun snipers in ''RedFaction'', ''VideoGame/RedFaction'', whose guns can also shoot through walls.
* ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).
** In ''OperationFlashpoint'', ''VideoGame/OperationFlashpoint'', an AI soldier has his aiming and vision capacity very handicapped in night time... even when standing in a well-lit town or any other location where they really shouldn't be.



* In ''SoldierOfFortune: Payback'''s final stage, "Club Evolution", the dancefloor's disco lights are blindingly bright to you, but they don't faze the {{Mooks}} one iota.

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* In ''SoldierOfFortune: ''VideoGame/SoldierOfFortune: Payback'''s final stage, "Club Evolution", the dancefloor's disco lights are blindingly bright to you, but they don't faze the {{Mooks}} one iota.
1st Jan '17 8:43:39 PM nizzemancer
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* In the Batman Arkham games Predator rooms, the mooks always know where you are, this can be tested by sitting on a gorgoyle or other "hidden" position while using the Remote batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.
20th Nov '16 5:17:55 AM FloweyTheFlower006
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*''VideoGame/TomodachiLife'''s VS Memory Match. The Miis know exactly where the matches are without one look at the board.
13th Nov '16 3:59:07 AM Skargoth
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[[folder:Board Games]]
* Some old ''TabletopGame/{{Battleship}}'' games fit this trope - you didn't know where the AI's ships were placed, yet for some reason, they knew where you placed yours. So imagine, to many players horror, that the AI absolutely ''never'' missed because it knew ''exactly'' where you placed your ships while you were left guessing as it hit every single one of your ships.
[[/folder]]



* Sometimes happens in poorly written computer poker games. If the computer makes large bets and multiple reraises while holding cards that are complete rubbish, and then proceeds to pull an improbable victory out of the draw - like if it bets huge on a 2-7 off-suit in Texas Hold 'Em and ends up with a full house, or replaces four cards in five-card draw and hits a straight flush - the odds are good that you're dealing with this trope, especially if you notice it happening multiple times per game. Another clue is if you notice the computer frequently drops whenever you get a strong hand, even if you bet minimally or not at all...as if it somehow knows it can't beat you.
* This is why winning a game of Microsoft Hearts is nigh impossible. Bad enough that [[GangUpOnTheHuman the AI will gang up on you]], they know what your cards are, and they know exactly which cards to play that will put you at disadvantage.



* In ''VideoGame/EternalChampions'', Xavier's InterfaceScrew spell is absolutely useless against AI opponents.



* ''VideoGame/{{DOOM}}'': Monsters that have been alerted to your presence will "know" where you are and attempt to get to you to attack regardless of where you are in the level, although this is mitigated by their lack of pathfinding A.I. If you enable monster visibility on the minimap, you can watch them bonking into walls like confused ducklings trying to random-walk through a maze.
* In early versions of ''Videogame/EYEDivineCybermancy'', mooks would always know where the player was the instant they deactivated their cloaking device, leading to annoying scenarios of players being sniped through the [[CyberpunkWithAChanceOfRain oppressive cyberpunk fog of doom]] from across the level by a mook with an anti-materiel rifle. Later updates gave AI reaction times, and proper line-of-sight detection.



* ''VideoGame/MedalOfHonor''. This rears its ugly head in the Command Post, where the guards will clairvoyantly detect you sneaking in and sound the alarm (especially on Hard difficulty), and in Sniper Town, where the snipers have greater visual range than you and will instantly hit you the moment you step into their line of sight, and enemies in general will accurately chuck grenades from places where they shouldn't be able to see you. And once you tip off a guard in a StealthBasedMission, all the enemies in the level know it.
* In ''VideoGame/MedalOfHonor: Airborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.
** Apparently, [[ProperlyParanoid it works out pretty good for them.]]
** Same for the railgun snipers in ''RedFaction'', whose guns can also shoot through walls.



* In VideoGame/WorldOfWarcraft, Mobs can actually see you from behind. While yes, you could say they simply heard you walking, but they'll do it from about twenty feet away. But even worse than this? Mobs can see you ''through walls''. As long as you step into their aggro range, a mob will come screaming at you, whether it makes any sense or not. This was particularly bad underwater, like in a shipwreck, adding to the infuriating nature of underwater quests.
** Stealth won't always save you either. In fact, some enemies have a larger radius for detecting stealthed players than their normal one.



[[folder:[=MOBA=]]]
* ''VideoGame/HeroesOfTheStorm'' offers up an amusing variation. A.I. bots know exactly where you are if you're cloaked [[note]]Nova and Zeratul cloak automatically, while other heroes have to talent into it.[[/note]], but do not realize you're there if you're hiding in concealing terrain like tall grass. If you're cloaked ''and'' hiding in said terrain, the former overrides the latter and the A.I knows where you are.
[[/folder]]



* In ''VideoGame/{{Test Drive}}'' Unlimited there's a 90% chance that if you hit a traffic car, the police will start looking for you immediately, even when there aren't any police cars in the area.



* In ''VideoGame/SevenKingdoms'', the AI ignores FogOfWar and unexplored areas, and always knows where everything is. This becomes especially noticeable when playing as Japan, as their Seat of Power lets them see when other players target their buildings -- from the other end of the map, without ever having seen that civilization before.



* The AI in ''VideoGame/BaldursGate'' is coded so that it always knows where your characters are, but isn't allowed to target any being outside its sight range or under an invisibility effect. This makes stealth completely useless beyond a certain level because the AI is programmed to counter invisibility effects with the spell True Sight. This means that when you enter a mage's sight radius while stealthed it will immediately cast True Sight and dispel it, revealing that the AI always knew you were there.
** In the second game there is a cloak that makes the user immune to any form of magical detection, preventing enemies from succeeding with this trick. However they will still twitch and cast it over and over, showing that they know you are there and they would attack you if only the programming would allow it.



* In ''VideoGame/{{Fallout 3}}'' being caught committing a crime or act of bad karma, such as pickpocketing, theft, murder, breaking and entering, or using the Mesmetron to enslave someone, will immediately alert all the people in the location and turn them hostile.
** Also, after getting a certain level of karma (either good or bad) you get hitmen sent after you. The first encounter is a scripted encounter that comes after you exit a metro station some time after attaining the required karma level. And they ''will'' find you. It doesn't matter if you're wearing the Chinese Stealth Suit at that moment, they'll walk right up to you and tell you they're going to kill you.
** A minor example in ''VideoGame/FalloutNewVegas'': using silenced weapons in hiding can let you get away with killing people, but killing certain high-ranking [=NPCs=] will always earn you infamy and make members of that faction or town hostile. In the case of the NCR and Legion, killing one of their leaders will cause them to declare you a terrorist and become permanently hostile. Although the trope is in play with gameplay, it makes sense from a story perspective, as those characters are well guarded, so the player character is the only one with the opportunity and motive to kill them in the course of the game. The two major factions also send hitmen after you in scripted encounters ("The Caesar has marked you for death, ready yourself for battle!"); like ''Fallout 3'', they always track you down once you enter their patrol areas, even if you are in Sneak mode.
*** Inexplicably, the member of the Boomers using the artillery cannon can always tell where you are even if you're in hiding and using a Stealth Boy.
*** At the end of the ''Dead Money'' DLC, if you try to shortcut out of the vault, Elijah will automatically detect you and reactivate the force fields and turrets.
*** The Nightstalkers, Cazadores, Cyberdogs, and even Lobotomites in ''Old World Blues'' have ridiculously high perception that allows them to detect the player a half-mile away even when they have a stealthboy on.



* In ''Pro Cycling Manager 2014'', the AI can tell the difference between whether you have one rider relaying the regular way or a rider up front using individual effort to relay. This can actually work in the player's advantage, since the AI has a tendency to go into douchebag mode and relay harder than the player wants, but only if the player also relays, and stop immediately when the player does. Using this, it's possible to relay without dealing with annoying AI.



* Redcoats in ''VideoGame/AssassinsCreedIII'' are particularly good at tracking Connor through the busy streets of such bustling Colonial cities as New York and Boston, even if you dive under a fence, through a back yard, climb onto a roof and drop down onto the deck of a ship, you can bet at least one persistant Brit managed to follow you, and the rest are all figuring out another way to get to you. The only way to shake them is to either escape outside their search range, or to get out of their line of sight and dive into a hiding place, such as a pile of hay or cart full of greenery.
* As soon as you reveal that there's an intruder in ''VideoGame/DeusEx'', even if you don't telegraph your position (say, by shooting somone in the head with a silenced pistol from behind cover), everyone comes running straight for you.
** In the sequel, since the ''[[VideoGame/DeusExInvisibleWar Omar]]'' are a HiveMind, if you kill one, the entire race turns against you.



* In ''VideoGame/HitmanBloodMoney'', if 47 must avoid or kill a rival assassin before they can kill him, said rival always instantly sees through 47's current disguise, no matter what it is or how low the alert meter is.



* If you blow your cover in ''VideoGame/SplinterCell'', the enemies in the level will all know your position.
** ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]
* In ''VideoGame/ThiefTheDarkProject'' and ''VideoGame/ThiefIITheMetalAge'', if you alert an NPC and then hide in a dark area, the NPC will always end up walking ''directly'' towards your precise location while "searching".
* In the ''VideoGame/SyphonFilter'' series, enemies can detect you in pitch blackness even if they lack night vision goggles.



* In ''VideoGame/DayOneGarrysIncident'', the A.I. can see you clear across the map, unhindered by the huge jungle full of trees and foliage. This results in a lot of abrupt attacks from out of nowhere. At other times, the A.I. will completely ignore you when you're standing right in front of them.
* If you cause an explosion or some loud noise in ''VideoGame/DyingLight'', a fast zombie will literally burst out of nowhere and zero in on you, even if you're miles away from the explosion point, or dozens of feet above them. Note that the Volatiles, which hunt you down during the night aren't that good and will even lose track of you if you get away.



[[folder:Turn-Based Strategy]]
* In ''VideoGame/BattleForWesnoth'', subjecting the AI to FogOfWar is not yet implemented. This is probably why the single-player campaigns don't use FogOfWar most of the time.
* Oftentimes in ''VideoGame/{{Civilization}}'', the computer will send out settlers to claim every strategic resource they can find before you can. This includes resources that only become visible later in the TechTree.
** It kind of does this for you as well. In Civ 4, at least, the game will suggest where to settle your city, and sometimes it is suggesting a place where you will find iron/coal/uranium/etc later on.

to:

[[folder:Turn-Based Strategy]]
[[folder:Survival Sandbox]]
* In ''VideoGame/BattleForWesnoth'', subjecting The hostiles in VideoGame/{{Minecraft}} are like this, but only after they've already spotted you the AI to FogOfWar is not yet implemented. This is probably why the single-player campaigns don't use FogOfWar most of the time.
* Oftentimes in ''VideoGame/{{Civilization}}'', the computer will send out settlers to claim every strategic resource
normal way. Then they can find before you can. This includes resources that only become visible later in the TechTree.
** It
track your movement through any kind of does this for wall and even [[ActionBomb explode]] from behind a thin wall. Results in ArtificialStupidity in that transparent blocks like glass count as walls, so mobs cannot see you as well. through glass unless you've already been spotted through just air.
** Played straight with Spiders and their poisonous relatives Cave Spiders. They can sense you through walls.
*
In Civ 4, at least, the game ''{{VideoGame/Unturned}}'', once you've been detected, zombies are extremely hard to shake and will suggest where to settle home in on your city, location regardless of line of sight or sound. Stand on top of a hangar with a horde of zombies chasing you at the northwest corner, crawl over the top to the southeast corner and sometimes it is suggesting a place where you will find iron/coal/uranium/etc later on.watch the horde run around or through the building to your position.



[[folder:Third-Person Shooter]]
* In the middle of the [[spoiler:Rub' al Khali]] desert in ''VideoGame/Uncharted3DrakesDeception'', a sandstorm stirs up as the player reaches [[spoiler:Ubar]]. In the middle of the firefight (with a mounted turret, even) it's almost impossible to see a few feet past Drake, forcing the player to pay attention to the direction of the shots and make blind fire toward their general direction. Meanwhile, no matter how skillfully the player flanks the enemy or darts about the arena, they will ''always'' be tracked and targeted with accuracy by the AI.
* ''Videogame/{{Warframe}}'' has this as a gameplay element, in a sense. Enemies won't know you are nearby (and are [[ArtificialStupidity pretty bad at noticing the technicolor ninja with glowing lights]]) at first, but if you are detected, the enemies in the area will all become alerted and react in this way- and if one of them reaches a terminal to activate an alarm it'll cause every enemy for the rest of the level to automatically know where you are once you enter their area. Additionally, bosses and their spawned minions are automatically "alerted".
[[/folder]]

[[folder:Turn-Based Strategy]]
* In ''VideoGame/BattleForWesnoth'', subjecting the AI to FogOfWar is not yet implemented. This is probably why the single-player campaigns don't use FogOfWar most of the time.
* Oftentimes in ''VideoGame/{{Civilization}}'', the computer will send out settlers to claim every strategic resource they can find before you can. This includes resources that only become visible later in the TechTree.
** It kind of does this for you as well. In Civ 4, at least, the game will suggest where to settle your city, and sometimes it is suggesting a place where you will find iron/coal/uranium/etc later on.
[[/folder]]



* In ''VideoGame/JustCause 2'', causing any sabotage will set off the alarm, no matter where you are, even if you caused the sabotage by setting off a C4 in the next island, and even if you did not even cause the sabotage to happen. However, even if they ''do'' know where you are, [[ArtificialStupidity if they can't physically see and shoot at you while you're there, eventually they'll actually forget about you.]]




* If you blow your cover in ''VideoGame/SplinterCell'', the enemies in the level will all know your position.
** ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]
* In VideoGame/WorldOfWarcraft, Mobs can actually see you from behind. While yes, you could say they simply heard you walking, but they'll do it from about twenty feet away. But even worse than this? Mobs can see you ''through walls''. As long as you step into their aggro range, a mob will come screaming at you, whether it makes any sense or not. This was particularly bad underwater, like in a shipwreck, adding to the infuriating nature of underwater quests.
** Stealth won't always save you either. In fact, some enemies have a larger radius for detecting stealthed players than their normal one.
* In ''VideoGame/EternalChampions'', Xavier's InterfaceScrew spell is absolutely useless against AI opponents.
* Some old ''TabletopGame/{{Battleship}}'' games fit this trope - you didn't know where the AI's ships were placed, yet for some reason, they knew where you placed yours. So imagine, to many players horror, that the AI absolutely ''never'' missed because it knew ''exactly'' where you placed your ships while you were left guessing as it hit every single one of your ships.
* In ''VideoGame/ThiefTheDarkProject'' and ''VideoGame/ThiefIITheMetalAge'', if you alert an NPC and then hide in a dark area, the NPC will always end up walking ''directly'' towards your precise location while "searching".
* ''VideoGame/MedalOfHonor''. This rears its ugly head in the Command Post, where the guards will clairvoyantly detect you sneaking in and sound the alarm (especially on Hard difficulty), and in Sniper Town, where the snipers have greater visual range than you and will instantly hit you the moment you step into their line of sight, and enemies in general will accurately chuck grenades from places where they shouldn't be able to see you. And once you tip off a guard in a StealthBasedMission, all the enemies in the level know it.
* Sometimes happens in poorly written computer poker games. If the computer makes large bets and multiple reraises while holding cards that are complete rubbish, and then proceeds to pull an improbable victory out of the draw - like if it bets huge on a 2-7 off-suit in Texas Hold 'Em and ends up with a full house, or replaces four cards in five-card draw and hits a straight flush - the odds are good that you're dealing with this trope, especially if you notice it happening multiple times per game. Another clue is if you notice the computer frequently drops whenever you get a strong hand, even if you bet minimally or not at all...as if it somehow knows it can't beat you.
* In ''VideoGame/SevenKingdoms'', the AI ignores FogOfWar and unexplored areas, and always knows where everything is. This becomes especially noticeable when playing as Japan, as their Seat of Power lets them see when other players target their buildings -- from the other end of the map, without ever having seen that civilization before.
* The hostiles in VideoGame/{{Minecraft}} are like this, but only after they've already spotted you the normal way. Then they can track your movement through any kind of wall and even [[ActionBomb explode]] from behind a thin wall. Results in ArtificialStupidity in that transparent blocks like glass count as walls, so mobs cannot see you through glass unless you've already been spotted through just air.
** Played straight with Spiders and their poisonous relatives Cave Spiders. They can sense you through walls.
* As soon as you reveal that there's an intruder in ''VideoGame/DeusEx'', even if you don't telegraph your position (say, by shooting somone in the head with a silenced pistol from behind cover), everyone comes running straight for you.
** In the sequel, since the ''[[VideoGame/DeusExInvisibleWar Omar]]'' are a HiveMind, if you kill one, the entire race turns against you.
* In ''VideoGame/MedalOfHonor: Airborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.
** Apparently, [[ProperlyParanoid it works out pretty good for them.]]
** Same for the railgun snipers in ''RedFaction'', whose guns can also shoot through walls.

to:

\n* If you blow your cover in ''VideoGame/SplinterCell'', the enemies in the level will all know your position.\n** ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]\n* In VideoGame/WorldOfWarcraft, Mobs can actually see you from behind. While yes, you could say they simply heard you walking, but they'll do it from about twenty feet away. But even worse than this? Mobs can see you ''through walls''. As long as you step into their aggro range, a mob will come screaming at you, whether it makes any sense or not. This was particularly bad underwater, like in a shipwreck, adding to the infuriating nature of underwater quests.\n** Stealth won't always save you either. In fact, some enemies have a larger radius for detecting stealthed players than their normal one.\n* In ''VideoGame/EternalChampions'', Xavier's InterfaceScrew spell is absolutely useless against AI opponents.\n* Some old ''TabletopGame/{{Battleship}}'' games fit this trope - you didn't know where the AI's ships were placed, yet for some reason, they knew where you placed yours. So imagine, to many players horror, that the AI absolutely ''never'' missed because it knew ''exactly'' where you placed your ships while you were left guessing as it hit every single one of your ships.\n* In ''VideoGame/ThiefTheDarkProject'' and ''VideoGame/ThiefIITheMetalAge'', if you alert an NPC and then hide in a dark area, the NPC will always end up walking ''directly'' towards your precise location while "searching".\n* ''VideoGame/MedalOfHonor''. This rears its ugly head in the Command Post, where the guards will clairvoyantly detect you sneaking in and sound the alarm (especially on Hard difficulty), and in Sniper Town, where the snipers have greater visual range than you and will instantly hit you the moment you step into their line of sight, and enemies in general will accurately chuck grenades from places where they shouldn't be able to see you. And once you tip off a guard in a StealthBasedMission, all the enemies in the level know it.\n* Sometimes happens in poorly written computer poker games. If the computer makes large bets and multiple reraises while holding cards that are complete rubbish, and then proceeds to pull an improbable victory out of the draw - like if it bets huge on a 2-7 off-suit in Texas Hold 'Em and ends up with a full house, or replaces four cards in five-card draw and hits a straight flush - the odds are good that you're dealing with this trope, especially if you notice it happening multiple times per game. Another clue is if you notice the computer frequently drops whenever you get a strong hand, even if you bet minimally or not at all...as if it somehow knows it can't beat you.\n* In ''VideoGame/SevenKingdoms'', the AI ignores FogOfWar and unexplored areas, and always knows where everything is. This becomes especially noticeable when playing as Japan, as their Seat of Power lets them see when other players target their buildings -- from the other end of the map, without ever having seen that civilization before.\n* The hostiles in VideoGame/{{Minecraft}} are like this, but only after they've already spotted you the normal way. Then they can track your movement through any kind of wall and even [[ActionBomb explode]] from behind a thin wall. Results in ArtificialStupidity in that transparent blocks like glass count as walls, so mobs cannot see you through glass unless you've already been spotted through just air.\n** Played straight with Spiders and their poisonous relatives Cave Spiders. They can sense you through walls.\n* As soon as you reveal that there's an intruder in ''VideoGame/DeusEx'', even if you don't telegraph your position (say, by shooting somone in the head with a silenced pistol from behind cover), everyone comes running straight for you.\n** In the sequel, since the ''[[VideoGame/DeusExInvisibleWar Omar]]'' are a HiveMind, if you kill one, the entire race turns against you.\n* In ''VideoGame/MedalOfHonor: Airborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.\n** Apparently, [[ProperlyParanoid it works out pretty good for them.]]\n** Same for the railgun snipers in ''RedFaction'', whose guns can also shoot through walls.[[folder:Other Games]]



* In ''VideoGame/HitmanBloodMoney'', if 47 must avoid or kill a rival assassin before they can kill him, said rival always instantly sees through 47's current disguise, no matter what it is or how low the alert meter is.
* In ''VideoGame/JustCause 2'', causing any sabotage will set off the alarm, no matter where you are, even if you caused the sabotage by setting off a C4 in the next island, and even if you did not even cause the sabotage to happen. However, even if they ''do'' know where you are, [[ArtificialStupidity if they can't physically see and shoot at you while you're there, eventually they'll actually forget about you.]]
* In ''VideoGame/{{Fallout 3}}'' being caught committing a crime or act of bad karma, such as pickpocketing, theft, murder, breaking and entering, or using the Mesmetron to enslave someone, will immediately alert all the people in the location and turn them hostile.
** Also, after getting a certain level of karma (either good or bad) you get hitmen sent after you. The first encounter is a scripted encounter that comes after you exit a metro station some time after attaining the required karma level. And they ''will'' find you. It doesn't matter if you're wearing the Chinese Stealth Suit at that moment, they'll walk right up to you and tell you they're going to kill you.
** A minor example in ''VideoGame/FalloutNewVegas'': using silenced weapons in hiding can let you get away with killing people, but killing certain high-ranking [=NPCs=] will always earn you infamy and make members of that faction or town hostile. In the case of the NCR and Legion, killing one of their leaders will cause them to declare you a terrorist and become permanently hostile. Although the trope is in play with gameplay, it makes sense from a story perspective, as those characters are well guarded, so the player character is the only one with the opportunity and motive to kill them in the course of the game. The two major factions also send hitmen after you in scripted encounters ("The Caesar has marked you for death, ready yourself for battle!"); like ''Fallout 3'', they always track you down once you enter their patrol areas, even if you are in Sneak mode.
*** Inexplicably, the member of the Boomers using the artillery cannon can always tell where you are even if you're in hiding and using a Stealth Boy.
*** At the end of the ''Dead Money'' DLC, if you try to shortcut out of the vault, Elijah will automatically detect you and reactivate the force fields and turrets.
*** The Nightstalkers, Cazadores, Cyberdogs, and even Lobotomites in ''Old World Blues'' have ridiculously high perception that allows them to detect the player a half-mile away even when they have a stealthboy on.
* Redcoats in ''VideoGame/AssassinsCreedIII'' are particularly good at tracking Connor through the busy streets of such bustling Colonial cities as New York and Boston, even if you dive under a fence, through a back yard, climb onto a roof and drop down onto the deck of a ship, you can bet at least one persistant Brit managed to follow you, and the rest are all figuring out another way to get to you. The only way to shake them is to either escape outside their search range, or to get out of their line of sight and dive into a hiding place, such as a pile of hay or cart full of greenery.
* In ''VideoGame/{{Test Drive}}'' Unlimited there's a 90% chance that if you hit a traffic car, the police will start looking for you immediately, even when there aren't any police cars in the area.
* The AI in ''VideoGame/BaldursGate'' is coded so that it always knows where your characters are, but isn't allowed to target any being outside its sight range or under an invisibility effect. This makes stealth completely useless beyond a certain level because the AI is programmed to counter invisibility effects with the spell True Sight. This means that when you enter a mage's sight radius while stealthed it will immediately cast True Sight and dispel it, revealing that the AI always knew you were there.
** In the second game there is a cloak that makes the user immune to any form of magical detection, preventing enemies from succeeding with this trick. However they will still twitch and cast it over and over, showing that they know you are there and they would attack you if only the programming would allow it.
* ''VideoGame/{{DOOM}}'': Monsters that have been alerted to your presence will "know" where you are and attempt to get to you to attack regardless of where you are in the level, although this is mitigated by their lack of pathfinding A.I. If you enable monster visibility on the minimap, you can watch them bonking into walls like confused ducklings trying to random-walk through a maze.
* In the ''VideoGame/SyphonFilter'' series, enemies can detect you in pitch blackness even if they lack night vision goggles.
* This is why winning a game of Microsoft Hearts is nigh impossible. Bad enough that [[GangUpOnTheHuman the AI will gang up on you]], they know what your cards are, and they know exactly which cards to play that will put you at disadvantage.
* ''Videogame/{{Warframe}}'' has this as a gameplay element, in a sense. Enemies won't know you are nearby (and are [[ArtificialStupidity pretty bad at noticing the technicolor ninja with glowing lights]]) at first, but if you are detected, the enemies in the area will all become alerted and react in this way- and if one of them reaches a terminal to activate an alarm it'll cause every enemy for the rest of the level to automatically know where you are once you enter their area. Additionally, bosses and their spawned minions are automatically "alerted".

to:

* In ''VideoGame/HitmanBloodMoney'', if 47 must avoid or kill a rival assassin before they can kill him, said rival always instantly sees through 47's current disguise, no matter what it is or how low the alert meter is.
* In ''VideoGame/JustCause 2'', causing any sabotage will set off the alarm, no matter where you are, even if you caused the sabotage by setting off a C4 in the next island, and even if you did not even cause the sabotage to happen. However, even if they ''do'' know where you are, [[ArtificialStupidity if they can't physically see and shoot at you while you're there, eventually they'll actually forget about you.]]
* In ''VideoGame/{{Fallout 3}}'' being caught committing a crime or act of bad karma, such as pickpocketing, theft, murder, breaking and entering, or using the Mesmetron to enslave someone, will immediately alert all the people in the location and turn them hostile.
** Also, after getting a certain level of karma (either good or bad) you get hitmen sent after you. The first encounter is a scripted encounter that comes after you exit a metro station some time after attaining the required karma level. And they ''will'' find you. It doesn't matter if you're wearing the Chinese Stealth Suit at that moment, they'll walk right up to you and tell you they're going to kill you.
** A minor example in ''VideoGame/FalloutNewVegas'': using silenced weapons in hiding can let you get away with killing people, but killing certain high-ranking [=NPCs=] will always earn you infamy and make members of that faction or town hostile. In the case of the NCR and Legion, killing one of their leaders will cause them to declare you a terrorist and become permanently hostile. Although the trope is in play with gameplay, it makes sense from a story perspective, as those characters are well guarded, so the player character is the only one with the opportunity and motive to kill them in the course of the game. The two major factions also send hitmen after you in scripted encounters ("The Caesar has marked you for death, ready yourself for battle!"); like ''Fallout 3'', they always track you down once you enter their patrol areas, even if you are in Sneak mode.
*** Inexplicably, the member of the Boomers using the artillery cannon can always tell where you are even if you're in hiding and using a Stealth Boy.
*** At the end of the ''Dead Money'' DLC, if you try to shortcut out of the vault, Elijah will automatically detect you and reactivate the force fields and turrets.
*** The Nightstalkers, Cazadores, Cyberdogs, and even Lobotomites in ''Old World Blues'' have ridiculously high perception that allows them to detect the player a half-mile away even when they have a stealthboy on.
* Redcoats in ''VideoGame/AssassinsCreedIII'' are particularly good at tracking Connor through the busy streets of such bustling Colonial cities as New York and Boston, even if you dive under a fence, through a back yard, climb onto a roof and drop down onto the deck of a ship, you can bet at least one persistant Brit managed to follow you, and the rest are all figuring out another way to get to you. The only way to shake them is to either escape outside their search range, or to get out of their line of sight and dive into a hiding place, such as a pile of hay or cart full of greenery.
* In ''VideoGame/{{Test Drive}}'' Unlimited there's a 90% chance that if you hit a traffic car, the police will start looking for you immediately, even when there aren't any police cars in the area.
* The AI in ''VideoGame/BaldursGate'' is coded so that it always knows where your characters are, but isn't allowed to target any being outside its sight range or under an invisibility effect. This makes stealth completely useless beyond a certain level because the AI is programmed to counter invisibility effects with the spell True Sight. This means that when you enter a mage's sight radius while stealthed it will immediately cast True Sight and dispel it, revealing that the AI always knew you were there.
** In the second
[[/folder]]

!!Non-video
game there is a cloak that makes the user immune to any form of magical detection, preventing enemies from succeeding with this trick. However they will still twitch and cast it over and over, showing that they know you are there and they would attack you if only the programming would allow it.
* ''VideoGame/{{DOOM}}'': Monsters that have been alerted to your presence will "know" where you are and attempt to get to you to attack regardless of where you are in the level, although this is mitigated by their lack of pathfinding A.I. If you enable monster visibility on the minimap, you can watch them bonking into walls like confused ducklings trying to random-walk through a maze.
* In the ''VideoGame/SyphonFilter'' series, enemies can detect you in pitch blackness even if they lack night vision goggles.
* This is why winning a game of Microsoft Hearts is nigh impossible. Bad enough that [[GangUpOnTheHuman the AI will gang up on you]], they know what your cards are, and they know exactly which cards to play that will put you at disadvantage.
* ''Videogame/{{Warframe}}'' has this as a gameplay element, in a sense. Enemies won't know you are nearby (and are [[ArtificialStupidity pretty bad at noticing the technicolor ninja with glowing lights]]) at first, but if you are detected, the enemies in the area will all become alerted and react in this way- and if one of them reaches a terminal to activate an alarm it'll cause every enemy for the rest of the level to automatically know where you are once you enter their area. Additionally, bosses and their spawned minions are automatically "alerted".
examples

[[folder:Western Animation]]



* In ''{{VideoGame/Unturned}}'', once you've been detected, zombies are extremely hard to shake and will home in on your location regardless of line of sight or sound. Stand on top of a hangar with a horde of zombies chasing you at the northwest corner, crawl over the top to the southeast corner and watch the horde run around or through the building to your position.
* ''VideoGame/HeroesOfTheStorm'' offers up an amusing variation. A.I. bots know exactly where you are if you're cloaked [[note]]Nova and Zeratul cloak automatically, while other heroes have to talent into it.[[/note]], but do not realize you're there if you're hiding in concealing terrain like tall grass. If you're cloaked ''and'' hiding in said terrain, the former overrides the latter and the A.I knows where you are.
* If you cause an explosion or some loud noise in ''VideoGame/DyingLight'', a fast zombie will literally burst out of nowhere and zero in on you, even if you're miles away from the explosion point, or dozens of feet above them. Note that the Volatiles, which hunt you down during the night aren't that good and will even lose track of you if you get away.
* In ''VideoGame/DayOneGarrysIncident'', the A.I. can see you clear across the map, unhindered by the huge jungle full of trees and foliage. This results in a lot of abrupt attacks from out of nowhere. At other times, the A.I. will completely ignore you when you're standing right in front of them.
* In ''Pro Cycling Manager 2014'', the AI can tell the difference between whether you have one rider relaying the regular way or a rider up front using individual effort to relay. This can actually work in the player's advantage, since the AI has a tendency to go into douchebag mode and relay harder than the player wants, but only if the player also relays, and stop immediately when the player does. Using this, it's possible to relay without dealing with annoying AI.
* In early versions of ''Videogame/EYEDivineCybermancy'', mooks would always know where the player was the instant they deactivated their cloaking device, leading to annoying scenarios of players being sniped through the [[CyberpunkWithAChanceOfRain oppressive cyberpunk fog of doom]] from across the level by a mook with an anti-materiel rifle. Later updates gave AI reaction times, and proper line-of-sight detection.

[[AC:ThirdPersonShooter]]
* In the middle of the [[spoiler:Rub' al Khali]] desert in ''VideoGame/Uncharted3DrakesDeception'', a sandstorm stirs up as the player reaches [[spoiler:Ubar]]. In the middle of the firefight (with a mounted turret, even) it's almost impossible to see a few feet past Drake, forcing the player to pay attention to the direction of the shots and make blind fire toward their general direction. Meanwhile, no matter how skillfully the player flanks the enemy or darts about the arena, they will ''always'' be tracked and targeted with accuracy by the AI.

to:

* In ''{{VideoGame/Unturned}}'', once you've been detected, zombies are extremely hard to shake and will home in on your location regardless of line of sight or sound. Stand on top of a hangar with a horde of zombies chasing you at the northwest corner, crawl over the top to the southeast corner and watch the horde run around or through the building to your position.
* ''VideoGame/HeroesOfTheStorm'' offers up an amusing variation. A.I. bots know exactly where you are if you're cloaked [[note]]Nova and Zeratul cloak automatically, while other heroes have to talent into it.[[/note]], but do not realize you're there if you're hiding in concealing terrain like tall grass. If you're cloaked ''and'' hiding in said terrain, the former overrides the latter and the A.I knows where you are.
* If you cause an explosion or some loud noise in ''VideoGame/DyingLight'', a fast zombie will literally burst out of nowhere and zero in on you, even if you're miles away from the explosion point, or dozens of feet above them. Note that the Volatiles, which hunt you down during the night aren't that good and will even lose track of you if you get away.
* In ''VideoGame/DayOneGarrysIncident'', the A.I. can see you clear across the map, unhindered by the huge jungle full of trees and foliage. This results in a lot of abrupt attacks from out of nowhere. At other times, the A.I. will completely ignore you when you're standing right in front of them.
* In ''Pro Cycling Manager 2014'', the AI can tell the difference between whether you have one rider relaying the regular way or a rider up front using individual effort to relay. This can actually work in the player's advantage, since the AI has a tendency to go into douchebag mode and relay harder than the player wants, but only if the player also relays, and stop immediately when the player does. Using this, it's possible to relay without dealing with annoying AI.
* In early versions of ''Videogame/EYEDivineCybermancy'', mooks would always know where the player was the instant they deactivated their cloaking device, leading to annoying scenarios of players being sniped through the [[CyberpunkWithAChanceOfRain oppressive cyberpunk fog of doom]] from across the level by a mook with an anti-materiel rifle. Later updates gave AI reaction times, and proper line-of-sight detection.

[[AC:ThirdPersonShooter]]
* In the middle of the [[spoiler:Rub' al Khali]] desert in ''VideoGame/Uncharted3DrakesDeception'', a sandstorm stirs up as the player reaches [[spoiler:Ubar]]. In the middle of the firefight (with a mounted turret, even) it's almost impossible to see a few feet past Drake, forcing the player to pay attention to the direction of the shots and make blind fire toward their general direction. Meanwhile, no matter how skillfully the player flanks the enemy or darts about the arena, they will ''always'' be tracked and targeted with accuracy by the AI.
[[/folder]]
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