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** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].

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** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita.Platform/PlayStationVita. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].
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* ''VideoGame/PAYDAY3'':
** While the [=NPCs=] are usually competent at noticing suspicious activity, {{human shield}}s are something they struggle with on stealth. To put it simply, you can run up to someone to use them as a shield and nobody will notice unless you do it right in their line of sight, even while the person ''exclaims in fear right next to them.''
** As per the last game (with some exceptions), guards don't notice certain things when they would alert anybody in real life. The vault and panic room in ''Touch The Sky'' can suddenly be open and the [[EliteMook Head Guard]] won't care. Similarly, they don't become suspicious of unmasked heisters carrying bags of stolen goods. Meaning that you're free to, say, walk in and out of the vault from the lobby in ''No Rest for the Wicked'' with money and nobody will bat an eyelid.
** While your bot teammates are mostly competent up to Very Hard, they suffer ''big time'' on Overkill, especially when you're playing solo. They're nowhere close to the bullet sponges they were in the previous game and they don't have any concept of cover or tactics, so expect them to get torn to shreds in mere ''seconds.''
** The police are normally careful around hostages or human shields, resorting to either using their weaker weapons and grenades or trying to [[PistolWhipping melee]] you in the case of the latter...unless the civilian happens to be in the way of the first responder patrol car or SWAT trucks driving in, then they'll run the civilians over and kill them without even blinking.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].

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** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].



* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' makes it even worse, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs, and other random bits of scenery as they try to charge the player.

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* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' makes it even worse, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs, and other random bits of scenery as they try to charge the player.
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* ''VideoGame/{{Phlegethon}}'' probably has an ''intentional'' example, being a homage to old FPS games from the early 2000s, but the rather poorly-designed AI has enemies programmed to loiter through a fixed area - once they've crossed the unseen line, they automatically turn back allowing you to gun them down. You can also take advantage of this invisible border to retreat and take cover (and laugh at a dozen zombies or gigantic monsters several times your size inexplicably fleeing away from you).
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* The first ''VideoGame/ProjectIGI'' can get really ''terrible'' with this trope at times.
** Kill a mook from a distance, within the presence of his comrades, and as long as you aren't spotted, other mooks will strangely ignore their downed comrade. As such, in SnipingMission(s) you can gleefully stay on top of a guard tower and take your sweet time picking away at enemies before climbing down.
** Enemy soldiers' corpses doesn't immediately disappear either after they're sniped. Expect mooks entering a new area to mindlessly walk ''over'' a dead colleague, without being suspicious.
** There is a ShootingGallery at one point where terrorists are too excited testing out their new minigun on targets, to the point where they fail to realize you're in the same room as them. One can argue it's because of the gunfire drowning out your gunshots, but the mooks are standing in a parallel line and well within each other's sight.
** There's also moments with massive shootouts against enemies within a single area (without equipping silencers) and despite gunfire, enemies in other parts of the base will be completely oblivious to the action. The only way to attract enemy attention is to trigger alarms, because the AI for mooks programmed them to respond only towards said alarm.
** Mostly averted with the sequel whose enemy AI is improved, though there are occasional moments.
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* ''VideoGame/SniperPathOfVengeance'' is pretty bad with this. The game's AI can get really, really, ''really'' awful where the player simply guns down enemies in a straight corridor using ''non-silenced'' firearms, and mooks whose backs are turned will promptly ignore their comrades getting blown away less than ten meters apart. Enemy AI also moves in scripted patterns - mooks hiding in corners will, for no reason at all, step out of their hiding spot and walk right into bullets. Said issue somehow persists for the ''entire'' game all the way, and isn't just a software glitch affecting certain levels.
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* ''VideoGame/DaemonSummoner'' (a poorly-received FPS known for being glitchy-as-hell) have it's share of issues, but the worse of the lot is probably the AI-controlled vampire enemies having tendency to run into doorways and continue running in a fixed position, even as you pluck away their health via crossbow. It's as hilarious as it sounds when it happens.
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** In ''Doom'' and ''VideoGame/DoomII'', the whole reason the Cyberdemon was given immunity to splash damage was because the simplified AI would likely damage itself accidentally by firing rockets into nearby obstacles.

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** In ''Doom'' ''VideoGame/{{Doom}}'' and ''VideoGame/DoomII'', the whole reason the Cyberdemon was given immunity to splash damage was because the simplified AI would likely damage itself accidentally by firing rockets into nearby obstacles.



** In ''VideoGame/{{Doom 3}}'', any monsters without a projectile attack (i.e. zombies, Pinkies, or Wraiths) had absolutely no idea what to do if the player jumped on a table out of their reach. So they'd just run in circles around the table while moaning their hearts out. Enemies ''with'' a projectile attack (i.e. Z-Sec or Imps), on the other hand, make the most basic mistake of stubbornly and relentlessly following you instead of finding a cover and waiting for you to enter the area you need to pass through in order to continue the game. This makes them very easy to dispatch -- just retreat behind the nearest corner, aim your gun at it and wait until the enemy inevitably walks right into your crosshair. Always works.

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** In ''VideoGame/{{Doom 3}}'', ''VideoGame/Doom3'', any monsters without a projectile attack (i.e. zombies, Pinkies, or Wraiths) had absolutely no idea what to do if the player jumped on a table out of their reach. So they'd just run in circles around the table while moaning their hearts out. Enemies ''with'' a projectile attack (i.e. Z-Sec or Imps), on the other hand, make the most basic mistake of stubbornly and relentlessly following you instead of finding a cover and waiting for you to enter the area you need to pass through in order to continue the game. This makes them very easy to dispatch -- just retreat behind the nearest corner, aim your gun at it and wait until the enemy inevitably walks right into your crosshair. Always works.
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* The NPCs of ''Sandbox/{{Devastation}}'' behave downright poorly at times. They often get stuck running into walls. In combat they don't know any better than charge at their target. Your allies will often get in your way and the enemies have a tendency to aggro any Exploding Barrels they see.

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* The NPCs [=NPCs=] of ''Sandbox/{{Devastation}}'' ''VideoGame/{{Devastation}}'' behave downright poorly at times. They often get stuck running into walls. In combat they don't know any better than charge at their target. Your allies will often get in your way and the enemies have a tendency to aggro any Exploding Barrels they see.
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* The NPCs of ''Sandbox/{{Devastation}}'' behave downright poorly at times. They often get stuck running into walls. In combat they don't know any better than charge at their target. Your allies will often get in your way and the enemies have a tendency to aggro any Exploding Barrels they see.
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*** The {{Non Player Character}}s also can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible, they would be dead in seconds.

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*** The {{Non Player Character}}s also can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible, [[GameplayAllyImmortality invincible]], they would be dead in seconds.
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*** ''WebAnimation/FreemansMind'' has many shining examples of the above. Highlights include Alien Grunts forgetting how ambushes work, killing themselves dropping from aircraft, not noticing Freeman even when he's shooting at them, Alien Controllers following Freeman into cramped hallways (and acting like "dogs strapped to jetpacks who can shoot ball lightning from their paws", in Freeman's words), Security Guards standing out in the open to fire, and soldiers taking UnfriendlyFire and LeeroyJenkins behavior to new heights — blowing each other up with grenades is the most common, but they've also bombed each other, [[HoistByHisOwnPetard fallen into their own traps]], and chased Freeman around corners even after he shot others who also ran that way.

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*** ''WebAnimation/FreemansMind'' ''WebVideo/FreemansMind'' has many shining examples of the above. Highlights include Alien Grunts forgetting how ambushes work, killing themselves dropping from aircraft, not noticing Freeman even when he's shooting at them, Alien Controllers following Freeman into cramped hallways (and acting like "dogs strapped to jetpacks who can shoot ball lightning from their paws", in Freeman's words), Security Guards standing out in the open to fire, and soldiers taking UnfriendlyFire and LeeroyJenkins behavior to new heights — blowing each other up with grenades is the most common, but they've also bombed each other, [[HoistByHisOwnPetard fallen into their own traps]], and chased Freeman around corners even after he shot others who also ran that way.

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