FEAR AI & physics, a decade without progress

Fire&Blood

Platinum Member
Jan 13, 2009
2,331
16
81
First of all, sorry for the incoming wall of text. I'll try to pepper it with gifs to make it more readable and to point the unlucky ones that have yet to play this gem.
Playing Shadow Of Mordor and Alien: Isolation recently got me thinking about this.

I was optimistic about the future of gaming when I played the awesome FEAR game but it turned out to be an exception rather than becoming the norm.
I wish I could say it became the standard but games that have come out since don't have nearly as sophisticated AI as FEAR did.
Typically, stepping up the difficulty in games doesn't produce smarter AI, it's either more of equally stupid bots at once to make objectives
harder to achieve or it's just a boost in health points for the bots to give them slightly better odds vs. the player.
More often than not, this results in frustration rather than a challenge or forces you to heavily exploit weaknesses you find in AI behavior.
The outcome is far from desirable, dying because you didn't get to click the button 5 times in a second or still breezing through a supposedly harder game isn't the right solution.
FEAR wasn't the first game to have enemies with a decent FOV, without severe glaucoma or late stage cataracts or to have NPC's attempt to flank you but it nailed that part and did a lot of other things right too.

IMO, FEAR was one of the the first titles that gave depth to AI behavior. If you run into a squad of 6 and eliminate 5 of them quickly or brutally, the last guy may give up and run.
When they engage you, they'll use the environment against you. They crouch and go prone to shoot at you, knock objects over to create cover.
If there are 2 or more enemies present, they may lay suppression fire on you to make it easier for the other to flank you. If you slaughter one of them, the next guy might refuse the order to step into his place.
The spotting mechanics were realistic, enemy reacted to you using the flashlight properly unlike many games with NPC's oblivious to your actions.
Even HL2, which had better AI than the average game of it's time looked flawed in comparison, an example: http://youtu.be/e0WqAmuSXEQ?t=36s

That was one part of the equation, the other was getting feedback since the player was listening to enemy radio chatter. The dialogues helped the immersion and some of the exchanges were genuinely funny.
The lead designer said they had to cut 40% due to limitations. Here is an example just to size up the scope, NPC's had a lot to say, took an arrow to the knee wouldn't have stood out: http://www.youtube.com/watch?v=qX73XG9e5BE


The in game physics helped elevate the game to it's status. 9 out of 10 games feature indestructible/immovable books and magazines, you are lucky if you can get a bullet hole decal on them.
FEAR let you shred paper to pieces if you wanted to. Back to the AI. Monolith used a different system by the name of STRIPS, developed by MIT.
Being just a end user and a fan of a game nearly forgotten, I can't figure out why this hasn't been utilized more.
Here is an image from a document that goes deeper into detail, also linked below:




Link to the PDF detailing the "three states and a plan" approach:

http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
fear was that last major FPS that was single player oriented and created for PCs, that's why. Everything after was designed from the ground up to be ported to inferior processing systems (Xbox, PS, etc) and thats why you get decade old games that only look marginally better than games made the last decade.
 

Topweasel

Diamond Member
Oct 19, 2000
5,436
1,655
136
Yeah people over react with resolution limits, texture sizes, and over all graphics. Overall that wasn't really affected. Games still looked better year after year. If anything PC guys were getting the quality graphics they thought they could get about 2 years late.

No what really took a hit was physics and AI. Those CPU's were soooooooo crappy that early they were using the GPU for processing. As the graphics got better the worse and worse the AI would get, or how less dense a population would get, or how less destructible an environment would get. It also lead to an increase of QTE's to keep as much of the intense moments scripted and performance accounted for as possible.

8 Cores all about 3 times better then the Xenon cores should really allow us to get back to where we were in 2005.
 

Dankk

Diamond Member
Jul 7, 2008
5,558
25
91
Nice GIFs. Makes me want to go back and play FEAR 1 again.

It's one of the most satisfying FPS games I've ever played, no doubt.
 

CU

Platinum Member
Aug 14, 2000
2,410
51
91
I have the disk and still have not played it. I really need to one day.
 

Topweasel

Diamond Member
Oct 19, 2000
5,436
1,655
136
lol @ the notion that an XB1 core is 3x as fast as a 360 core...

Architecturally the Xenon core is about on level with a 3GHz 386. A cell "core" a 286. A Jaguar is about 30% faster then a Zacate core which is about 20% faster then an original Atom which is architecturally close to a Pentium core. I am not saying a Jaguar core is fast, I am saying that the 3GHz triple core Power-PC CPU relied on people looking at random values an not actual performance. A Xenon core is horribly horribly horribly slow.
 

marmasatt

Diamond Member
Jan 30, 2003
6,573
21
81
Nice GIFs. Makes me want to go back and play FEAR 1 again.

It's one of the most satisfying FPS games I've ever played, no doubt.

QFT. The whole freakin lot was on sale at bundles for $7.99. Kicking myself for not buying it. Would like to play these again. As I just restarted Painkiller again. Shame they don't make games like they used to...

Edit: Snap, it's still on sale. This bundle is not to be missed. Even by today's standards: http://www.bundlestars.com/all-bundles/fear-bundle/
 
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Dankk

Diamond Member
Jul 7, 2008
5,558
25
91
QFT. The whole freakin lot was on sale at bundles for $7.99. Kicking myself for not buying it. Would like to play these again. As I just restarted Painkiller again. Shame they don't make games like they used to...

Edit: Snap, it's still on sale. This bundle is not to be missed. Even by today's standards: http://www.bundlestars.com/all-bundles/fear-bundle/

Yeah, I'd say that's a fantastic deal for FEAR 1 and it's expansions alone. FEAR 2 is pretty good too, FEAR 3 I haven't bothered with (yet, anyway).

Even if you already have the disc version, I'd say it's worth paying 8 bucks so you can get the whole series on Steam.
 

DigDog

Lifer
Jun 3, 2011
13,622
2,189
126
did the original fear ever get any fanmade mods? like, hi-res stuff n all?
 

OrangeMarmelade

Junior Member
Oct 22, 2014
3
0
0
I enjoyed Fear 1! one of the best games I ever played! Enemies were really intelligent, I remember that. Fear 1 game is one of the best FPS I have ever played.
 

Grooveriding

Diamond Member
Dec 25, 2008
9,108
1,260
126
FEAR was amazing. Are there any graphic overhaul mods for the game ? Nothing that hoses or changes the game play, just upgraded graphics would be cool.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
IMO, advanced AI behavior is one of the last frontiers of gaming where huge strides can still be realized.

I felt the same way you did when I played F.E.A.R.

I felt that way again when I played Crysis and saw (for the first time) some really advanced navigation / pathing (too bad the NPCs were very boring and generic themselves). Thanks to the SDK, I was able to look through a lot of those Lua scripts, which kind of gives you an appreciation for the structure and how much is actually going on.

For instance, when the character reaches a NPC's FoV, the NPC scans available cover points, and judges your distance to them, so that he will not run to a cover point that you can reach before he can. I think it's some pretty fascinating stuff. All of these calculations and decision tree selections taking place several times per frame.

Felt that way again when I played FarCry2, and for the first time, I watched NPCs crawl to cover when non-fatally injured, and other NPCs even try to carry them to safety. And then, for some reason Ubisoft decided to drop that cool stuff going forward into FarCry3 and just make all the NPCs run at you like maniacs.

But it seems like nobody ever tries to improve the behaviors past that point. I think it's a fascinating subject, so I have to imagine some of the brightest minds on the subject have spent years developing algorithms to expand what we're currently seeing. So where are they?

Of all the video game mechanics available in the single-player tool-set, we've seen AI progress the LEAST since the mid-2000s, and some developers have actually gone backwards.
 
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Artorias

Platinum Member
Feb 8, 2014
2,134
1,411
136
The closest FPS to FEAR with as good AI would be the Half Life series for me, the combine are actually fairly intelligent in how they fight against you. If Valve decides to make another HL I can see it having AI like FEAR with all the talented programmer they have, Source is a very good engine to that sort of thing.
 

DigDog

Lifer
Jun 3, 2011
13,622
2,189
126
on a negative note, fear multiplayer was unplayable - the amount of hackers (like, people flying in the middle of the level or speedhacking from one side of the map to the other in 1 second) was ridiculous, even worse than combat arms.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
I really enjoyed this game and recently replayed Perseus Mandate. The graphics still hold up really well for a nine year old game. The gunplay and movement is extremely tight and well-designed.

Fear 3 was solid too, but it wasn't as good as the first.
 
Oct 25, 2006
11,036
11
91
Well yes, if you have a linear map with very small choke points and small map sizes, it's very easy to build a well crafted experience.

FEAR AI was extremely dumb. But the map was designed well enough to hide exactly how stupid they were.

As for physics wise, we are well past what FEAR could do, and at a much larger scale.
 

TheSlamma

Diamond Member
Sep 6, 2005
7,625
5
81
Play with humans if you want a challenge, if SP AI is boring you, time to give up on video games or instead of complaining about AI, get an education in programming and YOU go out and help create the next great AI.

I get complaining about a game cause it's got faults that we have already overcome in the past, but AI imo is either a long long way out or it's a pipe dream with expectations instilled on people by Hollywood movies that make it out to be way more than it is or even will be thanks to a lack of grounding to reality.
 

Fire&Blood

Platinum Member
Jan 13, 2009
2,331
16
81
Well yes, if you have a linear map with very small choke points and small map sizes, it's very easy to build a well crafted experience.

FEAR AI was extremely dumb. But the map was designed well enough to hide exactly how stupid they were.

As for physics wise, we are well past what FEAR could do, and at a much larger scale.

 

gorcorps

aka Brandon
Jul 18, 2004
30,740
452
126
Well yes, if you have a linear map with very small choke points and small map sizes, it's very easy to build a well crafted experience.

FEAR AI was extremely dumb. But the map was designed well enough to hide exactly how stupid they were.

As for physics wise, we are well past what FEAR could do, and at a much larger scale.

So what? That's good game design... recognizing what you have to work with and designing the game to fit that. I remember being impressed with the enemies in FEAR too, and I don't really give a shit what made it impressive. It worked well and I had fun.
 
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