Men_in_Boxes
Snake Oil Salesman
Remember this thing? It came out in 1978.
Now look at the enemy behavior in these games...(time stamped for quickness)
There are soooo many single player games with core combat design that follow this formula. Circle strafe enemy, memorize attack patterns, wait for opening, attack. We've been doing this same pattern since the NES with Contra, Mario, Mega Man etc... It was everywhere on the SNES/Genesis. It didn't stop on the PS/N64. Filled to the brim on the PS2/XB/GC. Stuffed out the gills on the 360/PS3. When will the people rise up and say "Enough is enough!" Damn it people, memorization is not the pinnacle of game design! Enemy combatants should emulate intelligent enemies who can think, strategize, and react to you. They shouldn't all be Roombas with preset patterns that flail regardless of the situation. Are we all suffering from Stockholm syndrome? Why do we put up with this?!
Now look at the enemy behavior in these games...(time stamped for quickness)
There are soooo many single player games with core combat design that follow this formula. Circle strafe enemy, memorize attack patterns, wait for opening, attack. We've been doing this same pattern since the NES with Contra, Mario, Mega Man etc... It was everywhere on the SNES/Genesis. It didn't stop on the PS/N64. Filled to the brim on the PS2/XB/GC. Stuffed out the gills on the 360/PS3. When will the people rise up and say "Enough is enough!" Damn it people, memorization is not the pinnacle of game design! Enemy combatants should emulate intelligent enemies who can think, strategize, and react to you. They shouldn't all be Roombas with preset patterns that flail regardless of the situation. Are we all suffering from Stockholm syndrome? Why do we put up with this?!
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