#106
There was much more wrong with it than just AI - it could have been so much more than a standard run-and-gun game, basically. They had tools like the sentry gun, motion tracker and welder which were completely mis-used (or barely used at all). Think of a game like Alien Swarm - that you can weld doors shut behind you to slow the swarm and provide you valuable seconds to escape. Or the sentry gun, for that matter, which when placed in strategic points is the difference between life and death. A:CM had none of that. You could weld and de-weld doors that IT WANTED YOU TO, but only for the sake of it, there was no tactical use for it what-so-ever. Same goes for the sentry gun. One or two levels you can place them - exactly where the plot and game says you can and that's it.
The spawning system is all pre-ordained as well - think what it would have been like with an "AI Director", like L4D or Alien Swarm - making every playthough different and not knowing where things are going to come from. The motion tracker is also next to useless in the game, since enemies just appear when the game wants them to. You don't see them on the tracker until they are right in front of you.
Wasted potential, basically. Add on top of that the sub-par graphics (at the time, even after a massive post-release patch), the terrible AI, short story and really lacking multiplayer options and you have a game that simply could have been so much more.
It had no urgency, no terror factor - no "oh shit" moments. It's just Call of Duty in space.
They were some of my other big issues with it.

I'm not really interested in running it without his mod, to be honest. Although from a "testing it" perspective, if you want to, go for it.
Last edited 30 Apr 2018 at 11:09.