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Deathloop

124

Comments

  • Registered Users, Registered Users 2 Posts: 34,414 ✭✭✭✭Penn


    I went for the same ending without knowing there were different endings. I was prepared to have it fail and have to start the loop again (which wasn't an issue seeing as how easy it is by the end). Reading the other endings, I'm happy with the one I chose. Just felt like the right thing to do.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 29,832 CMod ✭✭✭✭johnny_ultimate


    Yeah…

    Killing Juliana felt sort of odd with the whole daughter angle!



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Anyone discovered the secret character yet? 👀



  • Registered Users, Registered Users 2 Posts: 29,924 ✭✭✭✭Zero-Cool


    Like Dishonored, what i recognise as a great game just isn't hooking me. This has a great story, characters, time loop mechanic, action and even though I'm really enjoying my playtime with it and unraveling new leads, i just find myself wanting to play other games. Sometimes I'll go to play this and think nah. I wish i was into it more but i think I'll sell it while i can still get good cash for Alan Wake / Far Cry 6.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Like I said, this game is not for everyone and will be divisive. I think the 10/10 reviews is peaking the curiosity of those who wouldn't normally buy a game like this only to find out it's not for them. Stick to your guns - if the marketing didn't do it for you then playing the game probably won't.


    On an unrelated note, Boyfriend's Mouthpiece released one of their stupid-ass videos in which they bastardise Dinga Bakaba's name because how dare he have a non-white foreign name, how dare he?! Oh, and his review, much like most of his reviews, just feesl like he cobbled together a lot of bandwagon complaints in order to score brownie points with his viewers. Dinga is such a classy guy though that he's taken it well and thanked those for sticking up for him. (On a totally related note Dinga is pretty handsome as well imo hehe). 



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  • Registered Users, Registered Users 2 Posts: 6,249 ✭✭✭Cordell


    I had to look it up - is this what passes for gaming journalism these days? Well, in that case I'm glad I stopped watching any of them, the last one I followed was Totalbiscuit.

    But they're not too wrong either, this is not a 10/10 game. It is a very solid 8 and probably GOTY 2021 but that's only because this particular year wasn't too good.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    Indie gaming has been amazing this year. So far no triple A game this year should be going away with any GotY awards when indie games have far eclipsed them.



  • Registered Users, Registered Users 2 Posts: 34,414 ✭✭✭✭Penn


    I don't think anyone could call Girlfriend Reviews "journalism". As much I enjoy some of their videos, they're just a bit of fluff.

    I don't think I could call Deathloop GOTY either. It's a quality game, extremely well designed and a lot of fun to play, but I also think it can be a bit forgettable. It's not too challenging, enemy AI is disastrous, menu UI can be annoying and as I said before, I think they missed a real trick in not having a few different paths to breaking the loop.

    None of those are major issues, but they do just knock the game down a little



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 29,832 CMod ✭✭✭✭johnny_ultimate


    *Lots* of great smaller games, but Monster Hunter Rise would be vying for ‘GOTY’ status for me honestly.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer




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  • Registered Users, Registered Users 2 Posts: 6,249 ✭✭✭Cordell


    That was my point exactly - if it wins any GOTY award it will be for lack of competition, and not because it's such a great game. But as far as AAA 2021 games go, it's the best so far.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 29,832 CMod ✭✭✭✭johnny_ultimate


    Hmm, by the same standard I wouldn’t really class Deathloop as AAA. It’s clearly not a FIFA or Call of Duty or even a Sony first-party ‘premium’ title. By design I’d say it’s actually a smaller and more focused game than Arkane has done before. That said, I do think the game suffers from not being entirely indie as well, in order to please a larger audience - so it has to make compromises in terms of trusting the player where the likes of Outer Wilds were much braver.



  • Registered Users, Registered Users 2 Posts: 2,510 ✭✭✭recyclops


    thought the GF review was fairly on point tbf, as stated above they are a bit of fluff and nothing really to be worrying about but they do tend to raise good points in their videos.


    ive played a few hours and like someone else stated above its just doesnt pull you back in which is odd because its not a bad game at all



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Nobody's "worried" about that trash channel. A lot of their peers are seeing them in a new light since the ignorant bastardising of Dinga's name. They are completely inauthentic and cringe-worthy. The only YouTuber with less integrity would be YongYea.  Anyway, Deathloop will likely win GOTY despite its (predictable) haters. It has been very successful and I'm glad it's getting love from the outlets that actually matter. One of the things that has been consistently praised about it is the way it undoes bad player habits by forcing you to try different approaches via having the opportunity to revisit levels over and over. Whereas Prey and Dishonoured had a tendency to guilt you into playing a certain way through its karma system/ship behaviour even if technically you could play it how you wanted.


    What you class it as is irrelevant lol. It's an AAA game. Sorry. I wouldn't say it's catering to a larger audience either, evident by the undercurrent of negativity before the game was even released. The risks that Bethesda allowed Arkane to take is crazy.  I actually can't believe it got funded tbh.



  • Registered Users, Registered Users 2 Posts: 7,572 ✭✭✭SuperBowserWorld


    Hope I still have GamePass when this eventually gets back to MS and Xbox.



  • Registered Users, Registered Users 2 Posts: 8,184 ✭✭✭riclad


    this reminds me a bit of bioshock 2, use guns and powers or perks ,most enemy ai is bad until you face the other main character.1960s type buildings and design.You can listen to audio logs to understand the story and characters .i think the level designs and graphics are fantastic ,makes a change from the standard military shooter set in 2021 .i,d love a no one lives forever remaster .theres 4 maps played at different times of the day,but the maps are very complex with lots of routes to travel through the level. i think the script is very clever and witty with a wide range of characters with different personalitys i think its one of the best designed games i have seen, with builds you can approach from various angles, stand on the roof top,s ,go in through a window , and it has beautiful detailed graphics, i think its clever how all the enemys have an icon

    over them showing what weapon they are using .this would make a great film as the story is very complex and has a wide range of characters to defeat .



  • Registered Users, Registered Users 2 Posts: 1,190 ✭✭✭brady12


    i'm slowly making my way through this . iv no idea how they gave it 10s . its a very good game but no way in hell a 10 . not even sure is it better then dishonored 1 or 2?



  • Registered Users Posts: 678 ✭✭✭SomeSayKos


    I finished this at the weekend and am currently on my second playthrough. I loved it to be honest. I wouldn't give it a 10 but I'd definitely give it a 9 if I was rating it. The setting is fantastic, the characters are interesting and I found the gameplay to be always fun. I liked the structure of it as well. It felt like a game I could play in relatively short bursts which kind of suits my playing habits at the moment.



  • Registered Users, Registered Users 2 Posts: 8,184 ✭✭✭riclad


    I would give it an 8 or 9 out of 10, it's got replay value, as you can use a combo of different weapons and powers each loop if you want . It's nice to see an Aa game with 2 main characters who are black instead of the usual standard white dude it uses tricks from other games like the splinter cell hints on a wall writing i think Cod4 or metal gear 3 would be examples of 10,rated games i think it would be great if they could release extra maps as dlc with more characters to attack and a higher level of enemy ai to make going thru levels more challenging eg enemy's with extra powers or weapons that do, nt just stand around or run at you instead of using cover or using grenades I think the levels are very well designed with options to travel high low or across the roof tops



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Really great video from Sony Santa Monica dev Alanah Pearce on the enemy A.I. She was the first person to note the "bad" A.I. in the Deathloop previews before it became an easy, trendy way for people who don't understand game design to look smart:

    Somebody in the comments argued that just because it's intentional doesn't mean it's the right choice to which she responded that it being the right choice would depend on personal preference, which is true. I predicted in my first impressions that people will want difficulty settings because of the enemy A.I. and I was right, but I hope Arkane stick to their guns and stay true to their vision. On that note, I love Alanah's work in general. I find her videos so informative and, while I don't always agree with her, she always at least gives a well researched and balanced take. 



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  • Registered Users, Registered Users 2 Posts: 6,249 ✭✭✭Cordell


    She's right from the game design point of view but since she got technical and she's also a industry pro, I'd wish that she would clarify better that there's no AI in games, only state machines - she kind of does explain it, but not quite clear enough.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    The purpose of her video was not to prove how knowledgeable she is in her field to the pedantic though. It was to provide a simple breakdown for the uninformed as to why saying the A.I. is "bad" in this case is reductive. It's a totally fair and valid take to not like the decision Arkane has made and to wish it was more punishing, but to act as if the A.I. behaviour is this way by accident  - especially when Arkane has proven they can do punishing A.I. in their previous games - is an instant giveaway that the person isn't as knowledgeable on game design as they're making out. I'm still learning a lot about the science of game design to this day as I was never interested as a consumer. So I find Alanah's video really helpful. She's not patronising or trying to show off; she really does want to help people understand which is refreshingly generous.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    The lore explanation for the bad AI is quite clearly a band aid for poor design. It's kind of an insult that arkane expect us to be dumb dumbs and accept it. Saying that, red dead 2 is still highly regarded by some 🤪



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Alanah's video is not about the lore or the characterisation of the eternalists at all and I don't recall Arkane ever using that to explain away the A.I. behaviour...



  • Registered Users, Registered Users 2 Posts: 34,414 ✭✭✭✭Penn


    I don't dispute the general points she made, but I think they brought the enemy AI down too low. I think especially given the small maps (and only 4 maps at that), the player's familiarity with that will kick in after a few loops, meaning at that point the enemy AI as it is becomes trivial. Better enemy AI would have prolonged the challenge without it being too difficult for new players to learn the loops.

    There are plenty of tools and powers at the player's disposal to help deal with enemies. They didn't need to be so dumbed down to that extent.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    I never said she did in the video. But as I said it's obvious Arkane are using it as an excuse for their bad AI coding. Arkane aren't going to come out and say I'm right but 'the AI isn't bad it's actually because of story' is lame whatever way you look at it.



  • Registered Users, Registered Users 2 Posts: 6,249 ✭✭✭Cordell


    I agree with her, Arkane have proper "AI" implementations that they used before, so what we're seeing here are actual design decisions. They wanted to be easy to leave conflict and mind the important objective rather than managing both. I personally find it frustrating to do both looking for clues or trying to solve a puzzle while also keeping an eye for some random NPC that finally caught up with me.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    Well I don't. There's ways of making AI dumb but also fun and engaging without being annoying or noticably lacking. The Thief games on PC prove that and Arkane know this considering the amount of Thief and Looking Glass alumni working with the company. No excuses.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    True, the familiarity with the maps would negate the need for this, however one of the key things she mentioned is that Arkane would have tested the A.I. difficulty extensively over loops and that they probably found that increasing their awareness and aggressiveness beyond the final version wasn't right for the game. It would be interesting to see a difficulty option added for the A.I. in a future patch to observe how players get along with it. I would definitely give it a go but I have a feeling it will be one of those, 'careful what you wish for?' scenarios for many, especially new players/those who haven't yet played it enough to learn the maps.

    Some questions:

    1. Have you played Deathloop?
    2. I understand some fans have used the lore as an explanation for the A.I. behaviour on social media, but could you please point to some examples where Arkane/Dinga have? I personally haven't seen that.


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    1. Played a little of it. Not bought it yet. Watched a friend play a good bit. The bad AI isn't game ruining but it does stand out.
    2. https://www.thegamer.com/deathloop-ai-sensitivity-chase/ Pretty much explains it there. While the author is an apologist, I'm certainly not.

    It feels more like a late/early 90's/2000's PC FPS AI. And again Thief showed how it could be handled well and they've most of the team that made the Thief games at the studio. Not the first time lore has been used to paper over dodgy coding/limitations, if you read the manual of Super Mario Bros there's an excuse for turtle shells bouncing off off screen scenery but not killing off screen enemies.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    1.      So you haven't played much of the game; your experience with it has been mostly watching a friend play. A video game. Which distinguishes itself from other entertainment mediums specifically for its interactivity. OK.

    2.      I read the article you linked twice just to make sure I hadn't missed anything. Earlier in the thread you said, not once, but twice that Arkane are "using the lore as an excuse for their bad A.I. coding". But at no point in that article that you have linked to prove Arkane said this is there a quote or anything coming from the horse's mouth, i.e. Arkane studios or Dinga, that the A.I. behaviour is for lore reasons/externalists' attitude. Not a single line or paragraph is from Arkane Studios.  James Troughton, the author of this think-piece, has said that, sure, but James Troughton does not work for Arkane Studios and therefore does not speak for them. James Troughton is a photo editor and staff writer at the linked website. The entire article is James Troughton's interpretation of the A.I. In other words, this is just James Troughton's opinion. So again, please, could you kindly find an example of where Arkane Studios has said that the dumbing of the A.I. was because of lore/eternalist attitude reasons? I genuinely want to know as I want to dissect exactly what has been said and see if they’re talking BS or not.

     

    Actually, on the subject of something Troughton mentioned in his write-up: I'd be interested @Penn on your opinion about the A.I. in Updaam at night which is the hardest section in the game. The A.I. is noticeably way more aggressive and relentless to the point that when I did my stealth run I found I had to use back passages rather than go "through" the level as I would be instantly spotted. In fact, Updaam at night is probably my least explored map because I couldn't make discoveries without being hounded every 5 seconds. How did you personally find that?



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    Wow, that's some unwarranted saltiness!

    1. So? I played a little, seen a good bit of it and the AI was poor enough that it stood out like a sore thumb. I doubt the AI is going to get better if I played more of it.
    2. Fair enough. Can't find anything when I look but there's a lot of articles I read that have said this. Maybe it's from Arkane, maybe they've come up with it themselves. It still doesn't excuse the fact that the AI is just noticeably bad. Thought it would be more interesting if they did try to explain it with lore.


  • Registered Users, Registered Users 2 Posts: 34,414 ✭✭✭✭Penn


    I almost completely played stealth, so the enemy AI in Updaam at night never seemed that different to me. One or two times I was caught there, just planted myself in a small room, mowed most of the enemies down as they just rush in blindly, then legged it. But again, by that point in the game, you're so used to the maps that getting around the enemies or knowing where best to escape to was just simple.

    The biggest area I had trouble in was Frank's place early in the game because of the Classpass thing. But that's not due to enemy AI, but just not being able to use slabs.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    1. Well, funny you mention that, because in the article you linked - that I trust you have actually read - James Troughton details how the enemy A.I. in Updaam at night is significantly more difficult due to it being, in theory, the end of the loop. You reach Updaam at night very, very early in the game which begs the question: how much of the game have you played to form such a strong opinion on the enemy A.I.? Because in the previous post you said you've played a "little bit of it" but now you're saying  a "good bit"  🤔 However, again, the player experiences Updaam at night very early in the game that you say you have played which has a noticeable difference in A.I behaviour as detailed in the article you linked...
    2. But in the previous post you said it was obvious, again, quote, "obvious", end quote, that Arkane is using lore/story as an excuse for bad A.I. coding but now you're saying that maybe it's from Arkane. 🤔 And yet I have asked you twice now if you could kindly link me to unfiltered evidence that Arkane Studios, i.e. the studio you said that it is "obvious" is using lore/eternalist behviour as an excuse for bad A.I. coding but, alas, you have not been able to do so... 🤔


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    1. Again so what? The AI is still bad from what I've seen and it's the common consensus. That hasn't changed. I haven't read a review that hasn't mentioned it let alone praised it.
    2. I already said I can't find anything directly from Arkane but Arkane are hardly going to say that. Anyway Eurogamer seem to come to the same conclusion with the AI's voiced lines and behaviour when not in an agressive state perhaps giving justification so I guess I'm not the only one. https://www.eurogamer.net/articles/2021-09-12-deathloop-review

    Anyway, just thought it would make for interesting discussing but you are just getting way too defensive about the game.



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  • Registered Users, Registered Users 2 Posts: 6,249 ✭✭✭Cordell


    At least we can all agree that this game is a love it or hate it type of game.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    1. Oh, it's absolutely a common consensus but it's a common consensus amongst people who have, and bear with me here, actually played the game and therefore are in a perfect position to criticise it. If you could be so kind as to answer my previous question as to how much of the game you have played, please? Where have you got up to? What was your experience in the "little bit of it" that you played?
    2. Indeed, I am aware you're not the only one. As I mentioned in a previous post, there have been fans on social media who have used the the lore/eternalist behaviour as an explanation for the dumbing of enemy A.I. Evidentially now, as you have linked, even some journalists who agree with them. However, again, these are merely interpretations and opinions from people who are not in any way, shape or form affiliated with Arkane Studios. And yet you said:

    and


    🤔



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    With Updaam at night I was thinking more of the first time you go there (the A.I. placements and amount of enemies at night is different to the other time periods). I'm just trying to imagine how heightened aggression and awareness of A.I. would be as a new player. btw dunno if you know this but you can actually enter Frank's place with all your slabs if you get to the rooftop and hack the door. Only the front door on ground level detects when you have a classpass or not. There was no way I was even gonna try without my slabs once I saw the amount of enemies so I scouted the area for secret entrances and voila. ☺️

    100%

    Post edited by The Phantom Pain on


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    I played about 2 hours of it. And in those 2 hours and what I'd seen from it, it was quite obvious the AI was a bit lackluster. So what's the issue here? Am I right about that or am I wrong like every publication that I read that came to the same consensus.

    As for the second point I said I couldn't find anything from Arkane when I went back to look. I guess I took it was something a bit more concrete since a lot of the reviews and people on twitter I follow had similar opinions and I could see it myself when I played it from the enemy dialogue. Maybe my opinion was coloured from reading those reviews. Maybe instead of saying obviously I should say it's very likely in my opinion.

    Anyway thinking about it there's no way that Arkane will say anything along those lines considering they are deep in a PR cycle. Perhaps in a few years time more will come out about it.

    Who knows, maybe I'm wrong. I did recently stick up for Resi 4 and Metroid Prime that the stiffness of their controls is by design. Maybe the simple AI is lackluster. Could be by design, development pressures or hardware limitations. But I also wouldn't take Alanah as gospel either. I think there is evidence of both, and there's a lot of dumb stuff the enemies say in their flavour text that can't be ignored and there are a lot of creative devs that worked on Thief at Arkane that used the same tricks on Thief guards.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Interesting. So you've played 2 hours, i.e. the tutorial section, approximately 2 hours after I last asked you how much of the game you have played. 🤔 What was your experience? What happened, story wise, in those 2 hours? Can you give your overall impressions of the game so far?

    Alanah's video which, by the by, was what the original discussion was about, is in response to people - a lot of whom are reviewers - just saying the A.I. is "bad/dumb", full stop. Her video is not in response to those saying the "A.I. is bad for lore reasons". You brought that up and credited Arkane as saying as such and even went as far as to say Arkane think their players are dumb for that. However, you have so far not been able to produce evidence of anyone from Arkane studios actually saying this and when asked to produce such evidence you posted a link of other people's interpretation of the A.I.  Now you are saying Arkane never said this but it's "likely" from the 2 hours you have, allegedly, played and what other people on social media have said... 🤔

    I am sure you clicked on the link inside of the first article you posted where you would have been taken to a quote from Arkane where they do discuss a little bit of the process in regards to combat, more specifically why there isn't the ability to parry. The reason? Due to latency issues for online - they found the host player had an advantage in this area and so scrapped it. So again, what little they have said about combat/A.I. has nothing to do with the lore. Additionally, by speaking about the latency issues in the online Arkane has demonstrated that they are, in fact, more than willing to be candid when it comes to technical issues they have endured during the PR cycle🤔

    Lastly, on the subject of "not taking everything Alanah says as gospel", there is more evidence to suggest that she is right when she says that Arkane deliberately dialed down the A.I. to not detract from the player's experience of pursuing leads, seeing as in the noclip documentary Arkane spoke about ciritcisms they received for the so-called handholdy nature of the puzzles. The reason for this decision? They were worried about "cognitive load" . This can be viewed at the 7:59 mark. Again, showing Arkane stand by decisions they have made and are not using lore reasons as an excuse for alleged faults in game design. 🤔


     



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  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    I didnt play the tutorial. Purposely didn't start from the start as I knew like all new games it would be a two hour tutorial. So jumped in and messed around and my friend guided me a bit. And it's pretty obvious from that the AI is lacking. My friend brought it up before me.

    As for Alanah's video I totally get what she is saying as well about dialing back the AI. If you make the AI too good it's not fun so you dial it back until it's fun. Had to do it myself in my own game projects. What stands out to me about the AI and why I call it bad isn't that it's dumb. It's that it's that it doesn't add to the game, the firefights just aren't that fun and can be exploited pretty easily. It's like the balance it wrong and it's an after thought to the rest of the game.

    On another note, you'll find that the interpretation of art isn't just based on what the people that created that art have said or documented. There is an academic process where you analyse the evidence and create discussion about it and being totally dismissive doesn't help that discourse.

    Also if you read my posts, I never said arkane flat out said they were justifying the dumb AI. I came to that conclusion from what I saw and heard in the game which was probably coloured by reading what other journalists were saying.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    OK. So again:

    1. What part of the game did you play?

    2. What happened in the story?

    3. What discoveries did you make?

    4. What were your overall impressions? 

    You can spoiler tag it if you like for those reading who potentially haven't played Deathloop. Additionally, I'm sure your friend would have told you that the A.I. has adaptive difficulty and that the more visionaries you kill in a single completed loop the more aggressive it gets with each loop. It's called "loop stress". Likewise, when Julianna invades, the A.I. becomes more aggressive and starts actively hunting for you. 🤔

    Indeed, a deliberate choice doesn't necessarily mean it's the right choice but then at that point we're talking about preference. Alanah's video is not about preference or whether Arkane got the balance right. It's her simply explaining that the A.I. behaviour is not by accident as many people believe it to be.

    Indeed, interpretation of art isn't just based on what the people that created that art have said. However, what we are actually discussing is you claiming that the person who created the art lied about their intent for said art, but when asked to provide evidence of such a lie you could not find it. 🤔You are now saying that you never said Arkane flat out used the lore as an excuse for the A.I. behaviour and yet in previous posts, which I have quoted many times now, you said, "Arkane expects us to be dumb dumbs and accept it". You said, "Arkane are using it as an excuse for their bad AI coding." Would you like me to quote you again as a reminder? Here ya go :

    🤔



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    Honestly don't know where I was in the story and didn't care. I was just messing around getting a feel for it. My friend wasn't all that far in it either. Never said anything about the adaptive difficulty. Only really had the chaining ability which was fun.

    I liked what I played. The ai stood out as being a bit basic but I was enjoying it all the same and it's something I will play eventually.

    Honestly I think Alanah is going on just as much assumptions as I made. I mean there's no concrete statements from Arkane to back up what she is saying either and she is just going on her intuition from how she knows game design goes. I'm going on the same thing. I'm not going to go looking for her direct quotes and references as she is doing exactly the same thing I'm doing. I feel both view points are interesting and worthy of discussion until they can be refuted.

    Also you've yet to show where exactly I said arkane lied or anything like that. You are taking my quotes out of context. Read them again please without your confirmation bias because I said no such thing. I'm making assumptions based on the evidence I've seen and never said anything but.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    So, just so we're clear:  You claim to have played approximately 2 hours of a game that you have formed a strong enough opinion on to conclude that the A.I. is bad and that Arkane are using the lore/eternalists as an excuse for poor A.I. coding, and yet when asked the very basic, simple questions of where you got to in the story, what discoveries you made and, most importantly, what part of the game you played your response is, "I don't know." 🤔 And yet you've also said in a previous post that you've watched a "good bit" of your friend's playthrough but you're now saying your friend wasn't all that far in either. 🤔

    Yes, Miss Alanah Pearce, the Sony Santa Monica dev currently working on God of War Ragnarok, is making assumptions in a field she is researched and well experienced in. However, Miss Pearce is not out here claiming that Arkane has said this is their intent, nor has she said they're using this as an excuse to mask poor A.I... Additionally, Miss Pearce makes a good point that in Arkane's previous games the A.I. is more punishing, and seeing as they are using the same Void engine and the same team as Dishonoured 2 it would not make sense that they have suddenly forgotten how to code "good" A.I. Furthermore, you're now saying you're going by your "intuition" as to how you know game design works but earlier you said that was coloured by what you read in reviews and from the people you follow on twitter. 🤔

    Oh, my sincerest apologies. I guess the quote I've reposted many times where you quite blatantly say Arkane used the lore as an, "excuse for their bad A.I. coding" and that the "lore explanation" is a "band aid for poor design" that "Arkane expect us to be dumb, dumbs and just accept" - which at the very least shows you're saying Arkane endorses this - was just my lying eyes deceiving me once again. 🤔



  • Registered Users, Registered Users 2 Posts: 34,414 ✭✭✭✭Penn


    There is definitely a lore reason to explain the AI of the general grunts in the game, both through the enemies knowing they're in a loop and there being no consequences (so it doesn't really matter if they live or die as they'll come back to life the next day), and a lot of the enemies are drinking/drunk due to the hedonistic lifestyle they're living due to being in the loop.

    I would say that counts as Arkane using the lore of the game to explain the enemy AI. Either way, I think it stands that just because Arkane explained why they balanced it that way, doesn't mean people can't say they think the balance is off. Even small changes like when you override a turret, if enemies took cover or tried to flank or grenade it more, rather than running right in front of it and shooting at it.



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    I really don't think you need more than 2 hours to come to the conclusion the AI is lacklustre. It's really obvious. My friend had only gotten the game the day before so hadn't that much time to play it. I was just messing about in a snowy area and a kind of a city bit. I just wanted a feel for the game so wasn't paying attention.

    As for Alanah, I dont want to belittle the point she is making making because it's equally valid but I'd you want to bring up credentials Alanah isn't a dev. She is a writer for Santa Monica. Ive finished a game design course and had a project published and I was brought on to that project because nobody on the team knew how to do the AI for it. Wasn't exactly fps AI code but I did a state machine got character pathfinding.

    As for arkane 'forgetting' to code AI, it would be stupid to claim otherwise. Most balance and issues that crop up in games aren't because the devs are incompetent but usually due to publisher and release pressure. No game is sent out complete. If anything it's more than likely they ran out of time and balancing the enemy AI took a hit.

    Also just last night Jim Sterling came out with a review and said that the AI was explained by lore.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    I think you've entirely misunderstood the point.  We're not discussing whether or not the eternalists being hedonists is the reason for the dumbing of the A.I. We're discussing the fact that the poster said the dumbing down of A.I. was not intentional by Arkane and that Arkane, in response to the criticism about it, are now using the eternalists behaviour/lore to cover up this A.I coding error. But as we have clearly established, Arkane never actually said this and therefore the poster's original assertion that Arkane are trying to deceive players by using the lore as an excuse to mask a mistake is demonstrably false. 

    What we have clearly established is that this is some people's interpretation of why the A.I. are dumbed down and whether they are wrong or right these people do not work for Arkane. Yet the poster was saying Arkane Studios said this. However, when asked specifically for a quote where Arkane Studios said this he tried to pass a random journalist's think-piece off as Arkane's own. When asked again to produce a quote from Arkane Studios the poster could not, and then admitted they were just parroting what he had just seen on twitter. Always a trustworthy source, as we know...

    Again, I must stress, whether there's a lore explanation for the "dumbed down" A.I. is irrelevant; that's not what we're arguing here.  What we've actually been discussing is that the poster said Arkane Studios confirmed this and are using it as an excuse to mask a mistake but could not produce evidence from the horse's mouth.

    The lesson is one needs to be careful of outright lying and spreading fake rumours to prove a point. If one has an opinion by all means express it but don't put words that haven't been said in people's mouths.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    "A city bit"  🤔 Oh yes, the "snowy area". Such highly descriptive terms... that can easily be viewed on YouTube and marketing screenshots. Indeed, for many games we don't necessarily need more than 2 hours to come to the conclusion about A.I. but what we do need is to actually play the game.

    Oh, you're now saying game dev writers aren't developers? 🤔🤔🤔 Is that right???  Let me get this straight: You finished a game design course that apparently taught you that game dev writers aren't developers? Is that right??? May I introduce you to some quotes from, bear with me, developers:

    "I don't know wtf thinks writers/narrative people aren't devs, but that's completely ignorant of how games actually get made. I can't believe this even has to be said. I work with writers and narrative folks consistently throughout development, from preproduction to ship. They're involved in dialogue recording, implementation, quest/mission text, in-game readable text, subtitles, all of it." - Mark Kilborn, Forza and Call of Duty sound designer.

    https://gameworldobserver.com/2021/09/13/game-developers-on-why-everyone-from-writers-to-hr-and-designers-should-be-considered-devs

    Evidentially, according to this developer and other developers in that article, if one is developing a game they are a developer. It's why they appear on the end credits of games on the development team which, by the way, includes the writers. Who are developers... 

    Indeed, whether or not you agree with Alanah that the A.I was intentional or not is a discussion...but that's not our discussion. We are discussing the fact that you said Arkane said that the "dumb" A.I. is due to lore reasons/eternalist behaviour and are using that as an excuse to mask A.I. coding errors. And yet you have not been able to produce any evidence of Arkane saying this.

    Yes, I watched the Jim Sterling video last night. It's a great video about how pre-order bonuses can break a game. Steph's, as they go by now, comment about "narrative justification" is, once again, Steph's interpretation but Steph, much like James Troughton, much like Eurogamer, much like the "people you follow on twitter" does not work for Arkane studios. You said Arkane Studios said that the A.I. is dumbed down due to lore reasons/eternalist behaviour and that this was their lie to mask A.I. coding errors and yet, once again, you were not able to produce a quote from Arkane Studios actually saying this, and you've still not been able to produce a quote from Arkane Studios saying this.🤔



  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,036 CMod ✭✭✭✭Retr0gamer


    Well you can choose not to believe that I haven't played it if you want as it's suiting your confirmation bias. I remember getting killed by someone that locked me in a gas chamber. I know I did.

    As for what a writer does as part of a game dev team, they do a lot but they aren't coding and definitely not coding AI systems.

    I've also answers your last question already but you keep at it. I already said I'm making assumptions based on the evidence I saw. Same as Alanah. I won't find a quote from Arkane, I explained that but I also don't need one for analysis.



  • Registered Users Posts: 2,307 ✭✭✭The Phantom Pain


    Interesting. Let me pick your brain for a moment: would you believe one who contradicts oneself from post to post with inconsistencies in one's stories about how much one has played or how much the proverbial "friend" has played while evading questions about what one has played before finally answering said questions only to respond with, "I don't know."?🤔

    Interesting. You have only now, after several posts of me asking for specifics, mentioned the gas chamber puzzle which is one of the game's many secrets that, again, like anything from Deathloop can be viewed on YouTube. The curious thing is, Retro, you who claims to have played 2 hours of this game that your friend wasn't very far in, that in order to encounter this secret gas chamber you would have to be far in the game and know the map very well seeing as it's a secret so hidden that it looks like it's out of the bounds of the map to the point where many people won't actually discover it. 🤔🤔🤔🤔🤔🤔

    Indeed, the writer may not be coding. But that's not what you said. You said that game writers are not devs. You said, "As for Alanah, I dont want to belittle the point she is making making because it's equally valid but I'd you want to bring up credentials Alanah isn't a dev. She is a writer for Santa Monica. " 🤔 And yet it is obvious to anyone who has worked in game development or done game design courses that game writers are developers since they are involved in the development of the game🤔

    Interesting. Originally in post 190 of this thread you said that you can't find evidence of Arkane saying this. Now you're saying you won't find evidence of Arkane saying this. Would you like me to remind you of your exact words? Here ya go: "As for the second point I said I couldn't find anything from Arkane when I went back to look."  🤔



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