FEAR 2: Project Origin Talks AI
Written by John Walker on December 2, 2008 at 2:00 pm.

I wonder how we’ll look back on this period of development, once we’ve got AI in games that’s likely to talk us out of the gunfight and to join its uprising against their developers. As games make stumbling progression, inching ahead with improvements for enemy behaviour, we’re still getting excited when we throw a grenade at them and they don’t pick it up and try to eat it. In the latest FEAR 2: Project Origin dev chat, below, Matt Rice and Nate Cleveland proudly explain that the AIs respond with a display of emotion when they catch on fire.
And good. These little steps are significant. I’m really excited to see if the AI will live up to the boasts in the game. But I do think we’ll look back and laugh.
Related Stories:
- Demo Impressions: FEAR 2
- “The Solution To Everything You Fear”
- Wot I Think: F.E.A.R. 2 Project Origin
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Jonas says:
Deus Ex’s AI responds with a display of emotion when it catches fire, and DX’s AI was shite.
December 2nd, 2008 at 2:11 pm
My dog would totally try and eat the grenade but he is pretty good at displays of emotion… I wonder how he would respond to fire?
December 2nd, 2008 at 2:29 pm
Much of what they were talking about was ANIMATIONS, not AI. It doesn’t really require great amounts of artificial intelligence to jump over objects fluidly. Didn’t seem that impressive otherwise either.
December 2nd, 2008 at 2:32 pm
Jumping over stuff is also a pathing thing. Doesn’t really please if the AI can jump over objects, but needs seconds of pathing to do so.
Anyway, these programmer chats really don’t do it for me. Rarely do the programmers really sound like they really want to do this, and thats when half the time in the video you have to watch programmer heads moving their lips. What’s that about? I mean, however smart and cool these people are, if you cut a trailer to impress the gaming crowd, either do more programmer heads and make us bond with them by not cutting the video like a moderately professional infomercial, or do less programmer heads and more picture/voice to show off the thing you want us to buy.
December 2nd, 2008 at 2:41 pm
Is a response to catching on fire really a new thing? No. No it’s not. If you want to show us how good your brand spanking new AI is just show us a few minutes footage of the game. Don’t quote marketing crap at us. It’s not as if anything they mentioned at all was particularly new/impressive.
December 2nd, 2008 at 2:49 pm
Blood had enemies respond with a display of emotion when they caught on fire (It burns! It burns! Aaaaaaaaahhhh!!), and that was over 10 years ago.
What exactly is new and significant here?
December 2nd, 2008 at 2:58 pm
As a player, I wouldn’t be surprised if the AI ran behind cover and threw a grenade at me. I’d expect it. To hear that the developer is surprised by this behavior… well, it makes me think they should have spent less time hawking for the cameras and more time converting scripted behavior to actual frakkin’ AI!!
December 2nd, 2008 at 3:07 pm
While the fire part was quite stupid, when you stop and think that most games today still don’t have as good an AI as the original FEAR had, I have no doubt that the AI in FEAR 2 will be equally as impressive as I remember the first being.
And you can say what you want about things like running behind cover and throwing a grenade being an easy thing that you would expect as a player, but how many games?
December 2nd, 2008 at 3:19 pm
@Downloads_Plz: Really, though, is that AI? The handful of FPS’s I’ve played in the last half-dozen years featured enemies taking advantage of cover–sometimes comically ineffective, sometimes forcing me to get creative. So, they added a “throw grenade” action. They may be making leaps and bounds that will appear in the game proper, very possible, but hopefully the shallowness of the video doesn’t betray the shallowness of their improvements.
The player runs in one direction and the enemy accommodates? How many games?
December 2nd, 2008 at 3:36 pm
We talked about F.E.A.R. AI briefly in the RPS-Steamgroup chat last week if I recall correctly.
I suspect AI will be not more than a complex scripting system, things like “jumping in water, when some is nearby, when on fire” and “using movable cover, when movable cover is nearby, and walking with it” is a step forward in terms of surprise and impressive behavior when experienced first hand in the game, but not a leap in any means – But what would a “leap” be, anyway? Maybe some way of procedural AI that learns? Probably something like that.
Or wait, I know: A sentient being, inside my shooting game. Yeah right.
As I said in the chatroom, I was as impressed with how F.E.A.R.’s enemys behave in combat as the next guy, but a little disappointed finding out that it’s basically “just” an elaborate searching-cover system in the AI and the clever thing about was the level design supporting this system. (At least that’s how I understood it. I’m sure it’s a lot more technical and fancy sounding. Feel free to correct me If I’m emberassingly wrong.)
It was not the game I was disappointed with though – It was more like getting a magic trick explained to you which, while intriguing, takes the illusion away.
The one person guy there saying that he is constantly surprised by the game, probably bullshit, sure. He of all people will know what exactly makes it work like that.
My point being? I don’t even know anymore. Something like, the experience counts, yadayadayada, faceless PR drone just doin his job, blabla, mildly optimistic about this etc., at least not as bad as the legendary trailer.
December 2nd, 2008 at 3:44 pm
MGS2 has the best AI emotion ever.
Mainly because I liked shooting their trigger hand, their opposite leg, and then taking out their radio and watching them hobble around like wounded pandas. I’m evil lol
December 2nd, 2008 at 3:49 pm
“we’re still getting excited when we throw a grenade at them and they don’t pick it up and try to eat it.”
…which is what they do in L4D, and that is pretty exciting too in a “how many can I splatter at once” way.
December 2nd, 2008 at 3:57 pm
Hmmm, the internets are cold and aloof today it seems.
Isn’t Half-Life (specifically the goddam Marines) the pinnicle of AI still? (Gears of War is quite good too – at least the 360 version)
December 2nd, 2008 at 3:58 pm
Elyscape says:
I don’t know about you guys, but I find that, whenever someone throws a grenade near me, I instinctively run over to it and try to eat it. It doesn’t tend to end particularly well.
December 2nd, 2008 at 4:09 pm
Half life marines were badass, but FEAR AI was good, it was the first time since a while when I had actually to really pay attention to my flank and had to restart quite a lot of fights because I didn’t notice one of those guy creeping behind me.
The only problem is that slow mo made the game a little bit to easy sometime, but it was great to nail a few guy to the wall and see the last one running for his life screaming “sh**” in his mic….
December 2nd, 2008 at 4:21 pm
And even Half-life’s AI still needs a lot of direction, you need to place info_nodes all over the place so the AI can quickly and effectively find there way around.
I dont think there has been a lot of pressure for producers to make a better AI, because most people dont care about it.
December 2nd, 2008 at 4:50 pm
@ sbs
All A.I:s in every game are scripted, and it will remain as such until we can create a thinking machine.
December 2nd, 2008 at 5:27 pm
I think having monster closets and enemies spawning behind me really ruins the flanking dynamic. I can’t tell if that faceless drone really pathed all the way around the building to shoot me in the ass, or if his clone brother just spawned around the corner.
December 2nd, 2008 at 5:33 pm
manintheshack says:
Hmmm… I’d assume that they were talking bollocks if the first one hadn’t been so good…
December 2nd, 2008 at 5:37 pm
I’ve never played a game where the badguy picked up the grenade and eat it, and now that I think about it its an AI trait that is needed badly. Right must get on and put that in my games.
December 2nd, 2008 at 6:15 pm
I really have difficulty being impressed with AI when I can still think of it as AI. When I could, even if it required a little imagination, believe that I’m playing with real people then I’ll be impressed.
Also all the stuff they mentioned is actually less true AI. They have decided that when moving cover is near by they’ll make the opponents use it and so on. Were it any where close to AI the opponent would make some sort of decision and infact somtimes not use the cover.
Also AI doesn’t mean all the enemies have to be clever, the objective is normally to make them realistic and realisticly people make mistakes. If the AI made a genuine mistake (not just badly programed AI that acts like idiots all the time) that would go much farther to impressing me than “oh isn’t it clever it can hide round the corner and throw grenades at me.”
December 2nd, 2008 at 6:24 pm
I was impressed by Far Cry 2’s AI about 20% of the time. That 20%, they did a pretty good job of finding cover, using grenades when I hid in buildings to regenerate health (although they rarely threw them accurately) and flanking. The other 80% of the time, they “flanked” by running around me to a point 100 yards behind before taking cover or opening fire, set their own bases on fire with rocket launchers and rammed my stopped truck with theirs at full speed. I remember one time I realized I was being chased only when the pursuing truck ran straight into mine and flipped up and over it as I was getting out.
Needless to say, the original FEAR’s AI is still the best I’ve seen, even if it was all smoke and mirrors. Even if it doesn’t markedly improve on the original, FEAR 2 will still probably inherit that title.
December 2nd, 2008 at 6:48 pm
Can’t believe we’re talking about AI and no-one’s mentioned S.T.A.L.K.E.R yet. Granted it was patchy, but it was a damned sight more impressive than the usual sort of thing developers laud themselves for.
December 2nd, 2008 at 7:08 pm
Ixtab: the day the computer AI starts bunnyhopping around me in circles is the day I give up on FPS…
(R6V and SWAT4 AI’s pretty good as well – which is short-hand for – I get killed. A lot.)
December 2nd, 2008 at 7:10 pm
The whole grenade eating made me think that creating a really really bad AI would be great too. Right now early missions in FPSs are filled with a few weak enemies. Boring. How about filling them with a bunch of morons. Think of all the fun things they could do:
When you throw a grenade they’d run over to it and point at it like a Sim who just found a new chair.
They’d constantly shoot each other, or even hold the gun backwards and kill themselves.
They’d take cover on the wrong side of the object.
They’d forget to reload and just stand there “clicking” at you for hours.
Also falling off buildings, groups getting stuck in doors, dropping their gun and clapping when they actually hit you, pulling the pin and throwing it instead of the grenade, waiving at the player, etc.
December 2nd, 2008 at 7:23 pm
AI is really something developers should do more with. I think it’s really what makes Half-Life better than Half-Life 2. The HECU Marines were actually tough. They were fast, they were aggressive and you had to be on your toes to make it defeat them.
The other side is that you were given ways to exploit their AI in fun ways. Like trip mines… you knew they’d run straight through them and blow up. But also the detpacks you could set traps with and the snarks you could let loose on them. It’s like right alongside System Shock 2 where you can hack turrets to make them friendly or Deus Ex has tons of ways to play with the AI.
Half-Life 2 on the other hand gives you no real way to “exploit” the Combine. You just kill them in varying ways, just like BioShock gives you many options but they’re all a means to the same end.
December 2nd, 2008 at 7:29 pm
Leeks! says:
Man, reading John’s preamble made me think that eating grenades would be the terminally macho version of diving on top of one with your helmet to save your buddies.
December 2nd, 2008 at 7:39 pm
clovus: Excellent idea! I think upon getting injured, they should also stumble about like the Sumotori Dreams avatars. That plus Euphoria engine should make it a sight to behold.
December 2nd, 2008 at 7:40 pm
@sbs: I’ve always wanted to fight drunks, like Niko after he’s gone drinking with Roman in GTAIV.
December 2nd, 2008 at 7:46 pm
Half Life’s AI was surpassed by Thief’s almost immediately and it’s still something of a high water mark.
And yeah, Stalker and CS should get a mention. They do the odd weird thing and stupid thing just like every game, but after a while you realise you’re ignoring the fact that some squad is fanning out, moving from cover to cover and flanking you in a rather complex way and you’re just used to it.
How AIs react to sniper fire is always a bit of a stickler. And I don’t think anyone’s cracked AI detailed enough to make supressing fire actually work in a shooter without making it too easy. Maybe some game has?
Also, Vietcong has some of the scariest, sneakiest AI ever.
December 2nd, 2008 at 7:47 pm
Pfah, I don’t want ‘realistic’ or ‘emotional’ AI, I want functional, game oriented AI. Go play Halo and see for yourself. Each unit has very simplistic and obvious behaviour, yet because of that you really get to have fun with it. And of course a few different simple rules lead to complex interactions very quickly anyway, the real genius of Halo being the tuning of that to provide a shifting tactical landscape that really engages the player.
December 2nd, 2008 at 8:29 pm
“the real genius of Halo”
See, I never really got this bit…
December 2nd, 2008 at 8:39 pm
Erlam says:
“Needless to say, the original FEAR’s AI is still the best I’ve seen, even if it was all smoke and mirrors.”
With the exception of Stalker, I totally agree with that.
I’ve been bitching for years that we need to take a step away from graphic improvements and get back to the A.I., which is still basically as retarded as it was in Quake. Other than Stalker, all we’ve added is the ability to jump over/hide near something. Most of the time they don’t even go on the right side of things.
The problem is, consoles will severely hamper this. With in-order processing, smaller processors, less RAM, etc, it’ll be AGES before consoles can come close to what PC’s are at, even now.
December 2nd, 2008 at 8:50 pm
Erlam says:
“And of course a few different simple rules lead to complex interactions very quickly anyway, the real genius of Halo being the tuning of that to provide a shifting tactical landscape that really engages the player.”
See Player, Attack Player, Dodge, Attack Player, Dodge, Attack Player, Dodge?
December 2nd, 2008 at 8:51 pm
Thelief you don’t need a thinking machine you just need a decent genetic algorithm. Have it remember how you defeated enemies, or just what it itself knows then have it adjust itself based on the input.
December 2nd, 2008 at 9:02 pm
Personally, I laughed immediately. I’m sure they’re great guys, I’m sure they’re doing the best work they can under the constraints of time managment and direction. PR requires they speak so.
But the first time a developer says something like ‘the ai? oh, it’s as shit as you’d expect – has the audience got 10 gig core 2 quintabules? I think not. We spent it on the gfx, where we have to. But its a bloody blast man, you’ll enjoy it!’ I’ll buy shares in their company, nevermind the game.
December 2nd, 2008 at 9:16 pm
Looks like a fun game. I only played the demo of the original (and one of the apparently forgettable add ons). I reckon I’ll pick up the original when it hits Steam in a few months (Warner Bros owns FEAR now, so there’s a good chance it will join Lego Batman there).
December 2nd, 2008 at 10:47 pm
I think it’s also important to consider that AI in shooters is context-sensitive, particularly with the divide between open-world and corridor-driven games. Far Cry 2’s AI certainly had its weak moments, but maybe (for now at least) that’s a compromise we have to make for the luxury of free-roaming worlds.
December 2nd, 2008 at 10:50 pm
Hahaha! Thanks for this, it’s hilarious. The amazing goal-oriented AI with goals such as “shoot the player” and “player moved to the side, find him”. Unlike other AIs, it knows how to scream while on fire and how to walk while crouching. And it constantly surprises the devs how it sometimes throws grenades.
I love this video.
December 2nd, 2008 at 10:58 pm
Stalker has by far and away the best AI I’ve seen. Crysis isn’t bad either, but since you’re typically abusing the cloak you never notice it.
Fear never impressed me in the AI dept. I never saw any real flanking maneuvers or anything else that would have given me pause.
December 2nd, 2008 at 10:58 pm
Nashwan is dead on about Halo (1)’s AI. The way the enemies were designed forced you to play in a fun way. None of the enemies allowed you to backtrack or chip away their health slowly, whereas this is a valuable strategy in most games from that time period. The elites would retreat when their shields were down, drawing you forward, the jackals would camp, pretty much forcing you to flank, and the grunts would run screaming from you. It kept you moving forward.
I also have to give Halo kudos for having believable AI when it was fighting itself. In so many games, when you are watching opposing AIs fight each other, it looks completely fucking retarded and fake. When the aliens/your Marines/the zombie aliens/some robots fought each other it was epic (and unscripted).
December 2nd, 2008 at 11:20 pm
I seem to remember the developers admitting the AI for the first FEAR was largely a bunch of careful scripting to give the illusion of there being some kind of actual intelligence behind how the enemies act. Somehow guessing this won’t really be that different. When is Monolith going to go back to making interesting games? =<
December 2nd, 2008 at 11:52 pm
“I seem to remember the developers admitting the AI for the first FEAR was largely a bunch of careful scripting to give the illusion of there being some kind of actual intelligence behind how the enemies act.”
And for me at least, that illusion failed, it was an interesting idea but the moment I saw a soldier walk up to a very specific shelf and pull that down I got an instant feeling it was script triggering and not inherent AI behaviour.
That (unintentional) deciept was sufficient to put me off being interested in any further games based on the FEAR franchise.
December 3rd, 2008 at 12:08 am
What ai is IS a bunch of careful scripting. And it seems people fail to understand that. The ai in fear was amazing for it’s time and even now impresses compared to other games. It’s difficult to design an ai that will actively flank you and move around you in a three dimensional way rather than sit behind cover 20 feet down the road like in BiA or Cod. It’s much more difficult then you’d think it is and anyone commenting that it’s “just a bunch of careful scripting” doesn’t know how ai actually works. What do you think Stalker or Half-Life was? Have you ever designed a goldsrc map? If you had you’d understand that that’s all any ai is. Careful scripting and designing the level around it’s strengths.
December 3rd, 2008 at 12:12 am
What’s so great about STALKER’s AI? I’m playing it now, and it basically comes down to run to the tree nearest the bad guys, lean out from behind it, wait for the AI guys to get bored and leave their cover to come after you, then blast them when they’re out in the open and you’re half way behind a tree. It’s a fun game, but I’m not seeing anything noticeably impressive in the AI.
December 3rd, 2008 at 12:18 am
The problem is, consoles will severely hamper this. With in-order processing, smaller processors, less RAM, etc, it’ll be AGES before consoles can come close to what PC’s are at, even now.
Halo, Gears and R6V al have good AI and are all console games – Far Cry 2 and FEAR were ported to consoles.
I understand the AI on L4D works the same across the divide as well.
December 3rd, 2008 at 12:40 am
The Quake3 Bots – now that’s AI. Everything else nowadays is scripted & triggered stuff.
December 3rd, 2008 at 12:52 am
STALKER’s AI was good in some places, like for example that one building in the north of Dark Valley they used as a base, fighting in there was way fun and let the AI play around a lot.
Unfortunately under some situations the AI really badly faltered. One place in particular- the under construction building in Wild Territory, with the three mercs on top of it. If you approach it from the back, by Yantar, and get up the stairs to the second floor where they are without them seeing you, they’re stuck up there in a small area, with no way to maneuver. They end up just strafing back and forth, getting into view, shooting at you, then backing off. It looks silly. Even if they could throw grenades in STALKER 1, they couldn’t have gotten me, since the stairway has no walls or backing.
The real issue isn’t that they couldn’t decide how to attack me- the actual artificial intelligence was fine. The problem is the problem with most modern games- a lack of animated, scripted, working options for the AI to take. If those mercs could, say, roll a grenade underhanded. That would’ve gotten me. If they could’ve leaned down over the lip of the building, they couldn’t gotten me. If they could’ve worked together and charged me all at once, they could’ve gotten me.
Instead, as they were, every time I went to Wild Territory I had three easy pickings for weapons and ammo sitting ducks on top a building waiting for me.
December 3rd, 2008 at 1:43 am
From what I understand the hl1 grunt marines always knew the position of the player, no matter where you were. That’s how they nailed those grenade throws so well.
I know most people here consider Halo1 fucking retarded but I have to agree with the two other guys, bungie hit it dead on. They managed to create a pool of enemies that complete each other, from the flood to the covenant and the marines. And the fights between these classes always looked damn good, and to think how old the damn thing is…
A nice detail was how some overzealous marines would fire two-three shots at a covenant after it was dropped, shouting some meatheaded punchline…
December 3rd, 2008 at 1:54 am
@ clovus: “Also falling off buildings”
zombies do this sometimes towards the higher bits of no mercy in left 4 dead. it is most amusing. but what do you expect from zombies anyway?
December 3rd, 2008 at 2:17 am
Looks like someone gave a 10 second lecture on AI to the marketing department, and they got excited over a liquid lunch.
December 3rd, 2008 at 8:58 am
FEAR with colors? Good enough for me. I will (try to) never play a game with COD4-like artificial stupidity anymore. No matter how pretty. What kills most games for me is unlimited respawns and the fact that player tactics become irrelevant since the AI will always know where you are. Even Crysis AI which i found wonderful in open areas could not handle stuff like ummm walls. Developers have been unable to create AI that judges geometry in real-time. Not with the limited CPU time the AI guys are getting. I can only hope this will change in this era of multi-core, because, frankly i am getting a bit bored with enemies popping out of a room i just cleared and seeing bullets hit an indoor wall next to me , fired by some outdoor mob that can’t possibly know i am there.
December 3rd, 2008 at 10:48 am
JK2 had the best AI everever, and man was it keen to show it.
“Get behind him!”
“Flank him!”
“Run in a zig-zag!”
“No no! You have to climb a tree!”
“Jedis can climb trees too, you idiot!”
“Stay perfectly still! Their vision is based on movement!”
December 3rd, 2008 at 12:02 pm
This technology is unbelievable. I remember thinking back in the day the Doom had reached the pinnacle of game immersion, and that nothing could look or play as good ever again. How wrong i was! Seriously, i don’t even think HAL 9000 would scream if set on fire, and he was super smart! At this rate, we’ll eventually have games in which the enemy AI even emotionally responds to getting shot a thousand times. I don’t know, maybe by cartwheeling over backwards, or bleeding a whole bunch, it’s too early to say.
December 3rd, 2008 at 8:46 pm
dhex says:
not to too heartily defend the practice of putting producers in front of gametrailer pieces when they clearly shouldn’t be anywhere near the front of a camera, but part of it is a way to make sure your beloved assets (from a managerial point of view) are shown to be doing…stuff. and things.
as the belts tighten, combined with the relatively low cost of shooting this stuff, this kind of exposure will continue to be vital. largely horrible to watch, but important for those folks into job keeping and whatnot.
December 3rd, 2008 at 9:22 pm






I feel like replaying the first game now, but I still have too many new games to wrestle through…
December 2nd, 2008 at 2:04 pm