Most of the enemies died when being shot, but on the off chance that an enemy was just injured he could limp off until he found someone else to help him fight. A couple of tricks that we saw the AI pull off were to run for cover when injured or to seek cover behind objects while in a firefight. And every trick will be needed since the AI has been enhanced here. To use this cover, the soldiers can now peek out from behind an object and shoot at the same time. The uncomfortable feeling of a jungle that felt like a large hallway with lots of ferns in Vietnam there are instead more open areas where it's crucial to find some cover. Instead of the occasional diversion that was in Vietnam (the game, that is), Global Terror provides many different spots where there are a few different choices of which way to go. And those backpacks are getting to be carried through larger spaces that provide more options than before. And we had to agree, those backpacks sure looked good. The engine has been completely rebuilt from scratch and, as the PR likes to point out, there are now more polygons in the backpacks of the soldiers than were in the entire character models from the previous games. ![]() When we last saw Global Terror we were introduced to the new graphics engine and the bigger environments.
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