Artificial Stupidity/Video Games/Action Game

Everything About Fiction You Never Wanted to Know.


Examples of Artificial Stupidity in Action Games include:

  • Enter the Matrix has three driving levels. If you play as Niobe, you get to be the driver while Ghost takes shots at the enemy vehicles, and if you're playing as Ghost you get to be the gunner while Niobe drives through the level. The problem? Apparently the AI-controlled Niobe completely flunked out of driving school, because she can't go five seconds without crashing into something and more than likely getting stuck (this is most aggravating in the final driving level, where you're trying to escape from the Twins, who are following after and shooting at you, and are also completely invincible.)
  • In Saint's Row 2, pedestrians will often jump to one side if they think they player will drive over them. However, at least as often as not, they throw themselves headlong onto the street, where they're likely to get run over by another NPC driver, or by the player if he was only barely on the sidewalk or if he was only taking a brief detour onto the sidewalk.
    • There are also certain roads that cabs seem to have... trouble with. More specifically, they become, to borrow Yahtzee's phrase, 'pants-on-head retarded'. The cabs tend to spawn at the end of a long, straight road... then turn around and start driving off in a random direction, taking the longest possible route to get to you. If they don't just explode. Or sometimes they'll spawn, but, for some reason, immediately shift into 'normal' NPC cabs which you can steal, rather than ride in. Also fits as a Good Bad Bug.
    • Airplane pilots seem to be a panicky lot in SR2, too. Shoot them once (with any gun) on the runway (which is the only place to really find NPC airplanes), and they'll immediately veer off the runway and crash into the closest bit of scenery, usually exploding in a giant fireball.
      • When you attempt to steal a vehicle that is also on your junkyard list, not only will the cops psychically know and immediately pounce on you, but the driver of said car will invariably panic and veer off the road in a random direction. The chance that this mad dash across pedestrian zones and off cliffs ends with the car despawning, crashing into a semi or disappearing into the ocean is proportional to the length of time you had to wait for it to show up in the first place. Oh, and if he hits something black and white and blue then you get wanted stars. It seems the only way to steal a car on your junkyard list without dealing with this is by shooting the driver.
    • Get a police car, drive on the rightmost lane and activate the siren. Cars in front of you will turn onto the sidewalk to avoid you. Cars in the middle lane will turn across your lane and stop there. For additional fun, try this on a highway bridge and watch the semis run the civilians off the road in their dash to get out of your way.
    • The nuclear plant island should never be navigated by car. It is crammed with security vehicles that will do things like accelerate at high speed out of a side street and plow into you, rear-end you when you stop for a red light, or run over a pedestrian and proceed to chase you for manslaughter. It is virtually impossible to spend longer than a minute in this area at the wheel of a truck without getting wanted stars.
  • Space Pirates, in the stealth section of Metroid: Zero Mission, will raise an alarm and mercilessly chase you if they spot you. However, you can cause them to call off the alarm if you can keep them from spotting you for a short period of time (or going to a prescripted area to shake the heat). This is despite the fact that you are the one solely responsible for the destruction of their leader not three hours ago and you are now unarmored and vulnerable. It's also worth noting that the shots they fire at you will kill each other if you can line them up right.
  • In Castlevania: Dawn of Sorrow, you eventually encounter a human boss who can use any power used against him, but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm.
    • Sadly, his Knife is even MORE puny then his new Tongue attack. His power could be a Game Breaker anyway if he had any actual control over it.
    • Use the Student Witch attack on him, so that he spends the remainder of the battle trying to throw cats at you.
      • This is actually a bit of a Guide Dang It, since the game never tells you about the trick outright (sure, he visibly steals his primary attack from a Malachi, but there's no indication it's automatic) - and if you don't know it, the fight is tough. (It's also tough in Julius Mode - turns out that power works on subweapons, too. Sure, you can give him Yoko's "power palm", but if you forget about it and hit him with an axe?)
  • The enemy AI in the Armored Core games, especially on the PS 1 and PlayStation 2, are capable of truly staggering feats of incompetence. Choose to fight AC's in the right arena and they will:

A) Attempt to get at you by futilely trying to phase through solid matter.
B) Attempt to get at you by futilely trying to phase through solid matter while emptying all of their weapons into a 10 meter wide concrete wall.
C) Attempt to get at you by futilely trying to phase through solid matter while emptying all of their weapons into a 10 meter wide concrete wall and somehow killing themselves.
D) All of the above

    • They have also been witnessed boosting out of the combat area for no reason, giving the player the victory by default. As you can imagine, there are myriad ways of rapidly climbing the arena ranks by exploiting the stupidity of its inhabitants. But the real problems start when From Software, rather than attempting to program better AI, decided to compensate for the computers' stupidity by giving the AI controlled ACs capabilities that far exceed what is possible, or sane, and in Armored Core 2 even equipped the AI with parts that didn't exist.
  • In the stealth sections of Batman: Arkham Asylum, the Mooks rarely ever bother to look up. It's a little bit more frequent in the harder difficulty levels, but still.
    • And then there's also this.
      • They also have no periphral vision whatsoever, except for the insane inmates who have a perfect line of sight.
      • If it wasn't for their constant conversations, you'd assume they were all deaf, too, given you can stick one of them in a Dragon Sleeper (complete with barely muffled groans) with their buddy none the wiser ten feet away.
  • The guards in Assassin's Creed will sometimes throw you off a high ledge, then jump down after you. You can survive the resulting falling damage. They can't. In 2 you often lose thieves to the idiots trying to keep up with Ezio and jumping from too high or failing jumps.
    • The Multiplayer Tutorial AI dummy in Assassin's Creed Brotherhood won't care if the player approaches him in an unusual manner, and will only jog away from the player if a chase is activated, never sprinting.
  • Grand Theft Auto: San Andreas features pretty solid AI in most cases, but it breaks down in some areas. On the freeway, the AI can't seem to handle the speed at which it drives, resulting in a lot of accidents, even with no player intervention. If the player stays put long enough, massive pileups and riots inevitably occur and don't end until the player leaves the area.
    • Civilian drivers are actually dumb cars-on-rails until nudged, shot, or otherwise "awakened", at which point they become truly AI controlled and subject to proper physics (almost certainly for performance). In places, the map's "rails" seem to be set up wrong, and vehicles either accelerate or turn well beyond their actual capabilities, or outright spawn facing the wrong way then tween into place. Freeway pileups are usually a result of "rail" and "true" vehicles interacting badly.
      • A similar sort of thing seems to happen in areas with particularly steep hills, especially San Fierro. And it. Is. Hilarious.
      • Also, pretty much every car that needs to make a right turn, is going to do so from the left lane, and vice versa for left turns. And that seems to be the most basic rule for the game's driving AI, but apparently it wasn't. It seems like the only realistic thing the other drivers do in the game is to high-tail it out of there when if they hear gunshots.
    • If you engage in a gang war, sometimes the enemy gang members will run down to the end of the block just to do a U-turn and run on the other side of the sidewalk. Sometimes this ranges to being miles away from the actual war zone but if the game is savvy enough, you're rewarded with the next wave or getting the area. Most of the time though you're stuck waiting around for them to come back because if you try to leave, the game pressures you to stay there.
    • Cops who in no way can get to their original car, will usually run out onto the street and jack a civilian's car and drive off in that. Or more hilariously, a fellow officer's car.
    • Dubbed the suicidal photographer, this fellow stands at the edge of a cliff taking pictures of the city nearby. After he's done he just walks in a straight line into the water and dies. This happens everytime.
    • Emergency vehicles make no effort to avoid civilians and will usually run a lot of peds over just to save one. Aggrevating when it runs over a mission important NPC.
    • Unlike the previous games, San Andreas averts Super Drowning Skills, and CJ can swim. However, this isn't extended to anyone else, and if you have a Wanted level, there's no end to the line of cops that will jump in to get you and immediately drown.
    • It is not just San Andreas, either. Much of the Grand Theft Auto series has apparent Artificial Stupidity, though at the same time, much of it's ambiguous whether it was a matter of programming or of deliberate portrayal. Grand Theft Auto II features fellow carjackers who drive into cars already on the verge of exploding, civilians who run around in circles when a tank is driving through an alley they are in, and cops in a vehicle running over cops who are pursuing you on foot. However, given the nature of the GTA series, one should not rule out the possibility that they are portraying people that way on purpose.
    • Planes are also tied to 'rails'. This frequently makes them disregard tall buildings, trees, hills or other particuarly tall objects.
    • NPCs who are falling into the water know how to escape their vehicle and swim, but fail to grasp the concept of finding a staircase or beach to exit the water. They mostly waddle uselessly next to a ledge.
    • NPCs often crowd around scenes of carnage. This would happen even if the scene involves a flaming vehicle which might go off at any minute.
    • NPCs on fire never have the ability to stop, drop and roll that the protoganist has. They often just run around until their health runs out and dies.
  • In Metal Gear Solid 2: Sons of Liberty, the guards provide a fairly solid challenge without going to brutal measures to catch the player (difficulty dependant of course). However, patrolling guards when not faced with a left turn, will ALWAYS turn to the right including when they are simply turning around. This effectivly means that the player can stand next to a patrolling guard and not be seen, providing he always stands on the guards left side.
    • Which is far from the worst or only problem. For instance, you can shoot guards with tranquilizer guns, which mostly avert Instant Sedation except on Very Easy difficulty, but regardless of how long it takes, will cause the target to abruptly keel over with a grunt and start snoring. Other guards will find nothing unusual about this if they find a sleeping guard, and will simply kick them awake, even if they saw them keel over. This is particularly silly when you hit a guard who regularly sends status reports by radio (or interrupt a guard with a radio), and a group of armed soldiers come to investigate. After kicking him awake, one of the soldiers will radio back to report that there was nothing wrong before they leave.
  • In Dead Rising, it's not uncommon for Frank to be escorting a couple of survivors and, even though you've given weapons to as many of them as you can, for them to stand there calling for help while they're being eaten alive by zombies and doing absolutely nothing to defend themselves. This can be especially frustrating if you're handling a survivor that can't carry a weapon or if you yourself are in the middle of being attacked. This is even MORE frustrating if you were attacked while trying to help the idiot and you all die because said idiot will not even push the zombies (all the survivors are capable of pushing).
    • They also have no concept of retreat, and will stand there fighting off a horde of zombies, no matter how overwhelmed they get. Leading to the tactic of mashing the call button to make them move their sorry asses.
    • Also, don't give them a gun. Unless you like getting caught in friendly crossfire.
  • In Gears of War, Locusts (the main enemy in the game) are supposed to dynamically move around and take cover in response to your team's position. However, nine times out of ten, they will, in a pitched firefight, leap over the cover to reach a better place, leaving them horribly open for an explosive headshot.
    • In the sequel this was fixed, but the AI has even more pitiful failings; enemies will run straight into security lasers, clearly-visible proxy mines, a sentry turret's line of sight, etc.
    • When given an explosive weapon A Is will choose to destroy themselves. But only if you are not within range.
  • In Grand Theft Auto 3, random emergency vehicles will sometimes speed up the drive to the mafia don's house, slam headfirst into his garage door and continue to grind against it until their vehicles explode.
    • Everyone in Liberty City (apart from Claude) seems absolutely incapable of aiming a rocket launcher in any direction but down. And they actually seem to be aware of this, since if a pedestrian were to have a rocket launcher on them, they would run up to their target, and fire the rocket at the ground, killing both the target and themselves in the process. By San Andreas, this has been corrected so that pedestrians can fire rocket launchers at what is in front of them. *gulp*
  • In Transformers: Revenge of the Fallen: The Game, the enemies often have Ungodly Dodge abilities. However, this is often counteracted by their tendency to stand near gas tanks and then blow them up.
    • And that's not the end of it: in the rare occasion that you have backup with you, it will blindly charge into battle and be destroyed, thus leaving you to complete the mission by yourself, one hundred times more efficiently than if they were around to help.
  • Resident Evil 5 shows that we may have reached The Singularity. Its A.I. Is a Crapshoot. Sometimes it's great, picking off enemies with relative efficiency with reasonable choices in weapons. Other times, if you're laying claymore mines to set up a dastardly trap while fighting a big boss, the AI will quietly follow in your footsteps picking them up.
    • Sheva's AI reaches the pinnacle of stupidity in the first battle with Wesker. First she stands still and gets badly injured (or killed on the higher difficulties), then runs off to hide, then TRIES TO FIGHT Jill ALONE and, as a result, dies. If she's lucky enough to survive, then she'll try to link up with you, leaving her side of the fight unfinished and bringing a very dangerous combatant with her to help Wesker. You cannot complete this fight solo without hiding.
    • It's pretty much concluded that this was a lot nastier than just bad programming, that they intentionally made Sheva's AI unbelievably stupid to make the game practically unwinnable without a second player, which often requires a second copy of the game, second system, and online accounts.
    • In the very beginning of its predecessor, Resident Evil 4, there is a section of tripwire that will detonate upon contact with either the player or enemies. The pissed-off villagers apparently forgot who set the explosives in the first place, because they will run right into it and kill themselves if you position yourself right.
    • Also involving dynamite. On some occasions, if you get close to dynamite-throwing Ganados, they may rush at you and try to grab you. They may or may not have lit the fuse to said dynamite. They might also gesture and shout orders/alerts to their comrades, often standing among them with a sparking stick of dynamite. Of course, this and the above example make a bit more sense when you realize the Las Plagas is likely turning their higher reasoning capabilities into Swiss cheese.
  • The Mummy Returns is hardly a pinnacle of gaming history, and the AI Medjai shooting at you will often miss at super-close range if you run back and forth a lot, but the best is the boss fight against Ardeth Bay for Imhotep in Cairo, the second mission. After killing all of his Medjai guards, you can simply back him into a corner and mash the kick button, resulting in a never-ending stream of kicks to the head that Ardeth can never get past or block. Since you can't kill him and just have to hold him back until your train leaves, this makes the boss fight less of an issue than the health-draining cats.
  • Driver 2 Advanced really did stretch the bar at the time for the Game Boy Advanced. It was remarkably fluid despite the pixel count being lower than fifteen for particular sprites. The control scheme and driving performed decently for the extremely limited physics engine it was rooted to. But the catch here is, a felony can be really unpredictable unless you try and figure out how to piss off the police and blinking pedestrian sprites. Why is this stupid on the A.I.'s end? Particular illegal crimes such as driving on the sidewalk and stealing cars would occasionally become "legal" and no authorities will pursue.
  • In The Godfather, expect that pedestrians will somehow, in an attempt to jump out of the way of your car, instead fling themselves into your path. Especially annoying, when you consider that any contact between a moving car and a civilian, at any speed, is almost universally a One-Hit Kill.
  • In The Uncanny X-Men for the NES, one-player mode would saddle the player with a computer-controlled ally so unfathomably stupid that players found it most convenient to get the enemies to put it out of its misery.

The Angry Video Game Nerd: You could do better if you played the game blindfolded. That's no exaggeration.

  • In Grand Theft Auto IV, enemies will attempt to use the cover system just as much as you do. While most of the time, enemies will use this cover effectively, they do on occasion take cover behind objects that are not very good at deflecting bullets or won't cover them effectively. So, you may spy a supposedly highly-trained N.O.O.S.E agent take cover behind a stack of cardboard boxes or a fire hydrant.
    • The AI used in the street races drives like a blind moron on drugs. It usually ends up overshooting corners because it doesn't slow down in time, plows right into other cars instead of trying to dodge and occasionally even manages to veer off a straight road.
    • Fly up in a helicopter with a high wanted level. Hover over a body of water (the ocean next to Francis International is a good example), and watch as the police attempt to pursue you. They seem to not understand the concept that they can not drive their car up to you, or that there is an ocean in the way. After a few minutes, half the local precinct will probably be bobbing about in the water like corks.
  • In the first Tenchu game, you can swim but your enemies have Super Drowning Skills. They apparently don't know this, because if you are spotted by an enemy you can simply jump into water and watch them follow you in to drown.