The All-Seeing AI: Difference between revisions

no edit summary
(update links)
No edit summary
Line 112:
** In ''[[Operation Flashpoint]]'', this trope is inverted for the effect "the AI sees perfectly through the night". Any AI soldier (except those wearing [[Night Vision Goggles]]) has his aiming and vision capacity very handicaped in night time... even when standing in a well-lit town or under a clear and starry sky (where a human player will see a lot better ''without'' [[Night Vision Goggles]]).
* ''[[Battlefield: Bad Company]] 2'' has this as a moderate problem in the campaign. Any time there is something obstructing your view, it is basically non-existent to the AI. Dust? They see right through it. Snow? Fat chance that'll slow their snipers down. A SOLID CONCRETE WALL!? Haha, they know exactly where you are at ALL times, and if you try to hide there and regenerate your health they'll immediately pull out an RPG and ''break the wall down''. This makes certain sections FAR more difficult than they should be.
* A video-yet-not-video game example comes from ''[[Re BootReBoot]]''. Whenever put into a game, Bob is able to use [[Do-Anything Robot|Glitch]] to scan the game and tell him every facet of the game he otherwise should not know. In short short, Bob (the computer) is a cheating bastard.
** Perhaps as a nod to this, one of the most frequently used Glitch powers is a scanner pinpointing the exact location of the user (i.e: the human player) and his progress.
* In ''[[Fire Emblem]]'' games, (6 to 10), on fog of war maps the enemies will know where you are. Always. What makes this even more frustrating is the fact that if the player runs into an enemy (in a space they cannot see) the character that was moving cannot perform any other actions for that turn. Enemies can charge right into your characters and attack anyway, crossing this into [[My Rules Are Not Your Rules]].