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End Of Abyss Patch Fixes Most Of My Complaints Just One Day After Launch

End Of Abyss Patch Fixes Most Of My Complaints Just One Day After Launch https://ift.tt/U0BcyLq I spent a few days playing Section 9 Interactive's creepy metroidvania and writing my End of Abyss review , and ultimately concluded it was a fun but inconsistent experience hindered by a few particular issues. Now, just a day after it launched on PlayStation 5, Xbox Series X|S, and PC via the Epic Games Store, the studio has already cleared up most of those issues with a newly released patch . If you missed the review, my main concern was how the in-game map would sometimes share incorrect information, like telling me a door was locked when I had unlocked it, or failing to signify when I'd found the key to a particular door. In a metroidvania, this means a whole lot. End of Abyss is a game about exploration, including lots of backtracking via roundabout paths, so when I'd plan long treks across the world based on a faulty map, it was really frustrating to find out too late ...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

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