I saw enemies adapting to changes in their ecosystem and weather conditions (which now cycle through seasons that change as you progress). But the teases I saw filled my mind with dozens of possibilities. The developers explained to me that certain enemies with leadership qualities can influence the decisions of others, even promoting ideas in their ranks like religion, and that each individual has their own tastes, desires, and proclivities.įrom my small taste of Sons of the Forest, I didn’t really get a sense of how deep this system is and how much it’ll affect your experience. It was clear to see that the enemies' “brains” were not only following coded rules but also adapting their thoughts based on external influences. ![]() I saw enemies consoling their fallen friends, changing their clothes depending on weather conditions, and even trying to destroy my newly erected home when my back was turned. But in Sons of the Forest, some foes would be extremely wary and interested in just watching what I do, while others would charge in aggressively, only to back down when things didn’t go their way. Particularly in first-person horror games, enemies generally have two modes of behaviour: patrol and attack. It felt like my enemies were thinking and making active decisions based on not only my actions but also their situation and environment. On our expeditions we came across several groups of enemies, ranging from clusters of cannibals to mobs of monstrosities, each demonstrating their own impressive decision-making abilities. The AI improvements aren’t limited to just companions though. They compared her instincts to that of an elusive and independent cat, which stands in opposition to Kelvin’s loveable and obedient dog. She quickly scarpered once I approached her and definitely had a more skittish sensibility than Kelvin, but the developers told me that she can eventually be recruited and will become attached to you over time should you be kind to her. During my playtime, I caught a glimpse of Virginia, a mutant with three arms and three legs. You’re limited to one Kelvin per multiplayer session, so the dream of a legion of Kelvins can’t be fulfilled, but the developers assured me there are other companions you can find as you progress, each with their own unique AI. And if you decide you’re not interested in having a worker bee along for the ride, you have the option to disable Kelvin in the most realistic way possible: shoot him in the head and you’ll remove him from your session, permanently. He’ll also become upset if you treat him poorly, which makes him less productive and thus decreases his value as a companion. ![]() He sits down to rest when he gets tired and seeks water when he’s thirsty. Kelvin has a mind of his own though, at least to some degree. This affords more time to either sculpt a masterpiece, or plough forward on the cannibal killing quest. Not only will Kelvin somewhat provide company for solo players, but he offers helpful, time-saving resources even when in a group, putting a significant dent in the busy work of survival games. I’d regularly turn around to find a fresh pile of logs at our disposal, with Kelvin already on his merry way to collect more. ![]() There was a huge benefit to sending Kelvin off to find resources while my co-op partner and I focused on designing our structure. During my hands-on, the value of having an AI companion was immediately noticeable.
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