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mjk45 said:
KLAMarine said:

I should add Naughty Dog did not have to choose between breaking immersion and frustrating the player: they should have learned from Resident Evil 4 and how that game handled escorting Ashley or how Freedom Fighters handled allied AI. If you haven't played either of the two, I highly recommend both games.

ND should have put ellie and tess in a barrel ,

I remember ND talking about the AI in an interview and they  while acknowledging the problems, said that after playtesting different variations to the  way AI versus player and the role of npc's played out and taking into account the stealth factor decided that having the npc not being noticed  lead to more of a player focused combat/stealth gameplay ,  not withstanding it's faults was the closest of the different routines to giving them what they wanted , they also mentioned that they knew the AI  designed to hide while still being close to joel didn't always work  but it was still the best fit cosidering they couldn't continualy change it.

ND should have just made them stick close. When Joel's running, the companions are running. When Joel's hiding, companions are hiding. Too often Ellie will venture out on her own to find her own hiding spot at which point the chances of her bumping into enemies without consequence becomes greater.