I don't see why the AI routines couldn't do that.XMark said:Yet another trailer that looks awesome but is probably scripted like crazy. I really don't believe that whole thing where he runs out of ammo, the bad guy says "I know that noise" and walks up, and then the girl throws something at him and the main character charges him. I highly doubt that arose as part of the natural AI routines of the enemy and the girl in that situation, or that the engine dynamically decided that the main character should slam the dude's face into the desk because of their exact position in the room.
Also, other games have done the dynamic-use-of-environment-in-combat thing. Arkham City and, of more relevance, Uncharted 3 both come to mind.
Couldn't they just have the "Look what I... what the fuck?" soundbite play when an enemy spots you?It seemed interesting how they incorporated very natural sounding dialogue cues into the brief lulls between bits of action, but there must have been some pre-determined scripting there as well.
That little bit of enemy talk near the beginning "Look what I f... what the fuck?" that was a fully recorded line meant to be interrupted in the middle like that, even though theoretically the main character could be hiding out of sight at that moment.
Also, it's perfectly possible to have one voice file interrupt another. Plenty of games allow you to interrupt enemies in mid conversation.
Yeah, that one looked way more scripted. I'm guessing the fisticuffs will be handled something like Uncharted 3, a sort of semi-brawler, semi QTE deal.And the way the fight with the last two bad guys went down did not seem to arise naturally out of gameplay at all. The attack movements and reactions were all far too specific when theoretically he could have approached that combat from any angle, or taken a more head-on approach without taking cover.