Saturday Soapbox: Loathing the Enemy

Tom's surprised that gaming's henchmen still fall below par.

Pretty much since I was a child, video games have been full of jerks. Donkey Kong? What a prick. Super Mario Kart? Full of jerks. I wasn't that familiar with the expression "climb a wall of dicks" when I was 10 years old, but if I had been then I would have directed it in Princess Peach's direction almost as often as I burst into tears because she pipped me to the line on Rainbow Road.

Things haven't changed. In the last few weeks I've completed Duke Nukem Forever and inFamous 2, and even though there's probably more than a decade between the "last modified" dates on their respective design documents, they are both full of jerks. There are jerks who fly around, jerks who burrow under the ground so you can't hit them, and jerks who sidestep just as you fire. In the last case, it's as though the developers recognised the fact that fine aiming with an analogue stick is a bit fiddly so they honed in on that particular enemy motion as a way of keeping their little jerky jerks out of danger. In fact I bet that is what happened.

What amazes me about all this, I guess, is that this is a creative medium which is almost always in the spotlight for putting out game after game about shooting things in the face, and yet even though it's more than 20 years since I started playing games I still can't play two of the things in a row without running into poorly designed or otherwise irritating enemies.

1

There she is. Always ahead, whether she deserves it or not.

It's not the fact that bad guys put up a fight that bothers me so much, but the fact that they seem to have been designed from the perspective of frustrating the player's progress. The ice ninja dudes you run into halfway through inFamous 2, for example, can spring a hundred feet into the air in a split second, usually just as you're about to land a killing blow. The only thing that this achieves is to make the player angry. "Hey! Why don't you climb a wall of dicks while you're up there, jerks!"

The reason it bothers me so much is that video game developers have gotten really quite amazingly good at almost everything else in those 20 or so years. Look at what else I've been playing lately, like Portal 2, a genuine video game comedy, and L.A. Noire, a troubling police procedural. As for inFamous 2, it may not be perfect, but it absolutely nails the superhero comic book ending, whichever moral path you choose, and if I play something for 20 hours and the last thing it leaves with me is a grin plastered across my face then I think we're getting somewhere.

2

This guy goes underground to escape your attacks. Nowt you can do about it.

So it doesn't make sense to me that we have people smart enough to solve engineering challenges like creating an interactive city from scratch, and yet they haven't noticed that it's irritating when your superhero has to hide behind bins half the time because he's liable to be shredded by the first ditsy henchman with a popgun into whose cone of vision he's unfortunate enough to trespass.

Nowadays developers win endless brownie points with the press and gamers when they come up with a neat way of enhancing our enjoyment in some way we hadn't considered - like Valve's ongoing background efforts to guide our eyes towards things we need to see without resorting to a clumsy "Something's Happening" button prompt, or Skyrim's nested menus that condense a lot of inventory management into just a few screens and clicks - so why can't our enemies be designed to complement our entertainment as well?

Splinter Cell: Conviction and Batman: Arkham Asylum are both examples of games that are already getting this right. In both cases the player-character is a silent predator with an arsenal of gadgets that allow us to stalk people and stylishly incapacitate them, and in both cases the developers decided that the rank-and-file bad guys should therefore be smart but generally dopey enough to wander into dangerous territory quite frequently. In Splinter Cell's case they even have the decency to howl hilariously repetitive dialogue into the gloom to help give up their positions, which is nice of them. SHOW US HOW YOU DID IT AT THE AIRFIELD, FISHER. They are food for the hungry jaws of sexy game mechanics and little more, and I kind of love them for it.

Then of course there's the Metal Gear Solid series, where not only are your enemies generally there to be savoured rather than chewed over unhappily, but even the bosses are memorable for good reasons most of the time. Who didn't gasp when they first figured out Psycho Mantis?

3

Not everything will be relevant.

So it can be done, and if any forward-thinking developers are reading this (and not grinding their teeth and wondering who the hell I think I am for telling them their business), then I've got a good starter checklist for things that I would personally like to see enshrined in enemy design from now on.

Here we go. First, does your enemy's health bar ever replenish itself at any point without warning? Then he is a jerk. Does he teleport behind the player? Then he is a jerk. Does he respawn when you exit and then re-enter the room? Then he is a jerk. Is he impervious to an attack that has worked on every other enemy in the game and only succumbs to an obscure tactic you vaguely mentioned in the tutorial and haven't asked us to think about for the last nine hours since? Jerk.

4

Dinner time.

Actually: wanker.

I love video games. I have been playing them since I could barely walk, I have made a career leeching off their popularity and it's beginning to look as though I will continue to enjoy and be amazed by them until long after things like the Daily Mail are dead, which is a nice bonus. But please stop filling them full of jerks. I will tell my children about Psycho Mantis. I will not tell them about that guy who burrows under the ground and pops up behind me. The power is in your hands.

Comments (36) Latest comment 10 months ago

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  • Timotei #1 10 months ago

    Like you say about Batman, he's a god damned superhero, you NEED to feel like you're in control of any given situation and it nails it perfectly.
  • redcrayon #2 10 months ago

    Was there a bet on to see how many times you could fit 'wall of dicks' into the article :-)

    Good read- I like games where your failures are your mistakes, rather than poor enemy AI. That way, when you make a mistake, you know what you did wrong and can change it next time, and usually I'll immediately give it another go, rather than going 'WTF?' ans switching it off.
  • Apaar #3 10 months ago

    I would add unfair/nonsensical enemy reinforcements to the list of annoying mechanics (and especially so when done in a particularly asinine way like in Dragon Age 2, for example).
  • Jonny5Alive7 #4 10 months ago

    This is a refreshing change for a Saturday. Totally know what you mean about games being jerks, there are some extremely frustrating ones around that create a lot of game rage!
  • hilts #5 10 months ago

    Great read - wholeheartedly agree
  • O11Y #6 10 months ago

    I don't know what cracked me up more; hitting the nail so perfectly on the head with your Princess Peach comment, or the sight of you languishing in down in 7th in the screenshot (behind Bowser no less, that staunch upholder of the rear guard) whilst your buddy is cruising up in 2nd. Haha! Personally I think it's her strange silhouette and placid facial expression which wind me up so much, but maybe subconsciously I'm just a massive woman hater?

    Great article, which I think is crying out for the forum thread "Most annoying enemies in video games".
  • KDR_11k #7 10 months ago

    Well, in Prototype you didn't have to worry too much about individual enemies...

    I find teleporting enemies only really make sense in horror games where it's important to keep the player confused and guessing since he'll be too strong if he always knows what's going on.

    Most annoying recently were those pox-mines in Dead Space 2, all they do is require you to slow down and spot them, actually getting hurt by them is extremely rare but they waste a ton of time.
    Edited by KDR_11k at 16/07/11 @ 09:45
  • DrStrangelove #8 10 months ago

    Hear hear.

    One particular example that came to my mind is Mario Kart 64. You know how enemies left behind will get extra boost to catch up? In Mario Kart 64, on higher difficulties, they also get a boost when they're far enough ahead. Then, you can't catch up, even with hundreds of stars and mushrooms and whatnot. There's nothing you can do, your best won't be enough. Also, of course they would just boost past you right before the finishing line without actually having an item. Not jerks, but rather massive antisocial cunts. That turned many a happy child into a bitter arsehole.
  • coolbritannia #9 10 months ago

    Is this replacing that cunt's saturday article?
  • metalangel #10 10 months ago

    @Tom: do NOT play Dungeon Siege 3. Palefang is perhaps the biggest jerk in years for me.

    In general, it's a mistake to either give enemies a "bullshit" ability that you don't have, or to make them obnoxious (the baddies who'd sneer "You lose!" when they killed you in ONI still get my back up just thinking about them), or have them clearly cheating with brazen speed boosts, catchup logic or other cheats.

    I wonder if that's why so many people love the Elites in Halo: they're honorable, worthy opponents. Contrast with the obnoxious Brutes, with their bullshit rapid fire grenade launcher.

    EDIT: Can I join in the applause for a great article. Much better than those ill-advised (and equally ill-informed) "Why I hate..." pieces.
    Edited by metalangel at 16/07/11 @ 12:37
  • persus-9 #11 10 months ago

    Can we add "do not spawn infinitely" to the list? It just always feels like such a BS move to me. I've been playing Just Cause 2 lately and the way a seemingly infinite number of soldiers are hiding in the woodwork of even the most remote radar station or mountain village is just so annoying. One of the things I loved about the original Far Cry was the fact there were a certain number of soldiers or mutants to deal with and with good scouting you could work out exactly how many and once you dealt with them then that was it. If when attacking an army base in Just Cause 2 I had the choice between killing everyone first and then blowing the place up or dodging gun fire constantly it would have been a truly brilliant game rather than just a very good one.
  • jablonski #12 10 months ago

    Great article.

    And...hooray! Captain Obvious seems to have been banished
  • Gastrian #13 10 months ago

    Post deleted at 17:56:43 13-04-2012
  • sweatyBallacks #14 10 months ago

    Who uses the word 'jerk' these days? Certainly not anyone in Europe. Better would be 'w*nker' or 'pr*ck'.
  • Shotofen #15 10 months ago

    This was so much better than a Rob Fahey article that it isn't even funny.
  • CaptainQuint #16 10 months ago

    Looks like this article is approved by the readers, but I personally thought it was a bit whiny, a bit inconsequential and pointless. Underdeveloped. Read more like an extended forum post than a front page opinion piece.

    Innovation is all hunky dory and great, but sometimes you just can't beat shooting things in the face. Or in the glowing red areas on a boss's limb joints.

    Can't be arsed with innovation for the sake of it, since most of the time it falls flat.
  • Jamiesan #17 10 months ago

    Add to this, enemies that spawn right behind you and immediately attack, even though you just checked that way and there was NOTHING THERE.
    I'm looking at you, Resi 5's Mercenaries mode.
  • Gastrian #18 10 months ago

    Post deleted at 15:13:16 09-05-2012
  • DarthMartious #19 10 months ago

    What bothers me more than cheap boss characters is poorly designed checkpoint systems. You know the sort: those that place the checkpoint at least 5 minutes before the boss encounter ensuring you have to waste another boring 5 minutes trudging through the environment just to have another go.

    In fact there is rather too much trudging through environments in a lot of modern games. It's almost as if you're on a quest to find something to do!
  • Gastrian #20 10 months ago

    Post deleted at 17:56:43 13-04-2012
  • Shikasama #21 10 months ago

    More of these, less of Fahey
  • DarthMartious #22 10 months ago

    @Gastrian

    Yep, those are pretty awful too. Generally I think checkpoint systems are pretty poor. I'd much rather games included the option to save when I want to save rather than when the game wants to.
  • arcam #23 10 months ago

    Was there a bet on to see how many times you could fit 'wall of dicks' into the article :-)

    It was a phrase that came up at the time of the whole "Fahey calls his readers white middle-class cunts" situation. If this article is replacing Rob's that is usually stinking up the front page on a Saturday, then the "wall of dicks" references might not be entirely coincidental.

    But anyway, a good read.
    Edited by arcam at 16/07/11 @ 17:36
  • stryker1121 #24 10 months ago

    @persus-9: The respawning helicopters in JC2 are even more bothersome than the endless waves of soldiers. Seeing the same hijack animation 100X got annoying fast. Prototype had the same issue.
  • number3son #25 10 months ago

    Infinitely re-spawning enemies. I'm devastated you didn't mention that at all. Where the game gives you limited ammo/power/mana/whatever, but will magical spawn an endless horde of bad guys until you are finally able to cross the magical "trigger" in the map somewhere. Horseshit. Lazy design at its worst - the developers are basically saying "Screw you if you want to take your time and approach the objective steadily and carefully, you either beat the game our way or die!"
  • Murton #26 10 months ago

    Rob, if you read this article, and you should, this is how an opinion piece should be written. You know, with an actual opinion and the reasoning behind it.

    Good read as always Tom. I'm inclined to agree with the more stupid enemy design elements that you outline but disagree with the enemies in Splinter Cell being good. As frustrating as some enemies can be nothing is worse than an enemy who just stands there and let's you despatch him without really trying. I like to play games for the experience and the challenge, and some games simply refuse to offer that challenge, even on so-called hard mode.

    I think practically invisible enemies and one-hit kill enemies have to top the list though, worse still are when the two things are combined. Codemaster's attempts at OFP spring to mind here, the game wasn't difficult or challenging, even on hardcore, just frustrating and annoying as you walk through a seemingly secure area only to drop dead to a single round to the face from nearly a mile away.
  • Architect_z #27 10 months ago

    I'd say Demon's Souls is a great example of decent enemy characters, each one feels like an obstacle, not just a henchman whos waiting to be slain.

    Great article, just what I need to read while I should be working. ^_^
  • schnide #28 10 months ago

    Infinitely better than any of Fahey's preachy faux-intellectualism. A good read.

    But don't hate on jerk enemies too much. Put simply it is annoying when enemies cheat a little, but then so do you. Can you imagine playing Halo or COD where every bad guy has the same ridiculous healing abilities as the player does? It'd take about three years to complete. These kind of artificial leg-ups compensate for the fact that you'll be able to outsmart the cannon fodder relatively quickly and they still have to provide some kind of basic challenge. I'm not saying it's always excusable, but it is often understandable.
  • coolbritannia #29 10 months ago

    A victory for Spartacunts everywhere.
  • king26 #30 10 months ago

    The Helghast AI of the last two Killzone games deserve a lot of praise in my opinion, they flank, flush you out of cover with granades, use cover intelligently and play to their weapons strenghs very well. They also look great!
  • DarthMartious #31 10 months ago

    @coolbritannia

    It's too early to tell. The konb-jockey might simply be on holiday only to return in full force next week. Let's hope not.
  • B1G_D #32 10 months ago

    You totally forgot about the jerks who can spot you and put a bullet in your head from half a mile away, whilst they are running backwards eating a sandwich.
  • darc #33 10 months ago

    "Does he teleport behind the player? Then he is a jerk."

    Dragon Age 2! Dragon Age 2! (Which I loathed.)

    "Is he impervious to an attack that has worked on every other enemy in the game and only succumbs to an obscure tactic you vaguely mentioned in the tutorial and haven't asked us to think about for the last nine hours since?"

    Uncharted 2! (Which was otherwise exceptional, but oh that one boss halfway through that you had to melee... I literally didn't know which button to use by then.)
  • freethinker101 #34 10 months ago

    Ok so i was wondering if the writer has played Demons Souls yet?????
  • brizo75 #35 10 months ago

    Great read, as ever. I really do believe that the next gen should be paying more attention to this than visual showcases laid on by epic and the like. Yeah tessalation is lovely and all but whats the point of photorealistic gunfire smoke if the smoke emitts from a gun of a complete idiot who never knew you were creeping up on him because he has vision that only looks in the shape of a cornetto and cant move his neck. I am praying for the day when I fire up a first person military shooter and:

    1) I dont have to go on a firing range in the first 30 seconds
    2) The German/Arab/Etc enemy soldiers dont shoot like villians from the A-Team(TV show from the 80's not B-movie from the noughties)
    3) The German/Arab? etc enemies are not German or Arab.

    Now as I step down from my carton of hygeine products let me finish by slipping off behind a cupboard into the shadows where I aam totally invisible to the human eye.......even with my lighty up night goggles!!!
  • sirtacos #36 10 months ago

    Some games can stand to have jerks. Those are the arcadey romps that harken back to simpler times in gaming.
    But most others could stand to have more reactive & organic adversaries who don't use transparently cheap tactics/cheats to fuck with you.
    Edited by sirtacos at 20/07/11 @ 08:43