That'll remain to be seen. It's impossible to judge an AI until you actually play with it.Revnak said:Companion AI maybe? You aren't controlling the other guys in these fights. Also seamless open world gameplay with loads of enemies can be difficult to do without glitching it up all over. He does mention that the graphics they were trying to pull off were part of the problem as well.lacktheknack said:Seriously not trying to be antagonistic, but what was special about that?antigodoflife said:God damn it, you PC fanboys are getting on my last nerve.
http://www.youtube.com/watch?feature=player_detailpage&v=60nWEuj2wAI#t=103s
Honestly, I don't think this is even possible on even a PC back in 2006.
If you strip back the graphics, we're left with "good timing, good collision detection and fluid movement", which was not only possible on PCs, but on last gen consoles... and the ones before THAT. Heck, one could argue that Street Fighter II had all that, depending on how loose your definition of "fluid movement" is.
Admittedly, things like "grabbing the enemy's polygons" would have taken more work, but it's still not THAT impressive... "Shadow of the Colossus" based an entire game around it.
I'm not seeing where the next-gen requirement is coming from other than looking really quite nice.
Although AI is one of the main FPS-reducers in Dwarf Fortress, so I'll leave that open as a possibility.