No clear variation in enemy actions was observed in CP2007.
No clear variation in enemy actions was observed in CP2007.
It will be my first hands-on with the game. Got the full package with the DLC. To give you short context. I'm 36 year old, played and finished literall hundreds of story driven fps games. Since i remember i coudn't see lower difficulty than very hard or whatever the highest was. But one day, it came to me. It's all fucking the same. There's no real challenge in any of those games, it always boils down to fucking bullet sponges and making your char a strawman. Please tell me there is some advance A.I algorithm behind hard or very hard enemies. Do they evolve in any way, adapt, anything. Or is it about getting to certain level and steamrolling bitches left and right. I'm tired of these lazy stupid enemies which take 3 clips to the head in almost every fps. Instead of question it turned into a rant. Apologies.
Enemies stand out significantly compared to standard versions, offering a more engaging experience than before. However, scaling them across global operations without issues remains challenging. They won’t replicate the intense, localized encounters found in linear titles like Plagues Tale or Last of Us. Those games used clever mechanics—like alerting allies through subtle sounds—to create tension and awareness. In those scenarios, losing someone in thick grass would trigger immediate pursuit, making survival instincts crucial. For Last of Us, enemies react emotionally to threats, altering their behavior based on perceived danger. While they can flank and surprise players, coordinating such tactics demands precise timing and teamwork, which current AI struggles to deliver consistently. Overall, the experience is immersive but lacks the inventive PvP dynamics seen in top titles. B grade.
I haven't developed Cyberpunk, nor have I played it, but I can offer some broad perspectives on game difficulty trends based on my experience creating games for nearly ten years. Usually, developers raise enemy toughness by boosting their health or armor, increasing weapon damage, speeding up attacks, adding more foes at once, or introducing stronger "mini-boss" enemies alongside regular opponents. These tactics have been standard since the earliest difficulty settings existed. If enemies become more intelligent, it often comes in two ways: shortening their cooldown periods (so they act faster and target you sooner) or giving them advanced AI that can predict your moves, making them seem more realistic. In earlier games, this was rare because difficulty was simpler; it wasn’t about realism but about challenge. Games like Doom pioneered these methods, especially in modes like Fast Monsters, to make lower settings feel easier and enemies more believable. Today, fully adaptive AI that learns from your playstyle is still a distant goal, though I’m confident it will arrive soon. Until then, you’ll have to rely on basic AI that understands the basics of defense and simple tactics.
It's likely accurate, yet many games mimic that feeling through clever mechanics. The challenges evolve beyond just increased difficulty—they adapt their tactics and demand a shift in strategy. A tough frame 5 stands out because it consistently keeps you on your toes, forcing you to adjust your approach, especially late in the game. You're often pushed to rethink everything and realize you've grasped the core concepts by then.
basically it refers to the "press x to win" style, corridor shooters, etc., usually created by major studios like EA and Crystal Dynamics. I really hate this kind of game, zero challenge, just mindless fun.
This appears to adapt based on the player's progress rather than relying on fixed difficulty levels. It seems less about separate AI versions for each enemy type and more about dynamic changes throughout the game. Creating multiple AI variants for every difficulty setting would be extremely resource-intensive, so it’s likely designed to work consistently across all players.
Ah, yes, I meant how the challenge evolves throughout the experience. There’s more to "difficulty" than just a single setting—games often let players adjust it freely. For instance, you could complete DMC without upgrading anything, or tackle Resident Evil on the hardest setting with just a knife. That’s much tougher than using other weapons. The goal isn’t just to press buttons for victory; it’s about thinking and planning. Another example is the "fatal frame" where different films and upgrades change how your camera performs or boost effects. Most people stick with the easiest version because it’s endless, but you keep stronger films for tough bosses. The game actually encourages using weaker films for faster charges during powerful attacks, and you’ll usually have enough better versions for endgames. This is what I value in a game—not rigid rules, but flexibility to adapt and strategize.