beware your nemesis
Blizzard spoke with us recently about what separates the Diablo III: Reaper of Souls Ultimate Evil Edition experience over the PC and spoke about platform differences. Click here!
inquiring minds
We chat with friend of the site Cameron Lee about Dragon Age Inquisition's endgame content, theorycrafting, tactical play and much more. Click here for our interview!
welcome to you're doom
AusGamers got a 15-minute live sneak-peek at the totally reimagined Doom at this year's QuakeCon. Read our in-depth first-look impressions right here!
highway to the danger zone
We caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, to talk all things Witcher, monsters and open-world! Click here!
Post by Steve Farrelly @ 09:27pm 09/10/12 | 0 Comments
We recently caught up with Hitman: Absolution art-director, Roberto Marchesi, to talk to him about the recently unveiled online Contracts Mode for Hitman: Absolution and cornered him on crafting a dynamic AI not only for the new mode, but also for the full game and what it means to remain true to the Hitman series roots amidst a tough field of assassin competitors these days, especially this year.

"The AI has different states, on what type of level you are. But what is very interesting about it, is that the AI -- how we set it up -- talks a lot among each other, it has to share knowledge," Roberto explained to us about Hitman: Absolution's AI systems.

"For instance, if the first cop finds a dead body, he will get alerted and start to be agitated. If there are no cops in the vicinity, he won’t be able to share this knowledge, so the other cops on the level will not be alerted. The moment that he meets another one, they can share this knowledge and they’ll both be on the lookout for you, but until that point, it’s not a hive mind, they have to talk to each other."

As usual, we have this interview in both video and transcript format, though I am particularly handsome in this one, so I suggest video ;)

Click here for more.





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