![]() ![]() The world knows nothing of the fate of the 33rd - now publicly disavowed by the American government for treason - or the local population who were trapped in the city. It's been six months since the storms hit and Dubai has officially been declared a No Man's Land. Players assume the role of Martin Walker, a delta force operative who alongside his squad mates Adams and Lugo, are responding to a SOS signal sent by Colonel John Conrad: leader of the 33rd infantry battalion of the United States army who had entered the city against orders in a failed attempt to evacuate civilians. In the wake of the worst sandstorm in recorded history, the city of Dubai is cut off from the rest of the world. EXPECT SPOILERS FOR ' SPEC OPS: THE LINE' THROUGHOUT THIS PIECE The AI non-player characters are instrumental in telling that tale and I'll be taking a look at the design of the AI systems, the significant changes made during Spec Ops long and troubled development cycle and how both ally and enemy alike are designed to support the narrative. On the surface, Spec Ops is but another cover shooter in the mould of Microsoft's Gears of War or the Ghost Recon series by Ubisoft, but this presentation hides a much darker tale told against the backdrop of war-torn Dubai. In this instance I'm going to look at a game that did just that, Yager Development's critically acclaimed 2012 third-person shooter: Spec Ops: The Line. ![]() ![]() So what happens when you come to make a shooting game aiming at defying modern conventions? Not just deviating from expectation, but making us question the very games we play and the choices we make as players. Combat-driven video games such as first or third-person shooters provide an ample backdrop for innovation in both technology and design. Artificial intelligence is heavily employed in video games for the purposes of non-player characters that can either assist or oppose the player in a number of ways. ![]()
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