Tell us a little about the AI of enemies in Red Steel and in particular the '' clan '' system.
Our AI system is based upon a morale meter. Factors that influence positvely the enemies' morale are: numbers, knowledge of the player's location, leaders being alive and giving orders. In these cases enemies will advance towards the player, outflanking him or being able to find a better firing axis. If the enemy is wounded, he will seek cover, retreat, or even flee. The controllers have enabled us to tune the enemies' movement very precisely. In a standard console FPS, enemies stand relatively still so the player can aim with the pad. In Red Steel, the enemies do move alot, jump over crates to outflank the player, lob grenades, take cover and pop up to shoot at him, etc... To pass vertain situations the controller's possibilities will have to be fully used, by moving and aiming on screen with great precision. As for clans, we aim at depicting the eastern code of Honor. Why kill someone when he is begging for mercy and doesn't stand a chance? The player merely has to disarm him, and pin him to the ground. If a leader is bested, he will respect the player, his minions will do too. They might even help him. If the player kills a leader who is disarmed, his allies will be furious, hate the player and will do everything they can to kill him. Some scenes can be passed by merely diarming the enemies' leader: the player will then prove his mastery, and his enemies will respect him.