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"Rip It Out of the Sky!": A Brief Word on Annoying AI Monologues
Rational Animal | 4:05 PM on 10.20.2008 7 comments


So I had a really full schedule of gaming this weekend and I managed to plow through a couple of titles on Saturday that had been lingering on my conscience (mostly due to being about 80% of the way through the both of them). The two titles at issue were Haze, a generic, if somewhat underrated FPS, and Star Wars: The Force Unleashed, which I'm sure most of you are familiar with. I felt a great sense of accomplishment in finally beating the both of them, but was also met with an overwhelming sense of relief.

The relief came not from what you might expect, such as knowing that I would no longer have to suffer the nigh unbearable plot of Haze or the awful menu load times of SW: TFU. Instead, the source of my relief was the knowledge that I would never again have to listen to the idiotic AI grumblings of either game, each of which had moments of ENDLESSLY LOOPED audio that drove me to the brink of violent crime.



If I had to hear the phrase, "Rip it out of the sky!" or "Remember your promise to Merino!" one more time...well, I probably wouldn't have done anything, but I would have continued to think it was a dick move on the part of everyone involved.

Anyway, my question to you is: How do design elements like this get through QA? Are you telling me not a single person during testing had the balls to stand up and say, "Yo, that line is annoying as all hell." As a public service to fellow gamers, are there any other examples of said phenomenon that folks should know about?



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6 comments | showing # 1 to 6
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Half left's Avatar - Comment posted on 10/20/2008 17:02
Half left
HEY, LISTEN
HEY, LISTEN
HEY, LISTEN
HEY, LISTEN
HEY, LISTEN... etc.
Puppy Licks's Avatar - Comment posted on 10/20/2008 18:16
Puppy Licks
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
JamnOnTheOne's Avatar - Comment posted on 10/20/2008 18:38
JamnOnTheOne
"are. you. still. there?"
"are. you. still. there?"
"are. you. still. there?"
"are. you. still. there?"

Anyway, "Rip it out of the Sky!" was intended as an audio reinforcement cue for the gamer to go double stick down. They can't help it that you couldn't manipulate the sticks well enough to avoid hearing it too much.

That was probably the easiest boss fight in the whole game.
Rational Animal's Avatar - Comment posted on 10/20/2008 19:12
Rational Animal
@JamnOnTheOne: It wasn't that I couldn't manipulate the sticks, it was that the on-screen indicators were feeding me instructions that were incorrect. I got so frustrated, I eventually put the game away for like a week, came back and beat in like 10 minutes on the first try. Still, some variety would've been nice.
timtheterrible's Avatar - Comment posted on 10/20/2008 20:42
timtheterrible
Interestingly enough, I believe the first game to introduce real-time a.i. monologues/conversations was the original Tenchu, for the PSone.
ajaxender's Avatar - Comment posted on 10/20/2008 21:15
ajaxender
@Jamnontheone - yeah, that was easy when you figured out that the game was feeding you bullshit and you had to do it differently.

Honestly, that sequence was total shit. Killing the tie-fighters was unecesarily hard, UNLESS you did it in a boring, lazy way that made it extremely easy. Then, you had to go through the bullshit of tearing the thing down... WHY COULDNT YOU JUST TEAR IT DOWN? WHY DID IT HAVE TO BE FACING YOU IN ONE EXACT PERFECT ORIENTATION? It took me around half an hour to do that, because the game was lying to me about how to move it; it never once became hard, or fun. Just one of the most frustrating moments ive had in gaming.

And yeah, the 'tear it out of the sky' became a real pain in the ass. Oblivion is another game where repetitive comments and voices became very annoying.
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