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Best FPS Games With Great Enemy Chatter

Best FPS Games With Great Enemy Chatter




Key Takeaways

  • Enemy chatter in FPS titles varies widely, from grotesque dialogue in
    S.T.A.L.K.E.R
    to comedic banter in
    Borderlands.
  • Far Cry 2′
    s dynamic AI chatter adds tension, while
    F.E.A.R
    ‘s Replica forces communicate effectively for tactical gameplay.
  • AI infantry chatter in
    Crysis
    adapts as difficulty levels increase,
    Titanfall 2
    ‘s multiplayer AI is uniquely reactive in a PvPvE setting.



While the first-person shooter genre has reigned as one of the most popular genres in the video game industry for decades now, the role of enemy infantry barking dialogue has seen some highlights. Distancing themselves from the more simplistic cannon fodder one-liners and death animations of some other FPS titles, some titles have put extensive effort into portraying their foes as more of a coordinated enemy force.

Ranging from multi-species alien conglomerates proclaiming player-adjusted dialogue, to functional radio chatter among humanoid foes, enemy chatter in FPS titles has a range of tones and purposes. These games show how big of a role it can play in making a game feel immersive.

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8 The S.T.A.L.K.E.R Franchise

Hidden Brutality Within Untranslated Russian Dialogue

A Collage Showing Key Art & Key Frames Of Enmies From The S.T.A.L.K.E.R Fracnhise


The irradiated wasteland of GSC Game World’s S.T.A.L.K.E.R franchise is host to all sorts of mutated creatures. However, among the most lethal and monstrous of all enemies are fellow humans.

The Russian-speaking mercenaries and bandits of S.T.A.L.K.E.R‘s ‘Zone of Alienation’ may seem like run-of-the-mill bad guys to a native non-Russian speaker. However, when translated, the murderous chatter of enemy infantry reveals some grotesque conversations. Their dialogue involves high-flung ideas of how they are going to spend their pillaged wealth, or artistic expressions of how they wish to paint with the player’s blood. The venom in S.T.A.L.K.E.R’s dialogue is enough to place fear in players when not understood. Beyond that, it seems to take on an even more petrifying tone when translated.


7 Far Cry 2

Dynamic Chatter, From Arrogance To Anxiety

A Collage Showing Key Frames Of Enemies From Far Cry 2

Released
October 21, 2008

The critical and commercial success of Ubisoft’s open-world FPS series Far Cry has fluctuated in the franchise’s 20-year history. But regardless of reviews, the guerrilla combat and enemy AI chatter have remained staple aspects of the series’ identity.

Arguably peaking in 2008’s Far Cry 2, the dynamic chatter from ground troops of the APR and UFLL creates a realism and fluctuating tension that is still applauded to this day. Arrogant screams claim that enemies can ‘practically taste’ the player when they’re outnumbered; groups of soldiers push their allies into the firing line in fear of the player’s seeming invincibility. Far Cary 2‘s military grunts are not just expendable bodies for players to mow down, but relatively human creations in a dynamic open world.


6 The Borderlands Franchise

Singing, Screaming, & Sighing From Cel-Shaded Pychopaths

A Collage Showing Key Frames & Key Art Of Enemies From Borderlands & Borderlands 2

Borderlands: The Handsome Collection

Video game enemy chatter is often many things; expressive, combative, and tactical. In Gearbox Software’s Borderlands series of looter-shooter FPS titles, enemy chatter can be all of those things but, above all, it is funny.

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Especially found in combat scenarios featuring the Psycho enemy type (as featured on the games’ cover art), Borderlands‘ enemy chatter not only humanizes its cannon-fodder troops, but is most likely designed to elicit a smile or a chuckle from the player. From rogue bandits singing off-key renditions of Richard Wagner’s 1856 piece ‘Ride of the Valkyries,’ to Psycho’s uttering that they were close to paying off their mortgage with their dying breath, Borderlands‘ combat is bolstered by the chaos and creativity on display in every engagement.


5 Bioshock

Drug-Addled Chatter From Rapture’s Murderous Residents

A Collage Showing Key Frames Of Enemies & Allied Characters In Bioshock & Bioshock 2

The thunderous footsteps and sickly murmurings of Bioshock‘s respective Big Daddies & Little Sisters have become somewhat synonymous with the series. But beyond that, players’ most fearful altercations within Rapture’s walls are arguably those of the Splicers. Not only are they more numerous, making up the majority of foes Jack will have to defeat, but their dialogue in and out of combat reinforces Bioshock‘s dense and diseased atmosphere.


With minds addled by excessive amounts of ADAM and influence from criminal mastermind Fontaine, the Splicers’ twisted thoughts uttered in Rapture’s dimly lit halls betray their former lives and murderous intent. From lost children to bloody art pieces, the Splicers of Rapture may not be as foreboding a presence as the ADAM-harvesting Little Sisters & Big Daddies. However, their chattering thoughts more than make up for it.

4 F.E.A.R: First Encounter Assault Recon

Tactical Correspondence Betraying Terror & Concern

A Collage Showing Key Frames Of Enemies From F.E.A.R & F.E.A.R 2

Released
October 18, 2005

Developer(s)
Monolith Productions

Some video games use enemy chatter to fill long periods of quiet or to minimize their deaths when players mow them down. However, in 2005’s F.E.A.R.: First Encounter Assault Recon, Replica forces coordinate and communicate so effectively through their radio transmissions that players can use these details to their advantage.


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Although F.E.A.R‘s moment-to-moment gameplay is one of the most memorable aspects of the psychological horror FPS, the natural-sounding conversational dialogue between AI foes is something that fans have reveled in since. Monolith Productions’ mantra is: “Whenever possible, AI characters should talk to each other about what they are doing.” F.E.A.R‘s Replica forces proclaim their concern, terror, and optimism about their current situation as the player starts to pick them off.

3 Crysis

Infantry Chatter That Aids Or Aggravates Players’ Tactical Operations

A Collage Showing Key Frames Of Enemies From Crysis & Crysis Remastered

By themselves, the well-equipped infantry of Crysis‘ Korean People’s Army is nothing particularly groundbreaking from a modern industry perspective. While the dynamic chatter of AI KPA grunts consists of practical callouts of infantry locations and plans of attack, the game’s alterations when adapting difficulty levels are what sets it apart from even the most contemporary of comparisons.


Although the KPA’s strategic chatter provides a functional purpose in providing real-time developments to enemy movements and contributes to Crysis‘ power fantasy, switching to the hardest difficulty in the game — Delta — not only adapts the accuracy and damage of AI opponents, but also ceases the live translation of KPA conversation from Korean to English. As such, the subliminal handicap given to lower-skilled players is not only removed, but the chatter that once allowed for more strategic engagements is recontextualized as the military might of the KPA comes down on Crysis‘ Delta players.

2 Titanfall 2

Uniquely Reactionary AI Troops

A Collage Of Key Art & Key Frames Showing Enemies Firing At The Protagonist In Titanfall 2


Released
October 28, 2016

Titanfall 2‘s campaign is home to some of the most acclaimed setpieces and narrative beats of the eighth console generation. Respawn Entertainment’s multiplayer AI takes the infantry chatter seen in the title’s single-player mode and incorporates it into its PvPvE offering.

As player Pilots fly about the map and pick off targets thanks to Titanfall 2‘s expanded movement systems, allied and enemy grunts can be heard not only narrating their own actions, but commenting on those of the player-controlled characters. Their comments range from bolstering their comrades, to actively running from players who are on a killing spree. The AI infantry of Titanfall 2‘s multiplayer modes are arguably more dynamic and reactive than many other FPS titles in recent years.

1 The Halo Franchise

One Of The Most Influential AI Factions In The FPS Genre

A Collage Showing Key Frames & Key Art Of Enemies From Halo Combat Evolved, Halo 2, and Halo 3-1


Systems

Released
November 11, 2014

Even in the Halo series’ inaugural 2001 title, the alien troops of the Covenant proved to be a formidable enemy force. However, what differentiated the Grunts and Elites of the Covenant from other, more one-note cannon fodder was their ability to react dynamically and comment on what destruction players were throwing their way.

Even if not bolstered by the hidden skull modifier ‘I Would Have Been Your Daddy’, the allies and enemy forces of the Halo series have consistently spouted humorous and impactful barks and chatter throughout gameplay. From screams of ‘Demon!’ when the Master Chief is spotted, to Grunts fleeing John-117 if their Sangheili commanders are defeated, the alien races of Halo continue to be a source of comedic and combative audio from Halo: Combat Evolved to Infinite.

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