Was the AI in F.E.A.R. actually better than most modern games?

I was replaying F.E.A.R. recently and it made me wonder… why do so many modern games feel like they have worse AI than this? The enemies in F.E.A.R. actually felt like they were thinking, flanking, and reacting to me. It’s almost 20 years old now, but I can’t think of many recent games that do it this well.

The AI wasn’t super complex, but it was designed in a way that made it feel smart. A lot of what made it stand out was how the game was scripted to highlight what the AI was doing. When an enemy flanked you, another one would yell, ‘Covering fire!’ It made it seem like they were working together, but really, they were just following basic rules.

@Remy
A big trick in game AI is making sure the player notices what’s happening. Half-Life devs talked about how playtesters weren’t impressed with their squad AI until they added more voice lines explaining what they were doing. It’s the same with F.E.A.R.—you hear ‘Flush him out!’ and then a grenade lands at your feet, and it feels like a coordinated attack.

Grayson said:
@Davi
What really made it feel next level was how they interacted with the environment. Flipping over tables for cover wasn’t something you saw in many other games back then.

The way gunfights played out was incredible too. All the dust, sparks, and debris made it feel so chaotic. You’d come back to a room later and see the aftermath, which added to the immersion.

@Davi
That’s actually really smart and simple to implement!

Peyton said:
@Davi
That’s actually really smart and simple to implement!

Yeah, Republic Commando did something similar. If an enemy AI decided to move somewhere, another squadmate would do a hand signal in that direction, making it look like they were really working together.

@Davi
What really made it feel next level was how they interacted with the environment. Flipping over tables for cover wasn’t something you saw in many other games back then.

Grayson said:
@Davi
What really made it feel next level was how they interacted with the environment. Flipping over tables for cover wasn’t something you saw in many other games back then.

Exactly! The game didn’t just give NPCs abilities—it tied those abilities to specific spots in the level. An enemy wouldn’t just randomly decide to flip a table; they’d do it because the game designers set up a spot where it could happen. It’s similar to how STALKER made its open-world AI feel alive by placing specific actions at different locations.

@Fallon
The enemy barks were great too. Like when they lost sight of you and one of them yells, ‘I lost him!’ Then you lob a grenade their way, and someone else shouts, ‘OH SHIT!’ Right before it goes off. It felt dynamic, even though it was all scripted.

@Bryn
One of my favorites was, ‘Where do I go!? HE’S EVERYWHERE!’ That kind of panic just made them feel so human.

@Quillan
Half-Life’s AI was ahead of its time too. Even cockroaches had a system where they’d look for food and run away from danger. The soldiers weren’t just reacting to the player—they had behaviors that made them feel alive.

@Hayden
‘Wait… what’s that smell? sniff Smells like… a nerd with a crowbar!’

@Hayden
The marines in Half-Life 1 would kick grenades back at you. That blew my mind the first time I saw it.

@Remy
F.E.A.R. was just an incredibly polished game all around. The AI was great, but even the smoke, lighting, and particle effects still hold up. And let’s not forget… nail-gunning enemies to walls.

@Val
The way the shotgun would kick up a cloud of dust in small rooms was chef’s kiss.

@Val
That nail gun was easily one of the most satisfying weapons in any shooter.

I never played F.E.A.R. Can someone explain what made its AI so good?

Kai said:
I never played F.E.A.R. Can someone explain what made its AI so good?

You’re fighting soldiers who are all controlled psychically by one guy, so the game makes them feel super coordinated. They flank, they use cover well, and they react dynamically to what you’re doing.

Kai said:
I never played F.E.A.R. Can someone explain what made its AI so good?

The enemies didn’t just do things—they announced them. Instead of just flanking you, one would yell ‘Go around!’ before it happened. Instead of just throwing a grenade, another would call it out. It was simple scripting, but it made them feel alive.

@Remy
Honestly, most of it came down to the level design. The AI had relatively simple rules, but the game was built in a way that made them look smart.