Who are your favorite FPS enemies?

The clone troopers from F.E.A.R. had arguably the best scripting I've ever seen, although occasionally it hiccuped and you were treated to the sight of a replica trooper taking cover behind shelves... on the same side as you.

Still, the radio chatter gave some nice immersion and they would react in shock when you kicked on the Slow-Mo.

The Hybrids from System Shock 2 disturbed me, as they also had chatter, especially if they didn't see you. Those shambling shells of humans would moan, "KILL ME!" as they rushed you, or, "I'm sorry!". Creepy.
 
With all the talk about the FEAR soldiers there's a thing that comes to mind, Deus Ex. Spector said something to the effect of the AI being the least worked on and most rushed part of the development and that might be true but maybe being rushed was what made it surprising.

So way back I was playing the demo for Deus Ex, it's the Liberty Island mission, the first mission in the game. At some point I got a sniper rifle and a silencer and I was going to use that to pick off some guards, one was facing roughly towards my direction in the distance while another was patrolling behind him so it seemed prudent to shoot him first. With the crosshairs bobbing around in the scope I missed the headshot and hit the brick wall behind him. The rifle didn't make a sound so no one was alerted to my position, but the bullet hitting the wall made a plinking sound so they went there to check it out and while they stood there, looking at the hole, I snuck by.
I went and bought the game the next day. It doesn't sound like much but it was really impressive at the time.

Something way more impressive happened in Hell's Kitchen. While Unatco agents were chasing and shooting at me I took a left into an alley towards the hotel, they of course saw that and followed, but before they had reached the alley I took a right and hid just around the corner in the dark. They did not see that so they actually kept trucking right past me out on to the main street where they stopped and acted confused before wandering off.

Such a good game.
 
Is it wrong to shoot someone you love?
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I started a playthrough of both Suffering games recently. The monster designs maybe aren't evocative of traditional fps enemies [those belong to the sequel's "Foundation Soldiers"], Although the designs of the monsters themselves were created by the legend Stan Winston himself, responsible for such creature designs in films like The Thing and The Terminator, all the way to Fat Bastard's flabby ass in Austin Powers. Practical effects are becoming a lost art, I tell ya.
It's worth noting that almost all of the creatures in The Suffering could very well be worn or used by real life actors, with maybe a little help from greenscreen in cases like the Nooseman and the Slayer.

EDIT: You can play the entire game in first person, if you so desired. so it still counts.
 
I always did like the hierarchy and different behaviors the enemies in the Halo series have.

If an Elite is killed, the Grunts either panic and run around or in the case of 3 onward, they try and suicide rush you. Hunters become more aggressive if one of them dies, ect. Plus different colored enemies signify rank in their military and determines what kind of weapons they'll use. God forbid if you come across a Gold Elite.

I also really liked the Big Daddies from the first Bioshock. They really were the linchpin in the overall design of the game. In order to become stronger and learn new plasmids, you need ADAM. To get ADAM, you need to get to the Little Sisters, to get to the Little Sisters, you have to kill the Big Daddies. And they are a force to be reckoned with. Especially in the early game. They have a lot of health and can do tremendous damage to you, but will leave you alone so long as you don't attack them.

You pretty much have to utilize the environment to your advantage, and you're given a lot of options. Whether it be through the security systems, the various splicers that run around, or even setting up traps using explosives.

Later on, you do get enough firepower to deal with them head-on, but it's still recommended to soften them up a bit with other methods.
 
I also really liked the Big Daddies from the first Bioshock. They really were the linchpin in the overall design of the game. In order to become stronger and learn new plasmids, you need ADAM. To get ADAM, you need to get to the Little Sisters, to get to the Little Sisters, you have to kill the Big Daddies. And they are a force to be reckoned with. Especially in the early game. They have a lot of health and can do tremendous damage to you, but will leave you alone so long as you don't attack them.

You pretty much have to utilize the environment to your advantage, and you're given a lot of options. Whether it be through the security systems, the various splicers that run around, or even setting up traps using explosives.

Later on, you do get enough firepower to deal with them head-on, but it's still recommended to soften them up a bit with other methods.

I like Bioshock 1 but you have to play it on the hardest difficulty or the game is a cake walk. Unfortunately if you do that as you progress the Splicers just become insane bullet sponges. Those niggas can take 2-3 grenade shots before they go down.
 
With all the talk about the FEAR soldiers there's a thing that comes to mind, Deus Ex. Spector said something to the effect of the AI being the least worked on and most rushed part of the development and that might be true but maybe being rushed was what made it surprising.

So way back I was playing the demo for Deus Ex, it's the Liberty Island mission, the first mission in the game. At some point I got a sniper rifle and a silencer and I was going to use that to pick off some guards, one was facing roughly towards my direction in the distance while another was patrolling behind him so it seemed prudent to shoot him first. With the crosshairs bobbing around in the scope I missed the headshot and hit the brick wall behind him. The rifle didn't make a sound so no one was alerted to my position, but the bullet hitting the wall made a plinking sound so they went there to check it out and while they stood there, looking at the hole, I snuck by.
I went and bought the game the next day. It doesn't sound like much but it was really impressive at the time.

Something way more impressive happened in Hell's Kitchen. While Unatco agents were chasing and shooting at me I took a left into an alley towards the hotel, they of course saw that and followed, but before they had reached the alley I took a right and hid just around the corner in the dark. They did not see that so they actually kept trucking right past me out on to the main street where they stopped and acted confused before wandering off.

Such a good game.
Deus Ex AI is fascinating. It's either legitimately impressive or impressively autistic
 
The Bandits from STALKER are near and dear to my heart. They're such an obvious parody of edgy newbie types, and then the developers throw Gopnik stereotypes on top of that. It was always fun to see a bunch of them wandering along in the distance and just lay into them with gunfire or chuck a grenade at them.

Even late into the game they would still show up at random during bigger fights due to the game's way of generating wandering parties from faction to faction. I loved it whenever a big tense fight was going on and then a pack of these losers would show up and get ventilated in the crossfire. Everything about them is hilarious.
 
Big sister from Bioshock 2, for the simple reason that it was a challenge at first.

And those army doods from that shitposting Call of Duty thing from Bulletstorm
 
The Bandits from STALKER are near and dear to my heart. They're such an obvious parody of edgy newbie types, and then the developers throw Gopnik stereotypes on top of that. It was always fun to see a bunch of them wandering along in the distance and just lay into them with gunfire or chuck a grenade at them.

Even late into the game they would still show up at random during bigger fights due to the game's way of generating wandering parties from faction to faction. I loved it whenever a big tense fight was going on and then a pack of these losers would show up and get ventilated in the crossfire. Everything about them is hilarious.

Man, I completely forgot to mention enemies from the STALKER games.

Pretty much every enemy from those games has the potential of killing you hard and fast, and they all feel so unique from each other.

The Bandits are particularly memorable. Always fun bringing them down.
 
Odd Job in James Bond Goldeneye. He was basically a cheat character.
I am a pretty cool guy aren't I?

I always really enjoy the robots in Fallout games. Their aesthetic and the way they shamble around trying to do whatever they were programmed to 200 years after it lost all meaning really appeals to me.

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Have to agree with the vote for FEAR. Maybe it's because it was one of the first FPS I truly enjoyed, or maybe it's because that AI still stands the test of time to this day, they will always be my number 1 favorite enemy. The radio chatter and trying to flush you out was glorious.
Another I loved was the bad guys in Splinter Cell : Conviction. Their shit talking to try and get you out of cover made breaking their necks all the more enjoyable. They also really hated it when you shot out their lights.
Honorable mentions :
Sleepers/Drifters/Triglavians in Eve Online : These PVE NPCs play more brutally than most Eve PVP pilots do. This AI can be scary good. The Drifter AIs recently massed a massive attack on players and their station structures without warning, something that CCP (the games creators) stated they hadn't programmed in and were prepared to sit back and see how it all played out.."It's not a bug, it's a feature"
 
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