> When a player encounters a non-player character in Far Cry 5, two systems are at work: trust and morale. If you raise your weapon at someone you've never met before, they will react with distrust or fear, warning you to lower your gun. If the NPC recognises a lingering threat from you, it will launch an attack of its own, fearing for its own 'life'. When facing a group of enemies, as you pick off members of a gang, individual foes may realise they're outclassed and lose their thirst for combat, and attempt to flee as they sees their 'friends' taken out. Elsewhere, animal companions will respond to player activity, cowing close to the ground unprompted when you crouch into stealth, for instance. It's the sort of work that adds depth and realism to the world.<p>Fascinating. Meanwhile, watch Fred (a friendly AI in Far Cry 5) fly the player directly over a known enemy outpost, crash the helicopter, then later crouch immediately in front of the player when the player is trying to stalk the outpost - to the point where the weakness of the AI becomes the talking main point of the video:<p><a href="https://youtu.be/iauG9h6N-PQ?t=377" rel="nofollow">https://youtu.be/iauG9h6N-PQ?t=377</a><p>Totally agreed one day this will make a difference, but in the meantime: game AI is still game AI.