Best FPS games with great enemy chatter

Key things

  • Enemy chatter in FPS titles varies widely, from grotesque dialogue to
    STALKER
    for comedic banter
    Border.
  • Far Cry 2'
    Dynamic AI chatter adds to the tension
    FEAR
    Replica forces communicate effectively for tactical gameplay.
  • AI infantry chatters in
    Crysis
    adapts to increasing levels of difficulty,
    Titanfall 2
    Multiplayer AI is uniquely reactive in a PvPvE environment.



While the first-person shooter genre has reigned as one of the most popular genres in the video game industry for decades, the role of dialog barking at enemy infantry has seen several peaks. Some of the titles, distancing themselves from the simpler cannon monographs and death animations of some other FPS titles, put considerable effort into portraying their enemies as more of a coordinated enemy force.

Enemy chatter in FPS titles takes on a variety of tones and purposes, from multispecies alien conglomerates spouting player-tailored dialogue to functional radio chatter between humanoid enemies. These games show just how big a role it can play in creating an immersive game.

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8 The STALKER franchise

Hidden brutality in untranslated Russian dialogue

A collage showing key art and enemy key images from STALKER Fracnhis


GSC Game World's irradiated wasteland STALKER franchise is host to all manner of mutated creatures. Among the deadliest and most monstrous of all enemies, however, are fellow humans.

Russian-speaking mercenaries and bandits from STALKER'Zone of Alienation' may seem like common villains to a non-native Russian speaker. However, the murderous chatter of enemy infantry reveals some grotesque conversations when translated. Their dialogue includes soaring ideas about how they will spend their looted wealth, or artistic expressions of how they wish to paint with the player's blood. Go inside STALKER'The dialogue is enough to strike fear into players if they don't understand it. Furthermore, it seems to take on an even more ossified tone when translated.


7 Far Cry 2

Dynamic chatter, from arrogance to anxiety

A collage showing key enemy frames from Far Cry 2

Released
October 21, 2008

Critical and commercial success of the open-ended FPS series by Ubisoft Far Cry has changed in the 20-year history of the franchise. But regardless of reviews, guerilla combat and enemy AI remained core aspects of the series' identity.

It probably peaks in 2008 Far Cry 2The dynamic chatter of the APR and UFLL ground units creates a realism and fluctuating tension that is still applauded today. Arrogant shouts claim that enemies can “practically taste” players when outnumbered; groups of soldiers push their allies into the line of fire in fear of the player's seeming invincibility. Parish of Cary 2Military grunts aren't just expendable bodies for players to chop down, but relatively human creations in a dynamic open world.


6 The Borderlands franchise

Singing, Screaming and Sighing Cel-Shaded Pychopaths

A collage showing key images and enemy key art from Borderlands & Borderlands 2

Borderlands: The Handsome Collection

Hostile video game chatter is often many things; expressive, combative and tactical. In the Gearbox software Border series of looter-shooter FPS titles, enemy chatter can be all of these things, but above all, it's fun.

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Especially found in combat scenarios with the Psycho enemy type (as stated on the games cover art), BorderEnemy chatter not only humanizes his cannon fodder, but is most likely designed to make the player smile or laugh. From villainous bandits singing extraordinary renditions of Richard Wagner's 1856 “Ride of the Valkyries” to Psycho declaring that they were close to paying off their mortgage with their dying breaths, BorderCombat is fueled by the chaos and creativity that comes through in every encounter.


5 Bioshock

Drug rants from the murderous denizens of Rapture

A collage showing key shots of enemies and allied characters in Bioshock & Bioshock 2

Thunderous footsteps and sickening mutterings BioshockThe respective Big Daddies & Little Sisters have become somewhat synonymous with the series. But other than that, the most horrific player fights inside the walls of Rapture are probably those of the Splicers. Not only are there more of them and they make up the majority of the enemies Jack will have to defeat, but their dialogue in and out of battle is empowering Bioshockthick and sick atmosphere.


With their minds disturbed by an excess of ADAM and the influence of criminal mastermind Fontaine, the Splicers' twisted thoughts uttered in the dimly lit halls of Rapture reveal their past lives and murderous intentions. From lost children to bloody artwork, Splicers of Rapture may not be as terrifying a presence as Little Sisters & Big Daddies harvesting ADAM. However, their chattering thoughts more than make up for it.

4 FEAR: First Encounter Assault Recon

Tactical correspondence betraying terror and fear

A collage showing key images of enemies from FEAR AND FEAR 2

Released
October 18, 2005

Developers
Monolith Productions

Some video games use enemy chatter to fill long periods of silence or to minimize their deaths when players slash them. However in 2005 FEAR: First Encounter Assault ReconReplica forces coordinate and communicate so effectively through their radio transmissions that players can use these details to their advantage.


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Although FEARThe moment-to-moment gameplay is one of the most memorable aspects of the psychological horror FPS, the natural-sounding conversational dialogue between AI enemies is something that fans have relished ever since. Monolith Productions' mantra is, “Whenever possible, AI characters should talk to each other about what they're doing.” FEAR's Replica forces declare their concern, horror, and optimism about their current situation as the player begins to collect them.

3 Crysis

Infantry clicks that aid or detract from players' tactical operations

A collage showing enemy keyframes from Crysis & Crysis Remastered

By itself well-equipped infantry from CrysisThe Korean People's Army is nothing revolutionary from the point of view of modern industry. While the dynamic chatter of AI KPA grunts consists of hands-on descriptions of infantry locations and attack plans, the game's changes in adapting difficulty levels are what set it apart from most modern comparisons.


Although KPA strategic chatter serves a functional purpose in providing real-time developments to and contributing to enemy movements Crysis' power fantasy, switching to the hardest difficulty in the game — Delta — will not only adjust the accuracy and damage of the opponents' AI, but also stop the live translation of KPA's conversation from Korean to English. As such, not only is the subliminal handicap given to lower-skilled players removed, but the chatter that once allowed for more strategic engagements is recontextualized as the KPA's military strength declines. CrysisDelta players.

2 Titanfall 2

Uniquely reactive AI units

A collage of key art and keyframes showing enemies shooting at the protagonist in Titanfall 2


Released
October 28, 2016

Titanfall 2The campaign is home to some of the most iconic quests and narrative beats of the eighth console generation. Respawn Entertainment's multiplayer AI takes the infantry chatter seen in single-player and incorporates it into its PvPvE offering.

As the player, pilots fly around the map and take out targets thanks to Titanfall 2Expanded movement systems, allied and enemy grunts, you can hear not only the narration of your own actions, but also comments on the actions of the players of the controlled characters. Their comments range from supporting their buddies to actively running away from players who are out for the kill. Artificial infantry Titanfall 2The 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 enemy keyframes and keyart from Halo Combat Evolved, Halo 2, and Halo 3-1


Systems

PC-1 Xbox-1

Released
November 11, 2014

Even in Halo The series' inaugural title from 2001, the alien Covenant forces proved to be a formidable enemy force. However, what set Grunts and Elites of the Covenant apart from other, one-note fodder cannons was their ability to dynamically react and comment on what destruction players threw their way.

Even if it wasn't boosted by the hidden “I'd Be Your Dad” skull modifier, allies and enemy forces Halo the series consistently churned out funny and impressive barks and chatter during gameplay. From cries of 'Demon!' when Master Chief is seen, to the Grunts fleeing from John-117, if their commanders the Sangheili are defeated, the alien race Halo to continue to be a source of comedic and combative sound Halo: Combat Evolved on Infinite.

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