Being a journalist, your goal is to uncover all those secrets. It’s as if not only your neighbor is creepy or suspicious, but the whole neighborhood is. Character interactions and puzzle-quest filled maps are our priority. I’m not sure if I’ll be able to provide exact metrics of the map size, but it absolutely will be bigger than the observable part of the Raven Brooks from the original game. What can you tell us about Hello Neighbor 2’s open world setting? What has your approach been to the world design in terms of things such as size and density of environments? While all of this is happening to AI, the player will learn new tricks too! We want the complexity of interactions to increase, and not the difficulty. While learning from a player’s action, AI will learn new tricks, modify its daily routine and find more optimised and not predetermined ways to achieve its goals (e.g. Our goal here is to expand the game’s content and to avoid pure increase of difficulty. That is particularly exciting in a horror game such as this one, but how does Hello Neighbor 2 ensure that the AI doesn’t ever get too overbearing? How is the game striking a balance between having a competent and believable enemy and not being too hard on players? Using this and new player position prediction algorithms we try to create more unique and diverse gameplay scenarios that are procedural.Īnother particularly interesting element of Hello Neighbor 2’s AI is the blend of having a set schedule, but also being able to learn from the players’ actions and taking them into account for its own actions. Current version of AI can understand rooms and geometry on its own. The AI’s Neural Network decision algorithms and new dynamic seeking system helped us quit using predetermined searching spots placed by designers. Learning and understanding those rules, players can interact with AI, manipulate it and have fun even before running and hiding starts. You can make NPC cold or scared, for example.
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It has its life goals, needs, understands intractable objects and the environment, and most importantly, knows how to use it. We are not only able to observe AI’s life, but now it’s more organized and less random. It was random and as soon as the player was around the Neighbor, the Neighbor would run outside and chase the player, but now the things have changed. Yes, the first Hello Neighbor’s AI was jogging, watching TV, sleeping etc.
There are quite a few improvements of AI.įirst of all, there is a new interaction layer that was not present in the first game: the state where the NPC is going about its life and the player interacting with it.
How has the enemy AI changed in Hello Neighbor 2 as compared to its predecessors? Can players expect encounters to be more dynamic as opposed to the previous game?Ībsolutely. So answering your question about presence, I might say constant, but half of that time the player is a stalker. The game makes the player experiment, asking themselves: “What will happen if I do this?” Our goal is to make the player constantly try new things, explore and learn the rules of the AI and game world in general. It’s easy to get in, but much harder to get out of the house. Now the game is closer to survival horror than it ever was.
We want to eliminate those situations where the player was easily running away from the Neighbor at first sight. To achieve that, we are adding a bunch of mechanics to influence, manipulate or somehow affect NPCs. We want to build the game based on a few general concepts:Ĭlose quarters encounters with AI are crucial to beat the game. Something that players will learn and master over time. Our goal is not only to make the game more challenging for those who seek a challenge, but more complex and interesting to play. This time we reimagined the AI system we had previously. Stalking is only a small part of what we want to do about AI. Can you talk about how much of a threat and presence this enemy is going to be throughout the game? Hello Neighbor 2’s biggest draw – especially for horror enthusiasts – is the stalker AI. You can read our conversation with lead designer Nikita Kolesnikov below. To learn more about the games and what we can expect from it, we recently reached out to its developers with a few questions. With massive AI improvements, an open world environment, and a greater emphasis on dynamism and emergent mechanics, so far, it’s sounding extremely promising. Its sequel, the upcoming Hello Neighbor 2, is looking to take things to an altogether new level. The original Hello Neighbor wasn’t your typical horror game, but it was exactly because of the uniqueness of its horror and stealth shenanigans that it caught the attention of so many.