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submitted 10 hours ago by balgruuf@nord.pub to c/games@lemmy.world

I completed Drakengard for PS2 a couple days ago. The game was janky and bullshit, but it also gave an equal amount of opportunities to cheese. I accidentally broke the ai for final boss (B).

I played this air battle pretty aggressively. While chasing the boss I found a position diagonally behind where I can keep it stuck flying in a big circle. I could just eat its healthbar in peace while the boss was confused and doing nothing.

So, anyone got interesting experiences in breaking enemy behavior?

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[-] capt_wolf@lemmy.world 3 points 3 hours ago

Playing a lot of souls games, it's really funny when they've got invisible fences that reset them back to their spawn point or when they get hung up on a rock or something that they should easily be able to path around. There were quite a few fights where I just didn't feel like doing the fight because it looked annoying. Sooooo....

[-] Dookieman12@piefed.social 6 points 6 hours ago

In Enter the Matrix for PS2, there are two levels where you're riding in a car and have to shoot the enemies chasing you. For some reason, the enemies are only programmed to shoot when you're looking at them. So you can just look at the ground the whole mission and you'll win, even on hard mode.

[-] Chozo@fedia.io 5 points 6 hours ago

There's a few games where enemies have this sort of behavior. I know that in Breath of the Wild, enemies with bows and arrows will have significantly reduced accuracy if they are not within the camera's line-of-sight. This is so that the player isn't constantly getting shot by off-screen enemies they can't even see.

You could exploit this by finding a group of horseback Bokoblins and getting them to attack you, then pointing the camera directly at the ground. The Bokoblins will circle around you and fire arrows near you, but rarely ever landing on you. You could then pick up the arrows they've fired off the ground, which was an excellent way to farm free arrows.

[-] balgruuf@nord.pub 1 points 5 hours ago* (last edited 5 hours ago)

I may or may not have abused enemies' courtesy to not attack off-screen. It gets pretty ridiculous when a single, obvious enemy, like a boss does this.

[-] Katana314@lemmy.world 9 points 7 hours ago

Hitman has some complex AI with a lot of interactions that, in context, do make a lot of sense. One that’s a bit rarer is the way they react to gunshots, which I used to get a Silent Assassin Suit Only run.

There’s one path with two guards and I couldn’t figure out a way around. My master plan had me stand in a room nearby, and fire an unsilenced pistol at the ground twice - no one saw, but the two guards heard and became alerted to the location. I holstered the gun, and snuck around their pursuit path to go in the area they’d protected.

As a bonus, several NPCs inside the room would normally have been “suspicious” of my appearance. But, while they’re panicking in reaction to nearby gunfire, they are more concerned with avoiding danger than spotting intruders (kind of makes sense, they think I might be someone running from the shooter too). So, I rushed past them to a safe room before any of them returned to a calm state.

And, since no bodies were found and I wasn’t spotted doing anything, the whole loud chaos doesn’t cause problems for my silent assassin score, ironically enough.

[-] Quetzalcutlass@lemmy.world 3 points 6 hours ago* (last edited 6 hours ago)

Speedrunners have thoroughly dissected Hitman's AI and found ways to completely break the game. There's a brief explanation of the systems at the beginning of this video, but basically the devs wanted cinematic moments where guards rush past 47 to check out a distraction, but bungled the implementation to the point where you can reliably waltz past armed guards while undisguised and with your weapon out after half a second of preparation.

[-] Dookieman12@piefed.social 5 points 6 hours ago

In Pokémon Red/Blue, enemy Pokémon have unlimited PP and trainer Pokémon will always choose their move based on type alignment. Psychic moves are super effective against Psychic Pokémon. Recover is a Psychic type move. You can't run from trainer battles.

So, if you're in a trainer battle against a Pokémon that knows Recover, and you only have Psychic type Pokémon, the enemy will use Recover over and over until you eventually run out of PP and Struggle to death or turn the game off.

[-] smeg@feddit.uk 3 points 3 hours ago

Firstly, that's the tip of the iceberg in mad decisions (or lack of QA) in red and blue, seeing people break those games is a thing of beauty.

Secondly, that's how Twitch Plays Pokémon was able to beat the Elite Four, venomoth is poison so Lance's dragonite kept using its super-effective psychic move: agility (which does no damage).

[-] elvith@feddit.org 3 points 6 hours ago

In Horizon: Zero Dawn you come upon a quarry and a quest asks you to go in and... I can't remember. Save someone? Check what's going on? When I stumbled upon this quest, I was severely underpowered and could get that boss down in that quarry.

But I soon found out that said enemy wasn't able to pathfind its way to the way leading down to the quarry although it was still considered part of the arena. Also there was much cover there.

In the end, I stuck to said path, sat behind a rock and just put a fuck ton of arrows onto the boss until all my resources and its healthbar were depleted. Took me way too long, lol.

[-] P1nkman@lemmy.world 2 points 5 hours ago

H:ZD and the sequel has their AI fenced in an invisible fence, but you can still attack from outside the fence. They'll run towards you, stop at the fence, walk back, repeat. So easy to get through most of the open world this way, and broke the games for me.

[-] elvith@feddit.org 2 points 4 hours ago

For most encounters in the open world that even makes sense. You don’t want enemies chasing players across half of the map. Especially if you can have enemies that are faster than the player. Fence them so that they will eventually give up if a player runs away. This also helps if a player doesn’t want to constantly combat and would have to constantly sneak through the map (or exclusively fast travel).

But two points to make this less cheeseable:

  1. for bosses - make sure that there are spots that are relatively safe to e.g. craft ammunition, catch a breath, develop a plan, scan its weak spots,… but don’t make it 100% safe. The boss may be able to snipe you from some areas, so you might be moving around some rock to constantly to stay out of line of sight or such. Find an „excuse“ on how to make the whole map accessible to the attacks of the boss and (at least for real bosses) how to lock the player in. Make the auto save before the lock down, not after.

  2. for other enemies: don’t fence them in a specific spot and create an invisible border. Better: define a point on the map as their home. They may chase the player, but randomly decide at which range X+-Y% from that point they rather return home. Also randomize the time it takes for them to loose interest in you after loosing LOS. That way it’s not an obvious invisible border you can abuse- more like a zone in which they will probably stop hunting you. Maybe even combine that with other data like- is the player generally sticking around and trying to kite the enemies to some location (and trying to cheese combat/an objective) or is the player just running straight away indicating they stumbled upon the enemy but have no interest in fighting.

In the end - a game is not realistic but a kind of simulation. Do what looks cool and feels right and is fun. Not what is realistic - if you were to sneak into a camp of the army, they probably won’t stop searching you after a few seconds when you slip around a corner after they saw you…

[-] P1nkman@lemmy.world 1 points 2 hours ago

Oh, I totalt agree, but when you then target them, they shouldn't be blocked by a fence, but run after you. If you run away, then they should give up eventually, unless you target them again, but in HZD, it was just too visible and easy to use.

[-] Dookieman12@piefed.social 3 points 6 hours ago

In Crash Bandicoot: Warped, in the first boss fight against Tiny Tiger, there's a spot you can stand that's completely safe. This isn't that interesting by itself. But, in the remaster, if you stand in this spot, a crowd of NPCs will throw wedges of cheese at you 🧀

[-] Dookieman12@piefed.social 3 points 6 hours ago

In Baldur's Gate: Dark Alliance for PS2, every single enemy in the game, even bosses, can be cheesed by walking circles around them. I'm pretty sure this applies to all games made with that engine (Champions of Norrath, Fallout: Brotherhood of Steel)

[-] Dookieman12@piefed.social 2 points 6 hours ago

In CoD Black Ops Zombies, on Kino, there's a spot you can stand on the theater stairs where you're completely safe from dogs. We used to abuse this spot when we needed to take a break during long online sessions.

[-] zqps@sh.itjust.works 6 points 9 hours ago

In Assassins Creed Black Flag, I ran into an optional encounter with a unique hostile ship that I was completely unprepared for, as I hadn't spent any money on upgrades for my own ship. So I tried to quit and reload. Well, the game autosaves at the start of the encounter. So I turned around to leave - and I get desynchronized. Great. I love being locked into optional unbalanced content!

So I had no other choice than to try to play the encounter. Except even with good positioning it was unbeatable as they had mortars, and a single broadside would melt my ship. But... there's one special cannon attack aimed straight ahead. It does almost no damage, but stuns the enemy ship for as long as it takes to reload. There's no way to turn fast enough to use any other weapon though. So I just plonked behind him too close for the mortars, and kept stunning this huge ship with the same attack for about 15 minutes, so it was never able to hit me with anything. We just sat there, neither ship moving or using any significant attack, until the 890th small cannonball upon which it suddenly burst into flames and sank.

[-] HarkMahlberg@kbin.earth 3 points 7 hours ago

I completed Drakengard for PS2 a couple days ago.

I'm sorry for your loss. XD

[-] ICastFist@programming.dev 6 points 10 hours ago

The one I remember best is how I found out how to cheese Final Fantasy Tactics' battles for lots of xp. Not really "breaking enemy AI", but mechanic abuse, as the speed buildup meant the last enemy (which I would intentionally leave alive for as long as I needed) would only get its turn after each of my own dudes had like 3+

In many real time games, the easiest way is to abuse enemy pathfinding. My most recent case is with Palworld: most enemies just try to make a straight line towards you, build anything and they often won't be able to properly hit you. A lot of pal skills ignore ground and cover, tho, so there's that. This works better with human enemies.

A similar case of pathfinding abuse I often did was when I played Sea of Thieves. Get skellies to follow me, get back to my ship, blast them with a cannonball or snipe them. Easy. Too bad I always sucked at properly aiming and hitting other ships

[-] Zarobi@aussie.zone 4 points 9 hours ago

My reaction times are really bad now, so I struggled hard with Sekiro. But by chance, I discovered a specific series of movements and jumps that would usually get enemies to attack backwards instead of forwards.

I repeated that 100x per battle, sneaking attacks in when I could, healing when I mess it up, and finally winning through sheer perseverance. I achieved the normal ending without ever "getting good".

this post was submitted on 10 Aug 2026
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