We ran into a few glitches
where NPCs would be talking, but no words would come out of their mouths and no subtitles would appear on screen.
This creates a very weird effect
where NPCs who don't have anything to say (which is most of them) will have conversations with you consisting of the phrase «Hello, see you later» rendered in a weird impression of a number of British accents.
When a purge is about to happen, you will get clear notifications and you can also see on your map exactly
where the NPCs are attacking.
Recently we added thralls who specialize in carrying heavy items and the importance of thralls in general has increased with the recent addition of the purge — the new feature
where the NPCs of the Exiled Lands gather in large groups to attack your base.
where npc is the number of owned cats in the contiguous United States, pod is the proportion of owned cats granted outdoor access, pph is the proportion of outdoor owned cats that hunt wildlife, ppr is the annual predation rate by owned cats, cor is a correction factor to account for owned cats not returning all prey to owners, nfc is the number of un-owned cats in the contiguous United States, pfh is the proportion of un-owned cats that hunt wildlife, and fpr is the annual predation rate by un-owned cats.
This leads to many moments
where an NPC asks you a question you know the answer to and after an awkward silent stare the NPC simply regurgitates the answer back at you in the form of a question.
There were even a few strange instances
where the NPC's that help move the story along didn't bother talking to us at all.
Fixed a bug
where NPC skirmishes could start while a Supply Drop event was underway in that same location.
Other flaw I experienced was repeating dialogue glitch
where NPC just continuously repeated the same.
Fixed an issue
where the NPC would not follow the playable character when the Swenett outpost is being completed before the «National treasure» quest
I didn't want leave the world
where the NPC's are genuinely interesting to just look at, follow, and invade their lives.
Not exact matches
The only show left of the year that was close to
where we live was the
NPC Excalibur Show.
There are too many times
where you'll be asked to complete a goal by an
NPC and you'll literally have no clue what to do or how to proceed in order to complete it.
However all this requires you to be connected to the Xenoverse server and that's a bit of a problem, you can choose to play a single mode
where with
NPC's but you can also choose to go to the lobby with human controlled players.
From there, go to the white tent
where you can currently access the various multiplayer modes and click on the
NPC with a globe icon.
Among the various team modes are Team Rescue and Team Boss Fight,
where players fight against AI opponents while trying to rescue computer controlled
NPC's.
You have a room here
where you can change equipment, save your game, read letters you have received from
NPCs, send your pet on item gathering missions, and also join or start a multiplayer session.
Fixed an issue
where the requirements to complete some missions could change as you spoke to
NPCs
Game Director Fukuhara Tetsuya recently revealed that there will be a single player mode in Granblue Fantasy Project Re: Link
where the player's party will feature 3
NPCs handled by the AI.
It was one of the first games with a persistent open world,
where day cycles to night, weather changes, shops open and close and
NPCs go about their business all on their own schedules.
Basically the game feels like a giant fetch quest
where you are performing chores for the various
NPCs while slowly uncovering the dangers around the Island.
Those
NPCs would also know your location at all times and actively hunt you down, turning the game into a massive battle arena
where you fight for survival.
This one is as much a management game as it is an action game
where players need to foster an entire community of
NPC survivors who are always at risk of permanently dying.
Some are monster hunts
where you'll typically kill a number of smaller creatures to draw out a larger boss, while others will see you defending a particular spot or escorting a vulnerable
NPC.
There are a few scenes
where just throwing a few chairs or breaking a few mirrors will have frightened, confused
NPCs running around the room screaming or whimpering on the floor like a pile of goo.
Fixed an issue
where for some players an
NPC would sit on a chair or bench while in combat resulting in their bow floating in midair next to them.
Fixed an issue
where some players experience the Nora
NPC's not helping Aloy to fight off the enemy during the «Clear the Camps» objective.
It's an area
where survivors are dispatched and contains
NPC's that can sell the player collectible maps, weapons, and food items.
Cities will be buzzing with
NPCs, and there's going to be a Slums Market
where equipment is sold at reduced prices.
Whereas previous Scribblenauts games were all about sandbox fun
where you try your best to make
NPCs happy by writing words that make objects come to life, Scribblenauts Showdown is instead focused on mini-games.
Last but certainly not least, Sandbox mode contains the classic Scribblenauts gameplay formula
where you (and optionally, a friend) can try and make
NPCs happy by thinking of creative ways to solve their problems.
The writing might be trying its best to convince you otherwise, but it's hard to mourn the death of an
NPC in one section when minutes later you arrive in a new town
where he appears to have been cloned.
There are events in the game
where you have to choose only 1 between 3 items and the
NPC / Monster dissappears afterwards.
The worst example was an escort mission
where I had to protect an
NPC in battle against six wolves, all of which could one - shot the
NPC and instantly win the fight at any time if they wanted.
There will be times
where you will have to choose a response to an
NPC's question or statement and some answers will be straight forward while others will take some consideration.
As for Hitman I ignored the built - in - benchmark in favor of simply going for a stroll through the opening Paris level
where hundreds of
NPCs do a good job of pushing the hardware.
Outside of community events, and the occasional difference depending on
where the character is in town (characters have different dialogue in church on Sunday, for example), most
NPC's say the same thing over and over again, day after day.
The first is the fact that there are special sections of the game
where you will have a quick timer to choose an aspect either in the environment on on the body of an
NPC that will allow you to possibly get the upper hand during a confrontation.
During our mission, we had to talk to various
NPCs to discover the who, what, why,
where, when, and how of the case in order to collect evidence and, eventually, accuse someone of the crime once there were three pieces of evidence against them.
It's most noticeable during a conversation with an
NPC where you zoom in on their face and begin to note that their armour doesn't look as sharp as it should or has some rough edges, not to mention that facial animations are pretty stiff.
However, special mention does have to be made of a level late in the game
where you find yourself in a pure white environment and have to «paint» the level with your laser so you can see
where you're going, all the while little
NPC characters make various comments on how gaming equals art.
She's a lot more than one of those empty - headed
NPC's that are seen in games all too often, and she rarely gets in the way, with the AI doing a great job of reading
where you appear to be headed next.
You have your Base of Operations,
where you can upgrade equipment, talk to
NPCs and grow bonds with them via Friendship Events, etc..
ACO feels different from other AC games; they've removed some of the more annoying mission types (like the ones
where you have to follow a couple of
NPCs while staying hidden) and they've added a ton of loot and RPG aspects.
These
NPCs are found relaxing in their own camps,
where you can approach with a big truncheon, knock them unconscious, bind them with a rope and drag them back to your base.
It was one of the first games with a persistent open world,
where day cycles to night, weather changes, shops open and close and
NPCs go about their business all on their own schedules.
Some of this includes «ambient» audio logs that play in the background, scenes on the computer screens to help players find out what's going on, and or cut scenes
where players will meet
NPCs that help unfold the backstory as well as the main story itself.
In short, this new update adds a new mechanic called «The Purge»
where hoards of
NPC's will come and attack you and your structures if they are not properly defended.
Found as an optional seat on larger ships, the C&C lets you coordinate the battle between multiple ships: let your friends or
NPCs who are flying escort know
where to go and what to do.
Or... maybe... Perhaps keep it completely ambiguous, to the point
where even in the midst of battle you have the
NPCs wondering aloud which gender Sheik is?