The guardian Crysis 2 Bericht:
http://www.guardian.co.uk/technology...ysis-2-preview

AI:
So how will the Crysis 2 AI fit into this matrix of demands? Camarillo suggests that it's all about reading each player and responding to their actions proportionately. So AI enemies will know which weapon you're pointing at them and will react differently depending on perceived threat. They'll know how stable their cover is – so you won't get them congregating behind a vehicle that's about to explode. They also have patrol routines and check-ins, so even if you go in cloaked and take out a lone soldier, the rest will eventually notice he's missing and investigate the area. Also, if they discover the player, they'll make dynamic decisions on how much back-up to call in. If you've just clipped one of their guys in the shoulder, they might ask for a couple more men; if you've slaughtered two or three of them, they'll request the attack chopper. "As the player makes decisions in the gameplay spaces, you can expect the game to push back in similar ways," Camarillo says with a smile. He also mentions that the alien enemies will use the environment like a human player, jumping from building to building, leaping on to objects and vehicles, exploiting the possibilities in the same way we do
Story:
The story. "At the end of Crysis there were some unresolved plot threads, and we're going to tie those together," Camarillo says. "There are threads about your character, about the backstory … and through some supplemental material that we'll release, we really want to tie the two games together in a very strong way. It's not a prerequisite to play Crysis in order to play Crysis 2. In fact, we hope we'll inspire more people to go back and play Crysis in the context of what the Crysis 2 story reveals to gamers.