Action Vault: What were your key goals in designing the enemies in the game them? Are you willing to reveal a couple of interesting or unusual examples? And what objectives do you have with respect to enemy AI? Wolfgang Walk: We downsized the number of enemies in the game simply because the story we're telling doesn't really demand huge battles. The AI in AquaNox was good enough to make much fewer enemies a real challenge; it was just that AquaNox took place during a war, so big battles were part of the story. We did change some parameters and add some specific behaviors to match our needs for AquaNox: Revelation. Now the player has to face some real agile and tricky enemies - snipers that you can't lock onto before they lock onto you, guards with very believable patrol behavior, etc. One of the real big AI improvements is that the enemy has limited sight, which means you can hide or take cover behind obstacles. This brings a great new element of stealth into the gameplay.