When we first saw the game running at the show, a lone demo-guy was blitzing through a jungle level in singleplayer mode. We hadn't yet heard that the game was co-op, and thought that the other three PS3s in the corner were simply additional demo stations. It turns out that all four PS3s were networked, as we saw when three other players joined the fray, mid-level. Like Gears, Haze allows players to drop into and out of the game whenever they feel like it. As Derek explained, "We have a dynamic drop-in/drop-out system that allows additional co-op players to join mid-game rather than needing to return back to a menu to select a different mode. This makes the co-op game in HAZE very easy to pick up and play."
When playing in solo mode, our demo guy seemed to be doing fairly well against the AI, so when four players started blazing their way through a factory packed to the smokestacks with enemies, we expected them to encounter very little resistance. If one guy could do okay, surely four would obliterate the enemy? Apparently not, as the AI dynamically adapted to the new conditions. "The beauty of our 'Conspire' AI system is that it's completely scaleable and unscripted. Rather than being pre-programmed to always behave in a certain way, for example always using a certain bit of cover, or always staying a certain distance away from the enemy, it can alter an enemy's reactions based on the scale of the threat it's facing." The Conspire system has several tricks up its sleeve to make the bad guys even harder to hit. "Not moving between cover points as often, or making Promise Hand squads bunch closer together so they can rain down better suppressive fire". The AI was still a little rough at this early stage, occasionally acting as if it had had a Nectar overdose, but there's still plenty of time to polish up this tricky area of game development.
Speaking of Nectar overdoses (Nectar is the drug used by the player to enhance one of four key abilities - perception, foresight, focus and melee blast), Derek gleefully described the occurrence of these in the co-op game "The 'overdose' state turns the whole co-op experience on it's head - one moment you've got your best buddy next to you, the next he's a gun-crazy maniac who's shooting blind!". During testing of the co-op game, it's these overdose sequences that have seared a special spot into Derek's memory. "I was pinned down by some heavy Promise Hand fire when the guy next to me suddenly overdosed and started lobbing grenades all over the place! Cue me swearing very loudly and legging it just a split second before he blew himself to pieces!"