Your perfectly entitled to your views.
I'm merely stating my personal experiences with 2 complete play throughs of 2 versions of the game on 2 Sony systems, after reading Previews of the game from various Games Press.
Garry Napper, lead Designer, was a second Creative Assembly source quoted/interviewed by them who stated the Xenomorph would actively observe the actions of the player and learn and adapt it's behavior.
That wasn't what i personally encountered on any playthrough as detailed in my earlier post.
I've spent over £90 on the game and invested countless hours with it.
It doesn't matter what has been written in the games press or talked about on video, my experience simply differed from what the press had me expecting.
This nigh-on sentient A. I for the Xenomorph, wasnt as described.
Creative Assembly did however deliver the NPC Human A. I they promised, these weren't faceless individuals that blindly attacked, they appeared petrified, warned you off, they gave a great impression of simply trying to survive.
That added a lot to the games atmosphere.
I'm not getting into an internet, you are wrong scenario here.
I've named my sources, detailed the instances and areas where the game fell flat from what was promised.
The ultimate Alien experience has yet to be created.
Isolation made steps in the right direction.
The first video actually just clarified at times what I suspected.. the A. I routines are built around existing A. I routines such as Behavior Trees in Halo and they unlock more branches, the longer the player spends in the game, thus as the commentator explains, giving the IMPRESSION the Xenomorph is learning from what the player is doing.
If all it's actually doing is unlocking predetermined behavior routines, that's not the sentient, unpredictable, we had to dig into the code to understand what it was doing and why, to our playtesters A. I... the team talk of in the games Previews.
The game director at times sends the Xenomorph to specific locations, as it tells the Xenomorph where the player is.
The video also talks of the A. I not being scripted, yet it is at key events, the game couldn't progress plot wise, if it wasn't.
Cutscenes etc trigger key events, meaning the Xenomorph has to be in key areas at crucial times.
Sure the set piece designers can try and disguise the fact it's waiting for the player by having numerous environmental factors taking place, klaxons blaring, lights flashing, steam and smoke obscuring vision, but fact is the Alien will wait for the player at key points.
It won't venture out or roam on it's own, it's scripted to stay within predetermined parameters and the video, by quoting Creative Assembly, explains why.
There would be no fear, no tension if the player didn't suspect it was lying in wait, observing the player.