The enemies in Generation Zero, the 80s-set co-op shooter in improvement at Avalanche Studios, are persistently simulated. This implies that each enemy you see will exist in your game for so long as they continue to be alive, and than any harm they incur will stay with them, even when you don’t encounter them till a number of weeks later.
Generation Zero’s government producer Tobia Andersson described the system to us at Gamescom 2018: “The game remembers what has happened to the enemies, so they are persistently simulated,” he says. “For instance, if you want to take down a large enemy and you run out of ammo, fleeing is a valid option. But the enemy will bare the scars of your previous encounter. If you log out from the game, go on vacation, and come back in a few weeks, it will still be there with those same scars. You’ll have a chance to finish off what you started earlier.”
The system sounds slightly like Shadow of War’s Nemesis system, which sees orcs return from the ‘dead’ bearing scars that you just inflict on them throughout your earlier encounter. However, it looks as if Avalanche’s system shall be slightly extra reactive; the place an orc must return to the world after being defeated to point out its scars, the robots in Generation Zero shall be scarred throughout battle.
Generation Zero is due for launch in 2019. A closed beta shall be out there later this Autumn.
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