During my original playthrough, I kept Sheva in "Cover" mode most of the game she faithfully pointed out crates and barrels I missed, provided occasional cover fire, kicked/shot/knifed zombies and bui-kichwa (sp?) off of me, and healed me when I was too busy killing to do it myself. She rarely got in the way (or my line of sight) and complimented me on nearly every headshot... She even stopped wasting ammo when I gave her the stun baton. In short, I didn't hate her.
I'm on my second playthrough now. I'm playing as Sheva, and after adjusting to the change in perspective and the constant distraction of her tribal costume, she plays fine.
Chris, now my partner, is a problem. When he's not stealing my ammo (which Sheva really didn't do in "Cover" mode) and shooting everything that moves, he's standing directly in my line of sight. Sheva did it on occasion, but was generally pretty good about moving. And she was narrow, so I could still kinda see, to some extent... Not Captain Beefcake. No sir. Dude pulls out a tent and sets up camp in my line of sight. The fact that he's as wide as two schoolbuses doesn't help, either.
I guess my point is that neither Chris or Sheva are the problem, it's the AI that controls either one of them during the playthrough that's the issue. IMO it does make Sheva behave oddly on occasion, but it's noticably dumber for Chris. It's probably because the processor is having to allocate all that extra processing power to render and animate Chris' mighty pythons...
I'm on my second playthrough now. I'm playing as Sheva, and after adjusting to the change in perspective and the constant distraction of her tribal costume, she plays fine.
Chris, now my partner, is a problem. When he's not stealing my ammo (which Sheva really didn't do in "Cover" mode) and shooting everything that moves, he's standing directly in my line of sight. Sheva did it on occasion, but was generally pretty good about moving. And she was narrow, so I could still kinda see, to some extent... Not Captain Beefcake. No sir. Dude pulls out a tent and sets up camp in my line of sight. The fact that he's as wide as two schoolbuses doesn't help, either.
I guess my point is that neither Chris or Sheva are the problem, it's the AI that controls either one of them during the playthrough that's the issue. IMO it does make Sheva behave oddly on occasion, but it's noticably dumber for Chris. It's probably because the processor is having to allocate all that extra processing power to render and animate Chris' mighty pythons...