I see your point, Kurgan, because I too have had a few reservations based on the trailers. As you say, the commandos seemed to simply stand and dodge fire when tackling that large droid. That might possibly be due to there being no cover in the vicinity - other than either side of the door. Also, we know from other articles that the Commandos will have 'shields' that power up in a similar way to Master Chief's in Halo - so they can take quite a few hits before they start to sustain physical damage.
The roaring aliens were, I admit, a bit overdone. It doesn't make much sense for them to simply roar at you, when they should be opening fire on you. Hopefully this will be tweaked, and is not a standard behaviour pattern for all your enemies.
The game's got about another 5-6 months of development, though, so there's probably quite a bit of time for tweaking the AI to ensure the enemies aren't simply dumb canon fodder.
I'm encouraged a little more by an article at CVG (
http://www.computerandvideogames.com/previews/previews_story.php?id=104138), where they discuss the squad tactics a little more...
Defensive and aggressive stances will affect the speed of movement, with soldiers able to stand, crawl and even inch along the ground, covering the backs of their comrades and securing tactical hotspots in readiness for any counter-offensive. Also, instead of a tactical overview present in games such as Hidden & Dangerous, we're promised a simple dynamic interface that sees you responding to threats quickly and easily.
"It's challenging to strike a balance between action and hardcore tactics," admits Matulac. "However, we definitely don't want you to have to micro-manage your squad. We've yet to nail down the full range of tactical commands and options, but you'll be able to order your troops to 'leapfrog' through the world, where one guy moves up while another covers. You'll also be able to order 'stacking', where two guys can share a cover point, with one taking a high shot and the other guy the low shot."
Of course, the game's success will depend squarely on the strength of the AI. It's too early to cast judgement on that right now, but from what we've seen, your comrades will certainly be able to think for themselves (Unreal AI being about the best in the business).
"The AI will be intelligent, but the characters will also look intelligent while they're carrying out orders to help reinforce the military aspect of the game," adds Matulac. There wasn't much to see of the enemy's intelligence, but then the game's ьber-badasses - Grievous's retinue of men - are yet to be unveiled for obvious reasons.
That gives me the sense that the AI hasn't been properly coded yet. Having said that, I really don't expect the game's enemy AI to be in the same league as Far Cry, where they run for help, hop into a vehicle, wait in ambush after the firing stops, etc. I think the emphasis here is on action, so I expect it to be more like Jedi Academy in terms of AI. It would be good to see enemies use appropriate cover, dodge attacks and try to outflank you, though.
Nevertheless, even with it's squad-based combat, I view Republic Commando as more of a spiritual successor to Dark Forces.