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F.E.A.R. 2: Project Origin Developer Q&A

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Monolith gets into the finer details of the guns, enemies, and explosive environments in its upcoming horror shooter.

FEAR 2 Nailgun Gameplay

Enemies in FEAR 2 suffer the wrath of your nailgun.

The original F.E.A.R. earned acclaim for tense, close-quarters firefights that combined great weaponry with a downright spooky atmosphere. With the long-awaited sequel, F.E.A.R. 2: Project Origin, developer Monolith is aiming to keep players on edge while simultaneously adding more variety to the combat. Primary art lead Dave Matthews and senior software engineer Matthew Titelbaum help explain how they intend to accomplish this goal.

GameSpot: The heart of any game's combat experience is the conflict between the player and the enemy. In F.E.A.R. 2, those enemies look pretty tenacious. Early builds of the game have shown them opening car doors to use as cover, and limping back up from the brink of death to make you really work for the kill. What are some other ways you've improved the enemy AI to add more combat depth?

Dave Matthews: One of our biggest successes in F.E.A.R. was our AI, and that's not something that's going to be overlooked. In F.E.A.R. 2 we've enhanced what was created for the original game and built upon the strengths of that system. You're going to see enemies that are far more aware of their environment and a lot more capable of adapting to the way you play. We've added awareness to environmental hazards such as fire and electrified areas. An AI that catches on fire doesn't just continue fighting with complete disregard for being engulfed in flames. They will now drop their weapons, try to extinguish the flames by patting, the ever-popular stop, drop, and roll, or if there is water nearby, run to it. If they can douse the flames, they'll switch to their secondary sidearm or find a weapon nearby, pick it up, and reengage in combat. There'll be plenty of opportunities for the player to experiment with new and glorious ways to bring about the demise of their foes.

As for combat, you can think about it like sandbox combat. The environment you fight in doesn't change, but the way enemies attack you and react to your behavior changes every time you play. The AI are now aware and will take advantage of combat opportunities within the environment. Just as you can target the gas tank of a car to take out the foes, they will be able to find the same types of advantages and leverage them against you. What affords us this emergent behavior is that our AI is not scripted, but educated, so as you enter combat volumes, enemies will adapt to your play style. If you are a run-and-gun kind of player, the enemies will see this and use opportunities to flank you and attack you from behind. Players that use cover more heavily will find enemies using various strategies, like throwing grenades to your location, to flush you out into the open so they can attack you. The goal is to make players not notice that the enemies are controlled by the computer.

GS: On the subject of enemies, what are some of the types that players will encounter? How will their various strengths and weaknesses affect the way people play the game?

Matthew Titelbaum: We have a few new enemies in F.E.A.R. 2, as well as some that have carried over from the original F.E.A.R. with significant modification. Regular and heavy-weapon soldiers are back from the original F.E.A.R. with a few modifications. Some ATC soldiers now carry "cleaning" equipment to cover up Armacham's tracks, but the tanks they carry are very vulnerable to gunfire. Also, some soldiers are packing flamethrowers now, which also require carrying a tank of fuel on their backs. The player will definitely want to aim for the tanks to quickly incapacitate the enemy. Assassins are also back, quick as ever, but now they have much improved mobility. Assassins can now climb and jump all over the environment, sneaking up on the player from where he or she least expects it. Slow-mo will definitely help the player out, but using the environment to his or her advantage is also key. Finally, soldiers equipped with powered armor are also back in F.E.A.R. 2, along with their technological successor elite powered armor. Both of these enemies pack tremendous firepower and require the player to be fully aware of available cover. Luckily for the player, though, both enemies are heavily susceptible to electromagnetic attacks, so a well-placed chaff grenade can render these deadly enemies immobile.

The new enemies in F.E.A.R. 2 are wholly different sorts of threats. The abomination enemy is the result of an Armacham experiment gone wholly wrong. Barbaric and quick, the abomination will appear where you least expect it and bound off the environment and right at the player. If given the chance, the abomination won't hesitate to jump right on top of the player and won't relent until the player is able to wrestle him off. The abominations also tends to show up in groups, so the player should also be sure to frequently look over his shoulder. The remnant enemy, though, is a wholly different ball of wax. After Alma's taint overwhelmed the city, many civilians were devoured by her tremendous power. These lost souls are now neither alive nor dead, stuck forever repeating their final moments. These remnants seek their revenge on the living by reanimating soldiers to attack them, sort of a puppet master, if you will. Killing the remnant's soldier puppets is an exercise in futility, though, as the remnant will quickly reanimate them once again. The trick is to run down and kill the remnant before his minions can kill the player.

GS: You've expanded the type of weaponry available for players to pick up over the course of the campaign. Can you tell us about some of these new guns and describe how you've tried to make them more appealing in a genre where typically one only needs an assault rifle and some grenades to survive?

DM: In F.E.A.R., there were a few weapons that definitely made an impact with the community, and those items, like the penetrator, are making a comeback in F.E.A.R. 2. But early on we realized that we would not be able to just deliver another set of weapons alone. Coming back to one of our mantras of "variety," we brought an armor-penetration value to each weapon. For instance, the pump shotgun has a high damage value, but a low armor-penetration value. This means it's great for your standard troops, but starts to have less and less effect against those with heavy armor. Whereas a rocket launcher has a concussive element to its damage, all of these factors will play out in how the enemies will react to you and being hit. This type aspect of your arsenal will have impact on how you approach combat against each enemy type. Depending upon how you use your weaponry, [this] will ultimately affect the combat resolution. I think as you see the enemies leveraging elements in the environment, the player's options in the combat volume, the weapons in your hands, and the various type of grenades that shape the space, you will see that F.E.A.R. 2 will require the player to make very tactical decisions about which weapon to use and at what time.

110 Comments

  • dkilnik

    Posted Feb 3, 2009 8:07 pm GMT

    ...you hate this game? Demo was great. WAY better then FEAR1 by a longshot.

  • Cleaver426

    Posted Jan 29, 2009 12:38 am GMT

    I hate this game i played demo and I hated it. I love fear 1 way more

  • StanleyL GameSpot staff member

    Posted Jan 27, 2009 10:45 am GMT

    @gordanfreeman53: They also need to tighten up the graphics a little bit on level 3.

  • evratto

    Posted Jan 27, 2009 8:16 am GMT

    im tired of shooters. Find something new.

  • head2004

    Posted Jan 26, 2009 5:53 pm GMT

    YOU MUST TURN UP SETTINGS TO MAX FOR THE BODIES TO STAY

  • gordanfreeman53

    Posted Jan 26, 2009 4:35 pm GMT

    the demo for fear 2 was good but there were some noticable flaws i hope monolith can fix before releases.

    1. bodies dissapear after about five seconds

    2. damage done to the environment fades away to

    3. and the pc version has relatively sloppy controls and feels like a port.

    please monolith, do something about this.

  • kvan33

    Posted Jan 26, 2009 4:33 pm GMT

    Nope, still not sold.

  • Dragonrider617

    Posted Jan 23, 2009 4:36 pm GMT

    the demo reminded me of a futuristic condemned to! but it was still pretty fun, im likin all the gore to

  • djsiddiqi

    Posted Jan 22, 2009 6:03 pm GMT

    played the demo its SICK

  • StarlightHunter

    Posted Jan 20, 2009 3:13 pm GMT

    play the original. i only liked the purseus mandate expansion but thats just me. i wouldnt bother with files to be blunt. this does look good, its all we needed. the same scares, just a ramped up engine and enhanced graphics perfect. one more day until the demo.

  • akechi419

    Posted Jan 20, 2009 8:41 am GMT

    I just played the demo i like the idea behind the fear series but like the original its very mediocre. The graphics ps2 can get away with, and none of the hazing they do to the atmosphere can cover it up. the aiming and gunplay feels very dated, something like the one of millions fps available for the pc you download a demo of just for kicks. Def not worth 60 dollars. I would wait til it drops in Target for 13 dollars like all the other games do for the current gen systems. It may take awhile but its worth it to save the money for better stuff(not just games).

  • maf17

    Posted Jan 19, 2009 5:18 am GMT

    Wish they'd kept the health regeneration. In the original game, health packs were poorly spaced. At times they were a glut, other times you couldnt find one when you really needed it.

  • BloodMist

    Posted Jan 17, 2009 10:17 am GMT

    You only need FEAR 1.The expansions don't count.

  • crudmanIV

    Posted Jan 16, 2009 11:49 pm GMT

    @Cannibal87
    thanx. advice noted.

  • cannibal87

    Posted Jan 16, 2009 10:34 pm GMT

    @crudmanIV

    To me yes coz you are not going to know what happen you cant just go to fear 2 you have to play the rest they are sick and it will add a lot more to the experience

  • crudmanIV

    Posted Jan 16, 2009 10:09 pm GMT

    looks sweet! But do I need to get FEAR 1, Extraction point and Perseus Mandate to fully experience this game?

  • TehUndeadHorror

    Posted Jan 16, 2009 5:08 pm GMT

    Awesome, can't wait!

  • kramer_inc

    Posted Jan 16, 2009 4:08 pm GMT

    this game looks pretty good

  • Edgemaster666

    Posted Jan 16, 2009 3:03 pm GMT

    Ahh crap, they scrapped the regenerating health idea? Damnit I was looking forward to that. Not a fan of always monitoring my health bar, even though you could hold up to 10 medpacs in the original game.

  • DarkSan00

    Posted Jan 16, 2009 1:56 pm GMT

    can't freakin' wait!

Game Info

  • Xbox 360 PC PS3 Release Info

    • Release Date: Feb 10, 2009
    • ESRB: M
      Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.

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