Thanks to Monolith's distribution team in New Zealand, we put some questions to Dave Matthews, Primary Art lead on F.E.A.R. 2: Project Origin at Monolith Productions in Seattle, Washington.
Dave has been in the industry over sixteen years, and has worked on a variety of titles ranging from F.E.A.R., Condemned: Criminal Origins, Fallout: Brotherhood of Steel, God of War, Run Like Hell and many others that range all the way back to Myst and Iron Helix. He started with Young Indiana Jones and the Instruments of Chaos on the Sega Genesis and Genesis CD, which shipped with a fruit roll-up. Yes, a fruit roll-up.
GP: Obviously with a game entitled "F.E.A.R", it's all about the horror. Did you go through a huge experimental phase to increase suspense in F.E.A.R. 2, or did you already start the project with a fairly good idea of how you were going to improve on the original game?
Dave: Absolutely, after we finished F.E.A.R we took a long hard look at every aspect that went into creating it. Because of that critical eye, we were able to identify areas that we felt we could push forward and evolve for F.E.A.R. 2. Many great things came out of that critique and we were able to list and prioritize them, then something spectacular happened... we started getting great feedback from our community. We received fabulous ideas that became some of the seeds that ultimately made it into F.E.A.R. 2. Although the initial ideas were solid, many of the new features went through much iteration to reach the final product. Many times we were able to create something that felt really good, but not fear-like... so were would continue to adjust and test until we felt we had reached a level on par or stronger that the original F.E.A.R experience so that it would be new elements in the game but retain a F.E.A.R vibe.
GP: Speaking of being afraid, Condemned 2 had a wide range of environmental interaction - we just loved those finishing moves. Can we expect some of the features found in Condemned 2 to carry across in the design of F.E.A.R 2?
Dave: At Monolith, we constantly incorporate everything we have learned from our previous works and F.E.A.R. 2 is no exception. As far as finishing moves, we really don’t have them like Condemned. If they were in the game, the experience would change to something new and less fear like and we really think our formula is unique and rewarding. To bring too many new unique experiences to F.E.A.R. 2 could potentially diminish the F.E.A.R.-like quality we have tried so hard to preserve.. Like I mentioned earlier we never wanted to depart from the essence of F.E.A.R.
GP: It must have been a great feeling to wrestle back the F.E.A.R name, rather than just relying on Project Origin. Can you give us an insight as to how much work it was to convince Vivendi to release it?
Dave: I know you are looking for some real juicy answer, but the reality is.. as a developer, we were very focused on the game itself and making it the best we could. I give all the credit to WB. They were the ones that were able to bring the name back home. As to the details of how it happened.. I really don’t know and since the name is back I’m too happy to ask about the details!
GP: Fair enough! We've read about the Slo-Mo combat enhancement, and we understand there are other new features to be found. Can you give us any hints as to what these might entail?
Dave: One of the main themes that we wanted to evolve in F.E.A.R. 2 was that of variety. We made a concerted effort to add variety to combat, as well as the horror vibe throughout the game. We took a long hard look at F.E.A.R. and listened to the community after the launch and started identifying what opportunities we could take advantage of in F.E.A.R. 2. Something that we get asked over and over again regarding F.E.A.R. has been, “When we will we be able to hop into a Powered Armour?” We wanted to give fans that chance, but thought we’d take it up to the next level by giving them what we’re calling the Elite Powered Armour. The EPA comes equipped with two shoulder mounted rocket launchers, and two arm mounted chain guns. The potential for destruction is incredible, and we think once players get into one they’re going to love the experience.
And while F.E.A.R. 2 is about scaring the crap out of players, it’s also about getting to wield some kick ass weapons, and this is without a doubt one of the best! The horror is still very much a focal point of the game, and much like combat, we have added variety to that facet of the experience. You have to remember that great scary moments require pacing and build up, without that all those tricks in the bag, the scares will start to feel repetitive and expected. We feel the addition of these various aspects of combat and scares to our already existing palette, we can create a new strata of experience to show the evolution in F.E.A.R. 2 from F.E.A.R. and although I didn’t state a specific hint, other than the EPA, I’m sure you’ll find them enjoyable.
GP: Obviously Alma has moved on with the story - is there more interaction with her this time around?
Dave: Alma is the result of our biggest inspiration from films.
She’s clearly from Japanese horror, and the notion of taking what you expect to be innocent and harmless and turning it into this amazing destructive force. But for F.E.A.R. 2 we also draw a lot from the current trends in Eastern European and American horror which do some really cool stuff to scare audiences. The story in the F.E.A.R. universe is maturing much like Alma, and with that maturation we needed to evolve the experience. That need caused us to look for other inspirations. The whole experience is far more intimate this time around. Alma is a more active antagonist now. She’s a lot more aggressive, and she’s going to touch you more. Alma was freed from her prison at the end of the first game, and as such her needs have changed. Her interactions with the player reflect these new needs, and we can’t wait for gamers to discover everything we’ve put into this new chapter in Alma’s story.
