F.E.A.R. 2: More Guns, More Scares, More Alma

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Monolith is cranking things up for F.E.A.R. 2: Project Origin, auspicious a more intense and unlogical FPS experience while also expanding on the gimpy's horror elements.

In an interview with CVG, F.E.A.R. 2 Associate Producer Eric Studer and Primary Art Lead Dave Matthews said that even though the halt will return players access to an expanded and even more powerful arsenal than the original, the repugnance aspect "is still real much our central breaker point," and that despite the role player's annihilating capabilities the development team has used all its "tricks in the bag" to ensure things stay spooky.

"A great way to scare people is to build their anticipation for a years, and and so frighten away the crap taboo of them a here and now after they have a bun in the oven it," they explained. "Incomparable of my best-loved scares in the first game had to be where later whol of the trademark warnings that F.E.A.R. would give you Alma appeared out of nowhere. It was chilling, but you thought it was over. You and so descended a ladder and turned around and Paxton Fettel was standing aright there ready to scare you over again. So many components go in making that happen, non the to the lowest degree of which is lighting and level excogitation. What you see and what it looks like is so important for putt people in the right humour to cost scared."

It's public knowledge that Visualise Origin will brush aside the events detailed in the first two F.E.A.R. add-ons, Extraction Point and Perseus Mandate, a decision obviously successful simply because the direction taken by those expansions wasn't where Monolith wanted to go with the story. "We wanted to remain focused on telling the story of Alma and what happens to her at the terminate of F.E.A.R.," they said. "With this game we're continuing the story exactly the way we feel IT should be. Think back, Project Origin is the typical sequel to F.E.A.R."

Patc the horror elements of the introductory game will embody a major part of the sequel, Monolith is apparently taking a different glide slope to the scares this time around, leveraging Alma's newfound freedom from the clutches of Armacham. "The inspirations for the first halt came largely from Japanese horror which have very limited ways of scaring you," they explained. "We wondered how we heighten that and build upon that this meter out. Our belief is that scary little girls alone just wouldn't get the same visceral effect from the audience we got with the first gritty. We had to come more."

"The inspiration came from the story itself. Alma is out now, and she wants retaliate," they continuing. "She's not the same tortured little girl from the first game. She's an adult, with different needs. She's going to interact with you more, she's going to… touch you more and we've learned than anytime Alma comes in contact with you it's never a good matter. The whole experience will represent a heap more personal, and we imagine much creepier."

F.E.A.R. 2: Project Origin is scheduled for freeing in February 2009, so while you wait you can read the full interview with Studer and Matthews at CVG.

https://www.escapistmagazine.com/f-e-a-r-2-more-guns-more-scares-more-alma/

Source: https://www.escapistmagazine.com/f-e-a-r-2-more-guns-more-scares-more-alma/

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