F.E.A.R. 2 Design Video: Office Space Edition
by Nick Breckon, Nov 18, 2008 8:03pm PSTGet tired of shooting up the same LCDs and file cabinets in the original F.E.A.R.? Monolith was listening, as the team members explain in the following design video for the upcoming sequel.
F.E.A.R. 2 is set to hit PC, PS3 and Xbox 360 on February 10.
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Comments
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Dead Space is already over, and I haven't had a heart attack for DAYS!
...no really. I hope they do a better job to make the player really sympathize with the ingame character, and feel for him. The monsters in Dead Space just pushed themselves into the spotlight on every occasion, which didn't just get old really fast, I also couldn't have cared less if they tear my robo-john to shreds.
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Okay, so how does one vary a single-player story? I'm guessing the general flow is going to be one large path, but are they going to vary the position and interval of the "boo, scared ya" moments? I'm interested in seeing a SP FPS developer pulling this off beyond having one random spawning entity that is a key piece of the storyline (like Soldier of Fortune 2 had with the freighter level, where you had to find where the "chief of the watch" was sleeping; it was in 1 of 4 different cabins, and seemed to vary on each play through).
I wonder if they'll make the multiplayer free again...I thought the multiplayer was really solid in the first one
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And I'm talking about things like the player movement, the way your gun feels/shoots/its recoil, etc.
Even Prey, a game that came out in a similar time frame, felt much better in that regard.
I guess the only sorta 'unique' feature it offers is that it's supposed to be a "scary" FPS game. Is that what people dig about it? Cuz I just can't see what else it has going for it.
Oh, I remember hearing the "AI was really good" in this game... I dunno, I didn't notice anything special in this regard, but maybe it's cuz I was too disgusted by the rest of the game lol.
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