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舊 03-08-08, 09:54 PM   #15
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Project Origin Details
Get the latest on Monolith's follow-up to FEAR.

by Hilary Goldstein
http://ps3.ign.com/articles/857/857913p1.html

March 7, 2008 - Alma, the angriest little girl since Drew Barrymore in Firestarter, is back in Monolith's follow-up to FEAR. Though technically not a sequel, Project Origin continues the supernatural story with Alma loose on the world. We don't know a whole lot about the story yet, but the girl's presence can only mean bad things for those of us afraid of things that go bump in the night. A little bit more becomes known today thanks to a new trailer and interview with John Mulkey, lead designer for Project Origin. Enjoy.

IGN: How does the story in Project Origin connect to FEAR?
John Mulkey: The story of Project Origin picks up about 30 minutes or so prior to the explosive ending of the first game. Your team has been sent in to secure Genevieve Aristide in connection to the events that have transpired in the first game; that is when the containment facility from the first game explodes, taking out a good portion of the city and releasing Alma upon the world.





IGN: Is Alma's role more or less prominent than in the first game?
Mulkey: The threat Alma poses now that she is freed from containment is the central motivation in the game.

IGN: What are you doing that will keep people from saying, "Oh, this is just FEAR 1.5"?
Mulkey: We are concentrating on increased variety across the board and adding completely new gaming experiences like giving the player the opportunity to pilot a giant Powered Armor.

IGN: Monolith has said that we will see a greater variety of environments, yet the E3 demo was set in a hospital -- kind of been there, seen that. So what are some of the environments that will surprise people?
Mulkey: I think the destroyed cityscape will be a drastic change of pace from the generally claustrophobic first game.

IGN: How are you balancing the horror elements with the action moments? Is it more action-focused than FEAR or should we expect even more creepy moments?
Mulkey: We will continue to present a nice blend. Too much of any one thing, even a good thing, starts to wear thin if there is nothing to change things up. So it is not so much that it will be more action or more horror, it will be that the nature of both of those elements are ramped up in intensity.

IGN: One of the new elements added is the ability to interact with the environment. How does creating your own cover work?
Mulkey: We are trying to present a very simple rule set of interaction based on the situation. If an object is in the middle of a space, flip it over. If it is against a wall, slide it out or topple it. It is all controlled through a single press interaction.

IGN: What is Monolith doing to add some variety to enemies so we aren't killing that same nameless military guys again and again?
Mulkey: There will be a larger variety of enemies for one, and we are also tying the design of the enemies more closely to the environments they inhabit and the visual story telling they convey.

IGN: Can you talk a bit about the improvements being made to the AI?
Mulkey: At a high level we are increasing their understanding of the environment and the ways they can interact with, and use it to their benefit during combat.

IGN: Are we going to see any improvements or additions to melee combat?
Mulkey: We are reworking the melee from the first game to flow more smoothly, but not introducing a wholly new system. We felt that introducing a complex melee system would detract from the firearm focus of the game.

IGN: What are some of the new weapons we look forward to using?
Mulkey: I can't really spill the beans on the whole arsenal right now, but you can look forward to a combat laser rifle that slices enemies into pieces. 

IGN: Will any of the weapons from Extraction Point make it in to Project Origin?
Mulkey: No.

IGN: We know that you have the time-slowing powers from the get-go, but will you gain any new powers along the way?
Mulkey: No.

IGN: Is Project Origin sharing assets with Condemned 2? And if so, how does that benefit and/or hinder the game?
Mulkey: Making game assets can be very time consuming, so we have shared some set décor assets between the two games, but that's about it.

IGN: What are you doing to improve on multiplayer?
Mulkey: Unfortunately, I can't talk about multiplayer right now.

IGN: Are you worried that people will get confused because Project Origin is in the FEAR universe along with Sierra's sequel?
Mulkey: I think it is a risk, but I have confidence that Warner Bros. will do their best to get the word out there.
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