F.E.A.R. 2 Interview with art lead Dave Matthews
Dave Matthews, art lead at Monolith on F.E.A.R. 2: Project Origin answered some question about one of the years most anticipated shooters.
1. The first F.E.A.R. appeared on PC first before coming to consoles. The ports were done outside of Monolith, whereas this time it’s all three at once. What kind of challenges did the development team face because of this and did it feel like three times as much work?
D.M: The largest challenge that arises from developing across three different platforms is making sure that the unique features of all three platforms are fully implemented, and that the game looks incredible regardless of the system. PC, Xbox 360, PS3, all three have unique abilities that we wanted to take advantage of, and it is a fair amount of work to make that happen. The results are worth the work though. Because as a result of this, no matter what platform gamers choose to enjoy F.E.A.R. 2 on, they will get the best possible experience.
2. We’ve seen improvements in development technology and computing power since 2006. What kind of effects have these increases had on F.E.A.R. 2? What can we expect?
D.M: F.E.A.R. 2 is a gorgeous game that takes advantage of all of the current technologies used in video games. Graphically you’ll see things like HDR, bloom lighting, motion blur, depth of field effects, etc... But the advancement in technology allows us to do more with physics, AI, world complexity, etc... Every facet of the game benefits as a result of this.
3. The repetitive nature of the internal environments was one of the few aspects of F.E.A.R. that critics and fans panned. What can we expect on an environmental front in F.E.A.R. 2?
D.M: The nature of the environments in the first game was something that people commented on, so when we set out to develop the second game, one of the things we wanted to make sure of is that the world felt larger and more open this time. And while there are corridors that will remind players of the intense close quarter combat of the first game, there are also huge open spaces that really change the nature of the battles.
4. What sort of inspiration did the development team use to come up with the environments in F.E.A.R. 2?
D.M: F.E.A.R. 2 picks up about a half hour before the explosion that rocked Fairport in the first game. The devastation to the city is complete. What the world looks like after a catastrophic event of that magnitude was one of the key inspirations for the environments in F.E.A.R. 2. But where Alma’s story takes the player also provided inspiration. Her early life and what was done to her are all things that get explored in F.E.A.R. 2, and as a result you will visit locations that are important in that regard.
5. Can console gamers expect a better overall experience than what F.E.A.R. brought?
D.M: I think refined is a better word. F.E.A.R. was an excellent game, and F.E.A.R. 2 builds on what was so successful about the first project. We’ve gone back and expanded on the features that made the first game so appealing, and the results of which are a larger more expanded experience.
6. How important do you think a strong narrative is in a game like Project Origin?
D.M: You have to have a context for why you are going through the game and doing the things you’re doing. Why is Becket important? It’s a question that has to have a strong answer for the players to identify with the world and allow them to be absorbed by it. So yes, I do feel that story is important to a game like this, if only for the believability of the world.
7. What do you think about DLC in general?
D.M: Anything that keeps gamers coming back for more is a good thing. If we can offer new features and new experiences after the fact that players will get into, then that is a valuable effort to make.
8. How important is it for a developer to listen to the fans and incorporate public wants into a game?
D.M: There is a balance that has to be maintained. Everyone wants something different, so it would be impossible to implement all of the feedback. However, there are things that were universally requested like more varied environments and the EPA that do resonate with us, and can impact our decisions.
9. Was it a relief to get the F.E.A.R. name back?
D.M: Absolutely! Not only was getting the name “F.E.A.R.” back a huge advantage for the brand recognition of our game, but it also provided a morale boost to the team to be able to call the game F.E.A.R. again.
10. What was the general consensus about the game being banned in Australia? Was there relief when the ban was eventually overturned?
D.M: Our general feeling was that there was a misunderstanding that needed to be resolved, so we approached it like that. When Australia heard what we had to say, they agreed and gave us the 15+ rating. It was a relief to have the ban overturned in Australia because we want as many people to enjoy the game as possible.
Don't forget to check out our F.E.A.R. 2 review and competition

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