In just a few short weeks, console and PC gamers alike will enjoy Monolith's F.E.A.R. 2: Project Origin in all its nail-biting, pants-wetting glory. This sequel offers much of the same supernatural flavor, intense action and unsettling content of the original game. But players of the first F.E.A.R. will notice that the team is approaching level design a bit differently this time around. To find out more about the lessons they learned from the previous game and how those are impacting the design of the sequel, we interviewed some of the key members of the development team including lead engineer Russ Pecoraro, principal game designer Craig Hubbard and lead designers Brian Frank and Leo De Bruyn.
IGN PC: The original game was developed first as a PC game and then ported over the years to various consoles. F.E.A.R. 2 is being developed for the PC, PS3, and Xbox 360 in mind. How did this affect design and development?
Russ Pecoraro:
IGN PC: What sort of things does the increase in computing power since the original F.E.A.R. allow you to do that are new? Are there bigger levels? Is there more environmental interaction?
Russ Pecoraro:
IGN PC: So how did you go about making new environments? What sort of research did you do? What sorts of places did you want to create?
Brian Frank:
Environments in F.E.A.R. 2 are also used to create an atmosphere of tension and horror. From a narrative perspective we wanted each setting to have some form of dramatic reveal and chose locations that best suited this purpose. The significance of each setting is initially shrouded in mystery. Progression through an environment is designed to unravel that mystery and lead to horrific revelations.
Leo De Bruyn:
Another issue had to do with the direction that we took the art and lighting. We wanted to make the game have a very creepy and oppressive vibe. The color palettes reflected this, and I think we created this feeling very successfully. In retrospect, perhaps a little too successfully. A little break here and there would have helped reduce some of the visual fatigue, while increasing the impact of the overall effect.
Finally, the way that we constructed the environments was very modular. Each fight or exploration area was kind of its own little mini-level. This let us easily tweak the pacing of the game and add and remove areas on the fly, but the downside was that the spaces tended to lack a realistic flow or sense of being a real place with a layout that you could anticipate. Players just kind of followed the space to see where it led.
We did have some other environments (including a pretty wild car chase scene through a series of drainage ditches, while being attacked by choppers) but because of time and resources, focused on making what we had look and play as best it could.
This time around for F.E.A.R. 2, we've been able to take these key learnings and create environments that are more diverse.
12:00 am PST January 28, 2009