Creepy little psycho girl Alma returns in F.E.A.R. 2: Project Origin, Monolith’s follow-up to their 2005 Japanese horror-themed first-person shooter.
You join us mid-way through our conversation with Monolith’s Dave Matthews, art director on F.E.A.R. 2: Project Origin. Part one is over here. This time Dave discusses the design choices they made regarding weaponry, what type of horror they’re aiming for and how it all comes together in their “Useability Lab”.
F.E.A.R. 2: Project Origin is today’s major game release. Perhaps you still want to know more about it even after reading our very positive review this morning? I sat down with Monolith’s Dave Matthews at a recent media event and grilled him about what they did wrong with the original game, where they hoped the sequel could improve, and why he didn’t actually slate the expansion packs after all.
Monolith has a history of crafting really solid shooters – Blood, Shogo, No One Lives Forever, Tron 2.0 and now F.E.A.R. – that just manage to fall short of greatness. Will F.E.A.R. 2: Project Origin suffer the same fate?
This Friday the thirteenth a kendle of black cats will descend on London to advertise F.E.A.R. 2… really.
…and you thought your gaming chair was sweet. This was certainly the most immersive gaming display at the New York Comic Con.
Warner Bros. Interactive just dropped this new television advertisements for upcoming shooter F.E.A.R. 2 on us.
Some titles may be trying to rework how people are scared in a video game, others, others are just fine with the classic scares.
Two games arrived for me today – and they couldn’t be more different. One package contained an advance copy of FEAR 2 for Xbox 360, which releases next week. The other contained a retail copy of SimAnimals for Wii, which is out tomorrow.
Monolith put up an Armacham site promising to chase all your fears away, and flacked it with that infomercial above. Ha ha. OK. Yeah. I get it. Shrug — wait, boobie?!