F.E.A.R sequel promises visual density, better AI

John Mulkey, lead designer of Project Origin, shares details on what fans can expect from the upcoming sci-fi first-person shooter.

"The most obvious difference that will hit the player right away is in the visual density of the world," said Mulkey. "F.E.A.R. looked really great, but where F.E.A.R. would have a dozen props in a room to convey the space, Project Origin will have five times that much detail.

"Of course, this will only serve to further ratchet up that 'chaos of combat' to all new levels with more breakables, more debris, more stuff to fly through the air in destructive slow motion beauty."

Project Origin is the follow-up to 2005's F.E.A.R., which relies heavily on horror suspense and hi-tech weaponry. With regards to gameplay differences when compared to its predecessor, Mulkey says improved enemy behaviour is at the top of the list.

"We are teaching the enemies more about the environment and new ways to leverage it, adding new enemy types with new combat tactics, ramping up the tactical impact of our weapons, introducing more open environments, and giving the player the ability to create cover in the environment the way the enemies do," he says.

"The melee from FEAR is getting reworked a little bit but will retain that slow motion action hero edge that it had in the first game."

Project Origin is scheduled for release on PC, Xbox 360, and PlayStation 3 later this year.

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