F.E.A.R. Extraction Point Interview

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We sat down with the Robert Siwiak, Associate Producer of the expansion, to ask him a few questions.

How does it feel to be working on this expansion, given that you didn't work on the original F.E.A.R.?

While some may find it intimidating to create a follow-up to what is widely hailed as last year’s best shooter, it’s actually the perfect place to start if your goal is to surpass it. F.E.A.R. raised the bar on many of the aspects that have grounded first person shooters over the past few years, and we here at TimeGate were never satisfied unless we could raise that bar a little higher.

Of course, there are always creative boundaries involved when working in an existing universe such as F.E.A.R., but this one provided such a rich backdrop for setting up the story for Extraction Point.



How much free reign did you have from Vivendi Universal on the project?

As the publisher on this project, Vivendi was very open to us exploring new gameplay avenues, while at the same time preserving the core elements that made the original game so unique. From day one, both TimeGate and Vivendi have been on the same page on what new heights we would like to explore within the F.E.A.R. franchise, and to that end it was great to work with a publisher that was supportive and never heavy-handed.

Were you fans of the original game prior to starting this project?

Monolith did an excellent job of creating a truly unique experience amongst a 2005 FPS lineup that was otherwise filled with sequels. F.E.A.R.’s close-quarters combat, stellar AI, and bone-shivering scares had us salivating for more, and we were given the chance to make that happen.

We literally started production on Extraction Point within weeks of the original game’s release, so having it fresh in our minds really gave a lot of momentum to kicking off the project. Spending countless hours watching horror and action movies certainly helped as well.




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