F.E.A.R. Extraction Point Interview

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Given that there was some criticism regarding the "cheap" nature of the horror used in the first title (that is, that it relied too much upon shock value, rather than so-called "smart" psychological horror), have you tried to alter this in any way?

We’ve diversified the range of horror motifs used throughout Extraction Point, so there is a lot of fresh content on top of the hair-raising “jump scares” that worked really well in the original.



On that subject, have reviews of F.E.A.R. influenced your development of the expansion in any way?

Certainly – one of the advantages of working on an expansion pack is that the original product is already out there on the shelves and has been critiqued by both professional reviewers and consumers alike.

Players can count on seeing a lot of what they’ve been craving – destructive new weapons like the Minigun and Laser Carbine, a robust AI that is acutely aware of interactive objects in the environment, and distinct new enemies and combat encounters that offer more variety on top of the original game’s Replica clone army.

It’s great to see that many of the things that ring true for the fans are actually shared by our developers, and we have spent a great deal of time circulating the various F.E.A.R. websites and forums to gauge what made the game so great, and even how we could make Extraction Point top that.



What does the game add to the original, feature-wise and game play-wise?

A lot of our key features have been covered in the previous questions, but, we’ve also put a lot of thought into how both the player and the AI will interact with the world around them.

Explosives and even the bash of your weapon will now knock open doors for a surprise entrance, while destructible supply crates ensure there’s a fresh supply of lead to feed to your enemies.

Combat in F.E.A.R. is very visceral, and we wanted to add even more to the incredible cinematic nature of the fights. We’ve pushed ourselves to pack Extraction Point’s environments with highly-destructive and interactive elements, so players should have no trouble tearing the world apart with our enhanced arsenal. Pillars will collapse, walls will explode, and enemies will never be content until they have hunted you down.
Oct 2, 2006
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