Video gamers keen on F.E.A.R. 2 will want to check out this interview from the Guardian's Keith Stuart, who speaks to the game's lead designer Dave Matthews (not that Dave Matthews).

It gets into the game's influences, why horror doesn't have to be confined (literally), and how their technology benefits the 'is this real?' aspects of the gameplay. Read on!

How have you managed to translate the horror element to an open environment? Usually horror relies on claustrophobic spaces and a tightly controlled narrative...

Right, but one of the things that's really key in getting players to feel that horror aspect is breaking down expectation. So when you feel like everything is normal your stress levels are a lot lower, but as soon as something goes awry – whether you're in a large or enclosed space – you go into a heightened defensive state. We looked at our environments and tried to create the exact same types of scenario to invoke those sorts of responses in a big space.
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