Project Origin
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
"We’ve done some changes engine-wise. FEAR was back when per-pixel lighting was like ‘Holy cow, we’ve got to have that’. It made for an atmospheric game, but it was also very stark and shadowy. We loved it, but at the same time we hated it. There were times where you were fighting guys by shooting at their muzzle flash. This time we wanted to do something with more realistic lighting and softer shadows. That’s not to say we’re going to give you a bright game – it’s just another tool. We’re still going to throw you in the dark. There are still going to be the little-girl screams.” And when he says “little girl screams”, he means you, not Alma.
Rumours that the game might be more open-ended have been overstated – it’s still all about getting from A to B – the real sandbox element comes from the unscripted AI. “We really use the notion of the environment being able to play out in many different ways. You’re not going to see maybe a 10th of what it can do, because the AI is reacting to your actions. You’ll find you anthropomorphise the enemies, saying – ‘You bastards, I knew you were going to do that!’” This is true of the regular levels, although we have to say that the mech levels – by their overpowered nature – feel like a push-over slog down a corridor. These are the levels that need to prove their place in the FEAR universe. Fun as they are, and fan-prompted as they may be, they feel anomalous in a world where you’re supposed to be worried about your sanity, rather than your miniguns overheating.
So it was reassuring to see the hospital area, populated with the already well-publicised Abominations. Half BioShock spider splicer and half Silent Hill 2 mannequin, they move with much more fluidity and nauseating grace than their counterparts in Rapture, sliding up walls and launching themselves through doorways, before landing neatly on your face for a quick munch. Are there any more new enemies? The question is evaded by our hosts: there either aren’t, or they’re being kept for a press event closer to launch.
As our day in Monolith HQ came to a close, we were convinced that Project Origin has taken a few chips out of the J-Horror camp and put them into the safer bet of the action movie. After all, the Western romance with movies such as The Ring and The Grudge has evaporated. John Mulkey provides the reassurance we needed: “There is this moment that is going to creep you out, it’s really nasty. Craig Hubbard, the lead game designer on the original game, has been doing a lot of story stuff for us, and he came up with this idea that was so creepy that he had to go to the president of Warner Bros. and see if it would be OK to put it into the game.” He can’t talk about it, which sucks, Mulkey admits. But having to ask the head of a corporation if something is too nasty to put in the game? Now that’s promising.
Jun 27, 2008
Weekly digests, tales from the communities you love, and more


