Joe "OuTkAsT-1" Topolnisky
EuroGamer has posted a quick Q&A with Monolith's Kevin Stephens regarding their upcoming first person shooter, F.E.A.R.. They look at the games engine, slow-mo feature and more! Here's a clipping:
UK JOURNALIST #2: Why the slow motion?
KEVIN STEPHENS: The core has always been combat and in particular cinematic combat. We wanted to capture an action movie; that's why we always emphasize movie. We want to capture what an action movie feels like, but in a game. The slow-mo actually came to us when we were working on the effects and we were looking at what you actually do in an action movie that's cool. The concept of slowing down time is done in virtually every action movie since way before The Matrix; it's been done forever. That was something where the lead designer said, "It'd be cool to try this; this is something I've wanted to try for a long time. Let's try it; no one's really done it in a first-person shooter before and you know it works in Max Payne, so let's see if it works in a first-person shooter." And so we implemented it and the team fell in love with it, and so we said we'd keep it.
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