F.E.A.R. Perseus Mandate versus Project Origin - by Digital Nightfall
Malleus on 8/2/2009 at 21:57
From (
http://www.projectorigincommunity.com/forum/showthread.php?t=5032)
Quote:
Q: "Why no Lean, why no quicksave, why no extreme difficulty mode and why checkpoints don't indicate where they are saving?"
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Originally Posted by Dave Matthews - Primary Art Lead of Project Origin
"Okay, so aright, no lean. We found out that when you're playing in F.E.A.R. and you have the ability to lean, what that does is if you lean around a corner it starts to disable that idea of tension.
So basically it's a... you have no threat to lean around a corner and be able to peek into a space and now you gain complete knowledge of that space. based on your perception of what you can see. By doing that it kinda disables your fighter flight mentality, so by pulling it out (I mean it was a very conscience decision to take it out) so by taking it out you don't have that freedom now to be able to- you have to expose yourself to get around corners and look into a space and as soon as you do that you maintain that tension a lot better.
So it was a very concience decision to why we decided to pull the lean function out of F.E.A.R. 2."
"So lets see... checkpoint saves, that was one of them?" - "Yep" - "Oh in here, quick save, they're kinda tied together. So quick save, you know again this gets back to this idea of like you have this godly type of ability, you know right before you're about to come into this heavy scene, "I'll just quick save it" and that way if anything happens then you're right back at the point you saved it. And the idea with that again is that it starts to reduce the amount of tension and the amount of apprehension that you have when coming into a combat space. So what we did was we implemented a checkpoint system that we kinda define where those checkpoints are at and we did a pretty good job of setting those up so that you still have an opportunity to start to build up that tension and know that you're gonna have to get through some sorta firefight. But we don't position them so far apart that it takes you forever to get back to the same spot which you were at if you happened to fall because of the enemies that you're going up against.
So because of that, again coming back to this idea of tension in remaining that... that kinda tightness in your stomach throughout a lot of the game; as soon as we had a quick save system it kinda started to disable some of that emotion. So that's the reason that those two got implemented the way they did."
"And uh... let's see, what was the last one.. extreme difficulty. That one I really can't tell you why. I know we got 3 different modes of difficulty now. If we realise that there's some more augumentation that we have to do then again, we listen to our community. And if it requires us to come back and come round and change how the (AI) behavior works so we can have an extreme version then I don't see it being as, again this is off the table.
Ostriig on 8/2/2009 at 22:47
Among other things, one might note that the ability to walk backwards is detrimental to tension, because it allows one to walk away from a foe while shooting at it. Removing the Back keybind would further amplify the feeling of dread that the player experiences every time a monster starts running towards them. Also worth looking into is the in-game presence of guns with magazines that can hold more than one bullet. A possible solution would be to replace all modern firearms with muskets.
As for the checkpoints issue... I fail to recall how the ability to save at any point within the Shalebridge Cradle somehow impeded the speedy expulsion of bricks through my trembling rectum.
Pfeh. To think I just randomly clicked on the thread and lo and behold this veritable stand-up gem.
june gloom on 8/2/2009 at 23:11
Quote:
"So lets see... checkpoint saves, that was one of them?" - "Yep" - "Oh in here, quick save, they're kinda tied together. So quick save, you know again this gets back to this idea of like you have this godly type of ability, you know right before you're about to come into this heavy scene, "I'll just quick save it" and that way if anything happens then you're right back at the point you saved it. And the idea with that again is that it starts to reduce the amount of tension and the amount of apprehension that you have when coming into a combat space. So what we did was we implemented a checkpoint system that we kinda define where those checkpoints are at and we did a pretty good job of setting those up so that you still have an opportunity to start to build up that tension and know that you're gonna have to get through some sorta firefight. But we don't position them so far apart that it takes you forever to get back to the same spot which you were at if you happened to fall because of the enemies that you're going up against."
Inline Image:
http://i160.photobucket.com/albums/t185/dethtoll/frown.png
Fafhrd on 8/2/2009 at 23:13
Yeah, jesus christ. Never mind that the ability to lean and check out a space before entering it lets you plan your attack slightly better, so you can more readily charge in like a fucking badass and kill the shit out of every motherfucker in the room without being surprised. They've gimped the tactical combat in order to amp up the tension and horror aspects, but the tension and horror aspects aren't showing an appreciable increase in sophistication over the first game. Good job guys.
And holy shit their art lead has all the writing ability of a ten year old.
Toxicfluff on 9/2/2009 at 00:07
I don't understand how leaning disables tension... arguably the strongest tension is the sort that builds, so if peeking round a corner is now going to get you seen in many cases, that's tension evaporated all the faster. Never mind again that their loading screens encourage you to sneak.
Checkpoints. While I can see how they piss people off, I've always preferred them - if implemented well, of course - and as a compulsive quicksaver I've found they do add to the tension. They're still sometimes an inconvenience, but one I'll put up with for the better experience.
gunsmoke on 9/2/2009 at 00:45
I see your point on checkpoints. They don't break a game at all for me. But, nevermind the leaning...the EXCUSE for leaving it out is ridiculous.
Jason Moyer on 9/2/2009 at 01:11
I kind of agree with what he said about lean actually. Plus, leaning was one of the things that made the original game so retardedly easy. That doesn't mean it shouldn't be there but I also don't really see the big deal, as there are plenty of great FPS titles without leaning (the original NOLF, for instance).
mothra on 9/2/2009 at 23:44
i didn't find the hardest mode of FEAR that retardedly easy.
Gaph on 10/2/2009 at 00:23
Quote Posted by mothra
i didn't find the hardest mode of FEAR that retardedly easy.
I just finished up replaying FEAR and it comes and goes. Some levels, like Interval 07, are just exceptionally well designed for the AI. It becomes like a cat and mouse game, where you can hear their footsteps moving around behind you. It's completely engaging to play and the best part of FEAR.
Other levels are just shootouts where the AI's only options is to stay behind cover and your only option is to stay behind cover, everyone just taking shots from behind cover. Leaning isn't the problem here it's the constrictive level design that leads to boring gameplay.
june gloom on 10/2/2009 at 00:28
Yeah, I'll buy that. The AI can be frustratingly dumb, as well. I've mentioned it before, but shortly before you rescue Alice Wade there's a fairly empty reception area with a balcony above looping around it, a stairway in one corner that leads to the upper floor, from which you can access the balcony. Instead of doing the smart thing and going up to the balcony to take shots at me, they all take positions along the steps and the upper floor before the balcony, and if I make them wait they come down the steps after me rather than trying to flank me.