F.E.A.R. Interview - interview
(hx) 09:55 AM CEST - Apr,02 2005
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GameSpot
has conducted
an interview with Craig Hubbard, the lead designer and creative director of
F.E.A.R., the upcoming
next first person shooter from Monolith and VUGames. Here is a bit:
GS: Tell us about the artificial intelligence of the game's enemies?
Judging from our recent experience with F.E.A.R. they seem surprisingly skilled
at defending themselves against incoming fire and aggressive enough to crawl
under tight spots to get at us. What went into creating the AI enemies and what
kind of tactics and challenges can we expect from them? And actually, what else
can we expect to encounter in the game besides well-trained soldiers?
CH: Our emphasis is on close-quarters combat, so enemy behavior was
obviously a major focus. We wanted you to feel like you're fighting trained
Special Forces units instead of rank amateurs. The AI is squad-based, meaning
that enemies coordinate and communicate with each other as teams rather than
individuals. They have pretty extensive environmental awareness, which factors
into their navigation and use of cover, even allowing them to create cover by
flipping a sofa or knocking over a cabinet to crouch behind. They'll also use
hazards against you, so if you duck down next to a fire extinguisher, they'll
target it in an attempt to damage you.
You'll encounter various other types of enemies throughout the game. We've
already shown the assassins, which are recon units with stealth camo. They're
pretty fleet and acrobatic and rely on hand-to-hand attacks. We've also shown
heavy-armor soldiers, who use heavier weapons and can take a lot of punishment.
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