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 Gameguru Mania News - Sep,01 2005 -  
F.E.A.R. interview - interview
(hx) 10:39 AM CEST - Sep,01 2005 - Post a comment / read (6)
GameSpot has conducted an interview with Monolith' lead designer Craig Hubbard talking about F.E.A.R., their upcoming first person shooter for publisher VUGames. The game is scheduled to ship this winter.
GS: How has multiplayer been shaping up? What are your thoughts on focusing multiplayer squarely on head-to-head competition rather than recent, popular team-based games, which offer things like drivable vehicles and objective-based levels? How will F.E.A.R.'s multiplayer be strong enough to keep players coming back for more, despite the many different kinds of multiplayer shooter that are out there today?

CH: Well, you have to build the house before you hang the curtains. When we started working on multiplayer, we were still figuring out what the game was going to be and how it was going to play, so it didn't make sense to plan out some elaborate objective-based mode that might not fit with the end product. Instead, we decided to start with deathmatch, team deathmatch, and elimination modes as a foundation and go from there. As soon as slow-mo got into the single-player game, we started brainstorming about how to bring it over to multiplayer, which led to slow-mo variants of the existing modes. Later, during the beta testing phases, capture the flag was by far the most requested addition, so that's what we focused on next.

We don't have any illusions of F.E.A.R. competing head-to-head with established multiplayer-oriented franchises, like Counter-Strike or Battlefield. But that was never the goal. It's always been about doing what makes sense for the game and what we felt we could do well with the resources we had. The bottom line is that nobody is going to play a half-assed CounterStrike knockoff, but some people might get into a polished team deathmatch with its own distinct flavor in a new game universe. And, as I mentioned, we now have a solid foundation to build from, so who knows what the future may hold.
last 10 comments:
xxxx(07:32 PM CEST - Sep,01 2005 )
Cool, some good info in the original interview. I'm glad they aren't gonna try and clone anything or try to be a game it isn't. I don't care about HL2 garbage anymore and I don't care about 'currently super exploited' & 'stat exploiting' BF2. Pfff. What fag would sit on his own server inflating his stats? Some people are just total tards..

Just glad to hear FEAR is gonna be a pretty basic shooter! That's what I been waiting for. No need for fluff. But I'll tell ya one thing people, this game 'will have' support unlike Valve and their games..

Nosferatu(03:00 PM CEST - Sep,02 2005 )
FEAR will be an awesome game, though I'm still mad at Monolith because my friend downloaded the demo but I couldn't play it, it just wouldn't launch :)
By the way, many things that make FEAR great were inspired by HL series.

lmer(03:52 PM CEST - Sep,02 2005 )
Same old FPS which i'll enjoy mainly because of the nice graphics and phisics which only add to the feel of realism, but don't do much to the gameplay side of the things. Just like DOOM3, which packed an atmosphere not surpassed in an FPS game to this day, but had a basic gameplay of a 10 year old game. The atmosphere IN DOOM3 suplemented the gameplay to create a classic shooter of a modern age, but it was still a same old run n' gun just like FEAR is.

Now, despite the fact that STALKER got pushed back for the 54th time recently, i'm still looking forward to the game very much. I believe that game really has the potential to drastically change the FPS genre judging by some *leaked* screens i saw of the ingame character menus. And when that game comes out, if it's really packing all that RPG oriented features it's boasting, other developers are going to have to keep up with that feature pack.

So then again we'll have clones of games like STALKER, published by money grabbing corporations making games practically in a factory by automated machinery, with only differences being the ingame frontend menus and textures, until annother independent developer comes up with a new element which hasn't been exploited to the point of...dunno.

FEAR? Meh.. i'll certaily have some fun playing it.

@Nosferatu: Can you point out the similarities between FEAR and Half-Life which do not resemble any of the elements in any other FPS game?

cheers
:twisted:

xxxx(06:10 PM CEST - Sep,02 2005 )
Doom3 had lousy graphics, lousy technology, EXCEPT for the sound which they rocked in. HL2 sound system pales in comparison. HL2 like HL1 has the worst sound system out there. I'd know. I'm on a 5.1 system, digital speakers and an Audigy2 ZS. Take a look at DOOM3 a little closer. You will notice the walls are cheap Bitmaps. It doesn't matter if you crank it up to Ultra quality it still is cheap bitmaps. That turns me off. NOW, go to HL2 walk up to a wall and look at the details. There is no comparison. HL2 stomps Doom3's ass big time. Thing that is different in Doom3 is there is more use of curves whereas in HL2 there isn't. Curves and HL2 are not friends and can cause some really interesting things when u are mapping or playing on a map with lots of curves. Meaning, you can fly across the map just walking off a curb. As far as technology is concerned I think Doom3 is an embarassment outside of sound. People and reviewers all fell for the cheap graphics and cheap tactics used to hide a lot of it, like painted on shadows. Look at the guys talk in Doom3, innovative? modernized? NOT. Remember that window that looks out onto mars, Bitmap. Thats not a window, it's a cheap bitmap again. I expected a HELL of a lot more from Doom 3 that that piece of crap they put out. HL2 on the otherhand is a impressive bunch of code. The mapping tools(hammer) sucks, the SDK info and tutorials out there, most suck or teach people improper methods, lots of stuff you have to scathe the net for just to find a hint. Their forums are lackluster and getting support on their forusm is a mixxed blessing. BUT the game is cool, buggy, but has potential for a lot more. Doom3? Anything that comes out based on that engine will still reveal it's cheap methods of texturing. Game companies can put out half assed games cuz they know some of us are suckers to go and get it. Some of us have lower level of taste standards etc.

If you think QuakeWars is gonna be better. Think again, it's all the same crap but instead they added vehicles and stuff.. Whoppe. I bet you anything, unlike BF2 when you walk up to a tank or something it's gonna be a cheap bitmap. They are throwing physics in more? Whoppe. So now like we saw in the vids' the guy will fall back a step! Pfff.

Take a look at the shots closely of Quake4, it's the same POS that Doom3 was just a few extra things thrown in. Take a look at those props in Doom3 too and then take a look at HL2 props. LOL! Let's just say, I'd be embarassed to be working for iD. They can throw millions of their marketing dollars out there, suay the less experienced gamers, but Quake Wars is gonna stay on the shelf "at the store".

Nosferatu(10:51 AM CEST - Sep,03 2005 )
@Imer
I meant things like developing a game that doesn't feel awkward because of a "numb" main hero, or the feel of fighting against a special force that operated as a group and reminded real people. I remember when HL1 amazed me, the soldiers acted just the way they should -- they felt strong, trained, purposeful people aware of tactics... well it is really hard to explain the way I felt about it. I noticed no such similarity in any game I played except FEAR.

lmer(12:31 PM CEST - Sep,03 2005 )
Yeah man, it had weight. It was worked on with a heart. That's what i'm saying. Much of the games comming out now are just compilations of leftover ideas that didn't make it into some other title. Clones, just no soul clones created to make money on MTV infected generation.

HalfLife had a story with twists, it was an epic journey of it's kind, it was funny, but FEAR just looks like a classic no-brainer. But who knows.

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