![]() ![]() To make room for those new entries, some of the older weapons will need to be retired. IGN: Are the weapons from the original coming back? (Please, please bring back the Penetrator!) Skinner: We didn't see the entirety of Armacham's arsenal in the first game, so we will be updating the weapon-set with some new entries. That said, there is obviously a lot of visual variation within a city, and our game will take advantage of that, and spend more time outdoors than the previous game. We're not a game that will be traveling to the Arctic Circle, or Mt. Our action all takes place within a single city, so the environments are true to what can be found within its confines. When we're talking variety, does that mean we'll leave industrial areas or that there will be less corridor shooting and more open arenas? Skinner: Yes and yes. ![]() IGN: The original game didn't have a lot of variety in the environments, but you've said that won't be an issue in the sequel. The relationship between the two is that the horror elements are a palette cleanser that resets the player's emotional state, and allows the kinetic aspects of the next combat to land with more force. On the flip-side, the horror elements are moody, creepy and more evenly paced. Our combat is brutal, frenetic, and visually overwhelming. We have always perceived close-quarters combat as the centerpiece of the game, and the horror as a secondary element that helps to set up future combat scenarios. So there will be some development in the horror delivery that I don't want to spoil for people. Now that she has been freed from the containment chamber, the ways in which she can affect the world are quite different than in the first game. Can we expect that same balance of horror and action? And what's your philosophy behind the blending of those two elements? Skinner: We think the elements work very well together so we will be striking the same fundamental balance between horror and action, but a key aspect of our universe is Alma's development. IGN: Atmosphere was a big part of the F.E.A.R. Our story is often presented in a subtle manner. So, it's not like we are trying to keep things on the periphery, as much as we want an evocative story with some mystery, depth and unexpectedness to it. Will you keep this same tactic for the sequel? Skinner: We will hint at key elements of the story, long before we come out and explicitly tell the player what's happening. was in the periphery and had to be sought out by players.
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