John Mulkey, lead designer of Project Origin, shares details on what
fans can expect from the upcoming sci-fi first-person shooter.
"The most obvious difference that will hit the player right away is
in the visual density of the world," said Mulkey. "F.E.A.R. looked
really great, but where F.E.A.R. would have a dozen props in a room to
convey the space, Project Origin will have five times that much detail.
"Of course, this will only serve to further ratchet up that 'chaos
of combat' to all new levels with more breakables, more debris, more
stuff to fly through the air in destructive slow motion beauty."

Project Origin is the follow-up to 2005's F.E.A.R., which relies
heavily on horror suspense and hi-tech weaponry. With regards to
gameplay differences when compared to its predecessor, Mulkey says
improved enemy behavior is at the top of the list.
"We are teaching the enemies more about the environment and new ways
to leverage it, adding new enemy types with new combat tactics, ramping
up the tactical impact of our weapons, introducing more open
environments, and giving the player the ability to create cover in the
environment the way the enemies do," he says.
"The melee from FEAR is getting reworked a little bit but will
retain that slow motion action hero edge that it had in the first game."
Project Origin is scheduled for release on PC, Xbox 360, and PlayStation 3 later this year.