F.E.A.R 3

We catch up with new developer Day 1 Studios...

And you thought the first two F.E.A.R games were scary.

F.E.A.R 3 (or for those fans of silly acronyms, F.3.A.R) sees spooky girl Alma return - up the duff with offspring that we're betting isn't a cute blonde hair, blue-eyed type of kid.

As well as offering Alma's first ever fertilised ovum, F.E.A.R 3 represents the debut of a new developer for the series: Day 1 Studios.

Having created titles such as Fracture and MechAssault in the past, the Chicago studio believes it can bring a new twist to the F.E.A.R series - and create the scariest game of all time.


We caught up with Day 1's lead systems designer Parker Hamilton to ask him all about one of the goriest games of the year...

How has Alma evolved from the previous games?
F.E.A.R. 3 occurs roughly nine months after F.E.A.R. 2 and we find Alma pregnant getting ready to give birth. It's unclear exactly what she is going to give birth to, but we are sure it's going to be quite horrific. Her paranormal influence is spilling over into the players' reality.

How has Day 1's involvement in the creation of the game influenced the series?
Day 1 Studios has a history of intense, action-oriented games and in particular has an adept understanding of mechanised combat.

For F.E.A.R. 3 Day 1 has been sensitive to not mess too much with the F.E.A.R. franchise's successful formula of frenetic soldier combat and paranormal horror but instead has evolved parts of the game to make it that much better.

Day 1 is a strong believer in the strength of social gaming and has really focused hard on what it means to share the F.E.A.R. with a friend on the couch or online through what we are calling divergent co-op.

The F.E.A.R. storyline naturally provides us with a pair of brothers, Point Man and Paxton Fettel, who are tied together through the bonds of family but due to past history find themselves not necessarily fond of each other. Let's not forget Point Man did put a bullet in Fettel's head.

The two brothers do however have enough respect for each other's abilities to work together... at least for the time being.

One of our primary goals is to bring this uneasy alliance between the brothers to life in a compelling way by providing each brother with different powers and more importantly unique strengths and weaknesses that can be used for the benefit of the team or for each player's own motivations. This brings a totally new angle to the co-op experience and we think it applies incredibly well to F.E.A.R.


Getting horror movie veteran John Carpenter on board is a great coup. Do you think we can expect more big names from the world of movies to 'migrate' over to games in the next few years?
Working with John Carpenter has been a great experience. His knowledge of cinematic composition and horror timing has really been inspirational and invaluable for our team.

We also worked with Steve Niles (30 Days of Night) who co-wrote the story for the game with our team. I think that as the video game industry continues to grow, more and more familiar faces from other mediums will continue to be attracted to working with video game developers to bring their visions and areas of expertise to new audiences.

FPS has become a very crowded genre. Are you confident F.3.A.R can compete with the likes of Halo: Reach, Crysis 2 and CoD: Black Ops?
The FPS genre certainly is a competitive market but we are quite confident that F.E.A.R. 3's unique take on co-op will enhance the F.E.A.R. games' hallmark features of paranormal horror, intense close quarters combat, and immersive story-telling to make it stand out from the crowd.

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