Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions

Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions Monolith: We Are Trying To Win Fans Back After Bad F.E.A.R. Expansions

Dave Matthews, F.E.A.R. 2: Project Origin's lead artist, admitted that TimeGate Studios' F.E.A.R. expansions Extraction Point and Perseus Mandate must have driven off a number of the series' fans.

F.E.A.R. was developed by Monolith studios and published by Vivendi in October 2005. The 2 companies parted ways later on and F.E.A.R.'s copyrights were left to the publisher, Vivendi, who commissioned TimeGate Studios to create the aforementioned sequels. Both sequels as well as the console ports of the original F.E.A.R. received lukewarm reviews.

"[TimeGate] took the story in a direction that we didn't intend," Dave Matthew explained. "We look at Extraction Point and Perseus Mandate as an alternate universe, a 'what could have been', and because of that it doesn't necessarily diminish the story that we were trying to tell. F.E.A.R. was about Alma, F.E.A.R. 2 is about Alma, and we wanted to continue the story the way we originally intended."

Matthews also promised that the Project Origin's console ports will be much closer to their PC counterpart than was the case with the original F.E.A.R.

"Now we're handling all three versions, we've changed our development structure to develop all three SKUs simultaneously and there's no lead platform," he said. "While there will be some slight variations between the different versions, so if you're on PC you can push some things further, our main goal is to make sure the experience is synonymous across all three platforms."