F.E.A.R. 2 is obviously part of the horror genre, so I'm wondering how you go about creating tension in first person action game? What's your philosophy behind that?
Well a lot of it's sort of case by case… but as a general principle you want to set up an expectation for the audience. You create tension by making a player think something's going to happen and then building up to that and either paying it off or not paying it off. It's all about playing with a player's expectations.
In this game there are those power armor sequence's that seem to work directly in contrast to the horror genre because you're basically invincible for a short period. Can you talk about why those sequences were added to Project Origin?
Well just like in tragedy you need comic relief and I think in horror you need tension release. For one thing, I think F.E.A.R. is fundamentally and action franchise with horror elements, as opposed to being a hardcore horror game. So there's that. But the aspect of it is that if you're going to be tense all the time, it's going to lose that effect after awhile. So you need to get those moments where you can punish the enemies that you've been struggling against.