Changing time speed

A F.E.A.R. firefight during Reflex Time has characteristic edge blur and visible shot effects.Enemy at the center of the slowed sceneVisual effect of the active mode
F.E.A.R. (2005)Reflex Time during a firefight
  1. Enemy at the center of the slowed scene
  2. Visual effect of the active mode
© Monolith Productions; frame from clip via GameMechanics.org · Source ↗

Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.

Design tips

  • Define which objects follow the altered time speed.

Examples