Point Man, and Krige were all prototypes, with Point Man and Fettel considered failures. Krige, a perfect soldier, would use Fettel as his interrogator, with Fettel able to consume a person's flesh to learn the truth about any given subject. Hubbard explains that "we ended up consolidating [Fettel and Krige] just because there wasn't enough storytelling real estate." Engine F.E.A.R. was the first game developed using the "Jupiter EX" iteration of LithTech, Monolith's own game engine. Driven by a DirectX 9 renderer, "Jupiter EX" has major advancements over its direct precursor, "Jupiter", and features both Havok physics and the Havok "Vehicle Kit", which adds support for common vehicle behavior (a feature which goes unused in F.E.A.R., as no vehicles appear outside of scripted sequences). Originally, there the game opened in the middle of a car chase, which the team had spent two months working on. However, they couldn't get it to work they way they wanted and so they ultimately decided to drop it altogether. Graphically, F.E.A.R. uses normal mapping, bump mapping, and parallax mapping to give textures a more realistic appearance; the latter is used extensively to give the appearance of depth to flat bullet hole sprites on walls. It also uses volumetric lighting, lightmapping, and a per-pixel lighting model, which allows for complex lighting effects. Vertex, pixel, and high-level shaders are also featured in the game. Cutscenes were built using Havok and Bink Video. AI The game's AI was the culmination of work which Monolith had begun with The Operative: No One Lives Forever (2000) and No One Lives Forever 2: A Spy in H.A.R.M.'s Way (2002). In developing the AI routines, the team's main goal was to try to match the NPCs' intelligence with the player's skill level. According to Jeff Orkin, senior AI engineer, "our goal is not to have the players dominated by the AI, but we want them to learn to respect the AI so much that even the easy kills provide a sense of accomplishment." To accomplish this, F.E.A.R. was the first video game to use "GOAP" (Goal Oriented Action Planning). GOAP is a STRIPS-based architecture that allows NPCs more autonomy than simply reacting to the player. Instead they decide on a goal from a list of options and plan how best to reach that goal. To do so, the game uses two standard AI components – A* and a Finite-state machine (FSM)