In multiplayer, this ability will actually be triggered by an item that is carried by one player (or one player on a team in team deathmatch). The slow-motion item runs on a limited meter that gradually fills up over time, and the item can't be used until the meter is completely full. However, when the fully-charged item is used, time slow down in the entire game--for everyone. In the early version of the game we played, the slow-motion ability slowed all enemies down to about 20 percent of their normal speed, while players using it were able to move and shoot at about 40 percent of their normal speed. These advantages and disadvantages apply to both teams in team deathmatch, which makes protecting the carrier of the slow-motion item a real priority (and a lot more interesting than straightforward deathmatching). The version we played had handy onscreen markers for friendlies and already sighted hostiles (tiny floating green and red flags that are superimposed on the world as you play), and it also used a slightly larger flag to indicate the slow-motion carrier (also green for a friendly, red for a hostile). And in order to reduce confusion, F.E.A.R.'s team-based multiplayer modes always make all friendlies on your team appear as Delta Force troops and all enemies appear as terrorists, regardless of which team you play with or whether or not you switch teams.