2009
You got the F.E.A.R…
By: The Almighty Bobfish Category: F.E.A.R, First Encounter Assault Recon, PC
NOW, STOP ME if I’m wrong. But as I recall, F.E.A.R was released with very little initial fanfare. I can remember reading about it in a few gaming magazines, the odd mention here and there on the internet, but nothing to make it stand out as one of those “one to watch” type games. Something which rapidly changed once people started playing it. An interesting, and probably long overdue, rethink of the survival/horror genre, and able to balance the combat versus sheer ZOMGWTF factor surprisingly well. No mean feat for the inherently action oriented FPS style. After all, the S for Shooter is there for a reason.
F.E.A.R does, indeed, and expectedly, have a strong run and gun element. A fast paced and extremely visceral experience that goes much further to show the sheer brutality of firing a gun than any other I am aware of. Watching a Replicant soldier twitch on the floor for a few seconds after blasting him in the chest at point blank range is a rather chilling experience, really heightening the sense of danger, especially when utilising the games slow-mo function. But also uncomfortably satisfying when taken into account of how persistent and intelligent the enemy can be. Jumping through windows, running for cover, even overturning tables and vending machines. In some ways this makes F.E.A.R both far more difficult, and predictably easier. The Replicant forces react in logical and very Human ways, making use of the terrain in much the same way as the player. A little forethought and you can set traps for them just as they try to do for you.
What really sets F.E.A.R apart though, is the extended periods without action. Leaving you nervously waiting for the next patrol to appear out of nowhere. There are a number of times you will be moving through an area, on edge, just waiting for the obvious trap to be sprung. Passing through the perfect place for an ambush, only to be left completely unaccosted. Then just as you let your guard down you’ll find yourself confronted with some eerie vision caused by the psychic emanations left behind by the elusive Alma’s passing. Or, perhaps by your target Fettel, it’s never definitively explained exactly which.
With the recent release of F.E.A.R 2 : Project Origins across all major platforms except the Wii, now would be a very good time for those who have yet to experience the F.E.A.R to put the time aside. And F.E.A.R not, unlike many of it’s ilk, the single-player campaign will not leave you complaining about a few wasted hours. The game is extremely large and will keep you going for a good couple of days at least, even on the lowest difficulty. And if the slow motion effects like bullet trails and slurred speech don’t hook you in, nothing will.
Graphics: 9.5/10
Gameplay: 9/10
Audio/Music: 8/10
Plot/Scripting: 9/10
Overall: 9/10
Note : F.E.A.R is a notoriously system intensive game. Make sure you rig exceeds the minimum listed requirements by a good margin to ensure you can run it smoothly
2009
…or have you?
By: The Almighty Bobfish Category: F.E.A.R, First Encounter Assault Recon, xBox360
SADLY, THE CONSOLE version of F.E.A.R doesn’t have quite the same panache as it’s PC counterpart. Speaking, in this case (but with external Playstation 3 input from Jedireaper) of the X-Box 360 specifically of course. All of the same elements are there. The aggressive physics system, the same sense of satisfaction when you fire a gun, and even the adaptive enemy AI. Unfortunately it just doesn’t deliver as effectively.
Yes, the enemy AI does show many of the same characteristics which made the PC game so intense, but rather than making the game more challenging and engaging, they just come across as a bit stupid. One occasion in particular I can remember, I opened a door to a courtyard in, I think, Interval 4, and fired a few shots at the first guy I saw, then closed it up again and ran back to take up a better position, waiting for the Replicant soldiers to come and find me. After a couple of minutes of waiting I was wondering what had happened and went back to investigate.
Far from trying to hunt me down and kill me, or even setting a counter trap of their own, I found no less than five of them gathered together in the middle of the yard just waiting for me. In fact, as I was watching, clearly visible through the double windows, I could see the two outer men ever so slowly walking sideways to pull in even closer to their compatriots. It was, admittedly very funny, but also disappointing after slogging through the whole game on the PC. And, sadly, this kind of behaviour is the norm. I can’t count the number of times I’ve been able to pick off the enemy one at a time because they just completely fail to notice either my gun firing, or the guy standing next to them being torn to pieces and crumpling to the ground with a half dozen bullets in his brain.
Another major concern is the checkpoints in the game. They’re horrendously far apart and, far from making the game more challenging, add exponentially to the frustration factor. Especially that section in the Armacham building when you have to fight your way through FOUR heavy armours before triggering the next one. It’s an unfortunate note to end the review on, because I’m a rather well known fan of the whole F.E.A.R series. But the console version of the game just let’s the side down. I don’t think I’ve ever seen such a massive disparity between the PC and console gaming before. Thankfully, F.E.A.R 2 seems to have improved massively. But that’s a review for another time.
Graphics: 8.5/10
Gameplay: 8/10
Audio/Music: 8/10
Plot/Scripting: 9/10
Overall: 7/10






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