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Review: F.E.A.R. Back To Page 3
F.E.A.R. is more of an action game rather then a horror game.
This is the third time I play the game and I really love the
combat, its a hectic shooter with visually stunning
combat, its the combat that makes this game so good.
Sure, its a linear game but the AI makes up for it.
For example I entered a room and was confronted by a group
of four solders, they are almost never alone and if one soldier
is alone in a room, his buddies are not far away. Suddenly
I got a grenade thrown at me and I quickly entered slow-motion
in an effort to get away from the grenade. I ran out through
the door-opening I came from, but no such luck, I was injured.
Instead of healing myself with some medpacks I reloaded the
quicksave and this time around I was ready for the grenade.
I charged into the room to get away from the grenade but no
grenade was thrown at me and this time around they regrouped
quickly with two soldiers providing covering fire and the
other two assaulted me as I ran to find cover. In most games,
not all though, when the enemy uses grenades it's scripted,
but not this time around. The game is still scripted, but
these events, as always in games, ties into the story.
Most parts of a level have more then one way around so you
can flank the enemy and they can of course flank you. They
will use the environment to their advantage, taking cover
behind walls, pillars, desks, vending machines and so forth.
Theyll lean out and shoot at you, fire blindly at your
direction, use grenades to flush you out, run away from your
grenades and they are even smart enough not to walk into your
proximity mines (if they spot the mines of course). The enemy
reacts to the player better then other games and they are
always moving, they dont stand still, they will charge
you and this makes combat brilliant. And the enemy is always
communicating about the situation, casualties, warnings and
give out orders to each other. The effects of a fire fight
adds to the already brilliant combat. With bullet holes in
walls, blood, dismembered body parts, smoke, dust, soda cans,
boxes and particles all fly around in what is a very nice
physics engine.I find it strange that boxes dont break
when hit by bullets or grenades, they will just fly around.
A few things that I don't like is that the effects on the
environment will disappear after some time and in the end
you are battling the same enemy (with some exceptions) over
and over again as they are all clones.
Besides the weapons you will have slow motion and hand-to-hand
combat to your advantage. Although I rarely used hand-to-hand
combat because in fast paced combat a slide kick is not the
first thing that comes to mind as a well placed twelve gauge
shoot will do the trick just fine. But hand-to-hand combat
has its charm and should be used with slow motion. Slow motion
will recharge pretty quickly after youve used it, and
you will find reflex boosters which will increase the slow
motion permanently, you will also find health boosters which
act in the same way.
Single Player Part 2: Weapons, Sound and Levels
To combat all these evil doers you
need an arsenal of weapons. Ive counted four weapons
which resembles real-life weapons, the pistol which you can
carry two of and looks like a SOCOM, the SMG which reminds
of a MP-5 (and in the games comes with an insane rate of fire)
and the shotgun, a SPAS-12, and the closest thing we come
to a sniper rifle is a weapon that looks like IMI TAR-21 which
is to my disbelief not set to automatic fire, only burst,
but will kill very fast. Then we have a list of non-real weapons.
We got our standard assault rifle which is my favorite and
a few heavier weapons such as a particle weapon which cuts
right through your opponents and what is left is a pile of
bones, the nail gun which shoots 10mm nails, a rocket launcher
and finally a portable repeating cannon. We also got fragmentation
grenades, remote detonated bombs (which stick to surfaces
and even enemies) and finally proximity mines. I really like
the weapons in this game. You should carry one heavy
weapon, because you never know what you will encounter.
You can carry three weapons with you (including two pistols
and two other weapons), ten medpacks, five grenades, five
proximity mines and five remote detonated bombs. They are
also well balanced in my mind as even the akimbo-style guns
are quite powerful, even one pistol will do the trick on most
enemies. Every weapon has its own characteristics and the
heavier toys will slow you down.
Half the game is the sound, weather its the combat or the ambient sounds, they are really well done and with all the sound options turned it its even a better, the combat feels and sound chaotic. The music is very tribal, ambient and strange with some action motifs. The voice actors do a good job; several of the names have worked on earlier Monolith games and deliver solid and good voice acting.
There are 11 chapters, or intervals as they are called in
the game, with two or three levels a piece. They range from
a wastewater treatment plant, sewers, office complexes and
old warehouses. Some people might not like the setting as
its usually the same run-down areas of decay, but they
are realistic and believable. The levels are riddled with
boxes, chairs, tables and computers and so forth. The game
is short though, ten hours depending on how you play, and
I believe it took a little longer for me the first time, but
its a memorable experience with the cinematic and intense
combat and the atmosphere of the game. The problem solving
is the same as most shooters, find button and door opens
but most of the problem solving is the enemy.
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