F.E.A.R. Review

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FEAR holds up extremely well. The combat is incredibly fun, and its still among the best of its genre. The meaty guns, the gore, the slowmo, the tight spaces create an incredibly fun combination.

I just wish the levels were more interesting, they're really really dull to look at, and they tend to get so repetative that you lose your sense of direction simply because everything looks the same. The actual level design itself is absolutely fine, but I wish the developers came up with more and more creative locations. That being said, it's still up there with the classics, despite that flaw.

👍︎︎ 24 👤︎︎ u/datlinus 📅︎︎ Mar 24 2017 🗫︎ replies

I occasionally wonder if we'll ever see a proper sequel to the first game. Hell, I'd settle for a visually upgraded re-release.

👍︎︎ 5 👤︎︎ u/MrSpaceKook 📅︎︎ Mar 25 2017 🗫︎ replies

Also another highly recommended video about FEAR's level design

👍︎︎ 4 👤︎︎ u/megaapple 📅︎︎ Mar 24 2017 🗫︎ replies

Man I really enjoyed the combat in FEAR 1. FEAR 2 was nice, but it felt like a generic shooter. Felt bored. Abandoned it mid-way.

Are there more games like FEAR 1, where you combat with enemy squads, slow careful movement, flanking, and where you don't run and gun?

👍︎︎ 3 👤︎︎ u/[deleted] 📅︎︎ Mar 25 2017 🗫︎ replies

Is it just me or does it feel like there hasn't been a single game when it comes to an FPS that captures the "gun fight" feeling of FEAR? Recent BF games maybe, but not really...

👍︎︎ 3 👤︎︎ u/GuardianAngel7 📅︎︎ Mar 25 2017 🗫︎ replies
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“F.E.A.R.” is a game that’s upfront with you. Look at the cover: it tells you everything. No, not that part – THAT part. “F.E.A.R” was primarily advertised as a horror game, and it is, but not as much as you’d think. You wouldn’t know that from the marketing, since about 80% of it was based on showing you the girl from “The Ring”. Or “The Grudge”. Or whatever… So, then what IS “F.E.A.R.” about? [music from "The Matrix" playing over gunfire] It’s about this. [music from "The Matrix" playing] Hey, wait, there’s also a spooky little girl. She’s pretty scary! Right…? I was pretty intrigued when I first saw the opening of “F.E.A.R.”. It’s very moody, it’s dark, and I have no idea of what’s going on. (whisper): "Kill them all..." I was pretty intrigued when I first saw the opening of “F.E.A.R.”. It’s very moody, it’s dark, and I have no idea of what’s going on. [the man lets out a distorted cry] I was pretty intrigued when I first saw the opening of “F.E.A.R.”. It’s very moody, it’s dark, and I have no idea of what’s going on. At least they explain what’s happening pretty quickly. There is a company called Armacham (basically, the Kmart to Umbrella’s Walmart), [the man's distorted cry fades in from a distance] and they’ve made an army of clone super-soldiers, but they’ve recently lost control of them. This is because the army gets its commands telepathically from a psychic, and for reasons unknown, he’s gone nuts, and the replicants are slaughtering all the staff of the company. Maybe this wasn’t such a good idea. So, the commander, named Paxton Fettel, is eating bodies in the lobby, and the mall cops are unable to stop him. So, like most big companies, calling the police is their last resort. JANKOWSKI: “You gotta be fucking kidding me… This is why nobody takes us seriously. Military clones?” The first responders are a group called F.E.A.R. They are a Special Forces branch that protects America from the supernatural and paranormal. Because they were founded by Kent Mansley, or because being a federal Ghostbuster is silly, no one takes them seriously. DELTA LEADER: “I’d send one of my boys, but I think we need a specialist for this one…” Your mission is to find and kill Fettel. When you do, the Replicas should shut down. It starts simple, but we’ll get back to the story later. Let’s stick to talking about the visuals for now. This game is about to be 12 years old, but I still think it looks pretty good. This is because of a combination of a few things. For the time, the textures and objects were top of the line. People used this to benchmark their systems before “Crysis” came out. But it was at the top 12 years ago, so how does it hold up? It’s because the game shines (or sometimes doesn’t) at lighting. It’s kind of amazing how just having dynamic lights makes it look so much better. When you see the game without them – like when we’ll talk about “Perseus Mandate” soon – it looks terrible. For the most part, the art direction is pretty simple, but the lighting is what gives it that edge. It makes even a simple, blocky room have some atmosphere. It’s also a gameplay element. The game doesn’t have any trick shadows. If you see an enemy shadow, it means there’s one there. Seeing how “F.E.A.R.” is a game of cat and mouse, this can be pretty helpful. But besides being helpful for the combat part, it’s also essential for the horror element. If you see a shadow, something’s there. It’s such a little thing to have that adds so much. If you’re quick enough, you could even see what’s making the shadow. Check this out: [quiet giggle] [heart starts pounding] I thought I saw something there. Let me try it again and slow down the footage. [quiet giggle] Creepy… Lighting and reflections help this game not age, but there’s something else. That’s when you bring in the particle effects. The lead designer mentioned that the visuals were inspired by John Woo’s “Hard-Boiled” and John Woo films in general. Let’s look at a shootout from “Hard-Boiled”. [non-stop gunshots and bullets whizzing past] This teahouse is getting trashed. There’s papers flying everywhere, there’s smoke, bloodstains all over the floor. I think they’re all clones, too. Let’s compare that to shooting only one guy in “F.E.A.R.”. [continuous gunfire] Unlike a lot of shooters, you can tell when there’s been a fight. There’s no “just leaving bullet holes”. It’s not possible. But they didn’t stop there either. The designer thought watching “The Matrix” was a good idea too. [shotgun blasts and ringing of expelled shells settling on the floor] [sounds of breaking glass and dying cries] Slow-mo is pretty. Let’s talk about the game. This game is a First Person Shooter that teaches a very valuable lesson right when you meet the first enemy. [pop] REPLICA: “What was that?” They are never alone. You have the ability to slow down time, but this is countered by exceptional AI. It’s basically a legend at this point. And like all legends, there’s truth and some lies. “Come on, son!” If “Dragon’s Dogma” taught me anything, it’s that “wolves hunt in packs”. And it’s no different here. Replicas always fight you in a squad, and they seem to use teamwork. REPLICA 1: “Flashlight!” REPLICA 2: “Check it!” REPLICA 1: “Roger that!” Despite being clones, they actually have a lot of character. You can listen to gauge how they’re doing. REPLICA 1: "Do you see him?" REPLICA 2: "Shut your fucking mouth!" These guys move as a team, so if you’re focusing all your efforts on one, another one can pop you pretty quickly. [pop] There’s also the fact they use the environment to their advantage. They might break through windows, rappel in, bust through doors – anything. [door breaks loudly] Instead of doing that one-handed swing over a barrier that a lot of cover-based shooters do, he might dive out of the way. They might throw furniture and boxes over for cover. This guy throws an entire shelf over, and all this stuff goes flying off of it. When they think I’m not looking, one of their buddies even tries crawling under it. That’s pretty impressive. The highest difficulty says it’s only for veterans of the series, but that’s a lie. To really appreciate these enemies, you NEED to be playing on it. Your mistakes will get punished, but it feels like you’re fighting a worthy enemy. REPLICA: "Target spotted!" [rapid gunfire] REPLICA: "Target spotted!" REPLICA: "Grenade out!" [boom, boy] Before I get too far into why I love these enemies, I should talk about what you can do. Well, they give you an arsenal to fight these guys. Plus, you know… the slow-mo. Besides your standard military weapons, “F.E.A.R.” gives you some pretty neat stuff, but sadly you won’t be getting most of them until past the half way point. When I first played it, and even now, I was really impressed by the particle lance. They could have had them just get burned. They could have had them just disintegrate into a little ash pile. But not Monolith. All their flesh is burnt off into blood mist that goes all over the walls and floor, and all that remains is a black, burnt skeleton. [zap, boy] And the skeleton’s being electrocuted. This is why I record in 60 FPS. [Marv scream] You can also get explosive weapons, like grenades, remote bombs and land mines, and their effects are pretty good, but that’s really the secret. There’s naught really a weapon in the base game that’s super unique, that you’ve never seen in a game before. It’s how they present them. [*bang*] If you’ve played other shooters, you’ve probably used an SMG before, but here’s how “F.E.A.R.” makes killing an enemy look. REPLICA: "Oh, shit!" But you’re not limited to guns. They don’t let you see your feet just to be immersed. Not only can you slow down time and use experimental weapons – you’re also a martial arts master. What’s even funnier is that they fly like you’re on the Moon when you hit them. REPLICA 1: (dying scream) REPLICA 2: "Oh, shit!" Your attacks are based on whether you’re moving, crouching, jumping, sprinting – it’s all there. It’s ridiculous. And I love it. Of course, this is only my second favorite First Person Kicker, because “Dark Messiah” exists. Now THAT’s on the list. So what makes people say that this game has the best enemy AI even 10 years later? Well, the truth is: it’s good, but there is a lot of tricks. (whispering) It’s not the most advanced AI ever – that’s a lie! Despite internet urban legends, the AI isn’t really that advanced. The genius behind “F.E.A.R.” is that the level designer and the AI designer were probably holding hands the whole time they were making it. Most of the game takes place indoors: in offices, abandoned warehouses, factories – that kind of thing. But for the most part, they’re never enclosed. Rooms will usually have multiple entrances, with railings, cover, furniture – all sorts of things filling the room. But next door could be empty. This is where that “cat and mouse” thing I talked about earlier comes into play. [*bang*] Because most of these complexes might circle back around on each other, the enemy has a lot of routes to take. It could view a window as a doorway and just break through that, instead of taking a door far away. The main excitement from these fights doesn’t come from the enemies themselves, but more about the environments they’re in. What’s in the current space, along with the neighboring spaces, decides how the fight will flow. Verticality can be important here, and the game knows that just shoving more men out of a doorway won’t surprise you. Changing the environment will. See, them breaching that door just changed everything. There is a reason people think this though, and it’s not because the bad guys use Alienware computers. REPLICA 1: "In here!" REPLICA 2: "Check the upper floor." REPLICA 1: "Yes, sir." There it is. “F.E.A.R.” uses a ton of audio callouts. In another game, where someone would say: “he’s behind it”, they were specific. Here’s some examples: REPLICA: "Behind the sofa!" REPLICA: "Behind the kiosk!" REPLICA: "Behind the shelf!" REPLICA: "Behind the couch!" REPLICA: "Behind the table!" REPLICA: "Behind the wall!" REPLICA: "Behind the column!" REPLICA: "Behind the planter!" REPLICA: "Behind the pillar!" REPLICA: "Behind the door!" REPLICA: "Behind the vending machine!" REPLICA: "In the cubicle!" REPLICA: "By the desk!" REPLICA: "Behind the chair!" The AI didn’t always react to you situation, but the game at least called out what you’re doing. This trick made the AI go from “good” to “godlike” in the eyes of players. REPLICA: "Search this area!" But this is a game review, not an AI analysis video, which there are plenty of, by the way. So, the enemies feel intelligent, and I like that. Let’s move on. Speaking of moving, you’ll be doing a lot of walking around. [weird static and steam erupting] Oh, right, I should talk about the horror part. As far as visuals go, “F.E.A.R.” has some pretty mind-bending segments here. But for every one that’s pretty good, they also have some really cheap stuff. [*snicker*] But the stuff that is good is REALLY good. And it can come out of nowhere. The game might also set you up with long hallways, where it looks like a jump-scare will happen, but it doesn’t come. This makes the scares unpredictable, as what you might see as a classic setup doesn’t pay off. That was weird. Hey, this body here looks pretty messed up. When is it gonna jump out at me? JANKOWSKI: “Jin, we need you up here!” Oh... JIN SUN-KWON: “On my way.” I guess it was nothing. Even though there are some times where you know you’re in a horror segment, it can start at any time. Between firefights, when you’re just walking around, looking for supplies – any time. This means that besides worrying about Jango Fett and his friends showing up, you also have to be worried about ghosts. Or something. [sharp music sting] You could see where I jumped there. From a story standpoint, it’s not clear just how much of what’s going on is really paranormal. Did I just see a ghost, or weird corporate Kamino technology? This is a concern, because Replicas don’t just have rifles. So, instead of just seeing something odd and moving on from it, you have to wonder if it’s something that’s gonna come and kill you a few seconds later. [glass breaking] [*pow*] [*pow*] [*pow*] It makes you always concerned that something is out to get you. And this lasts the whole game, as the Replicas bring out more of their weapons, and you see more strange things. This is top-notch tension-building, but it adds something else to the gameplay. See, you can find upgrades to increase your maximum health and bullet time. But they’re scattered around. Sometimes you might just find them in a closet, other times it looks like they’re sitting in hell. You want that upgrade, right? Look, there’s another one! Just go down that hallway and get it! You wanna beat those bad men, don’t you? If someone likes the combat of this game, but it scares them – they have to face their FEAR to get the upgrade. I think it’s a pretty interesting way of doing things. You already don’t know when shit will go down – going off the path just makes it even more likely to happen. "Oh-h-h!" You would think this would mess up the tone, but it doesn’t. It all works great together. So, is “F.E.A.R.” the perfect shooter? Well, before I go into the full story details, I’m gonna talk about some problems it has. Like I said before, I love the Replica enemies. I like the fact that they roll around in armored cars and also Hinds. Like the company went and bought some surplus stuff from Eastern Europe to move them around. Not overt sci-fi stuff that would draw attention, like the sequel. They’re just neat enemies and I like fighting them. But there’s some problems with repetition and pacing here. Every area you’re in feels like you’re there a bit too long. Because of how the AI works, you’re almost always gonna be indoors. The offices in the middle especially drag on forever. The firefights remain interesting, but there’s also a lot of walking around, just investigating or avoiding turrets. They tried to make it less mundane with side objectives and little set pieces, but it’s not enough. Or it could be enough if the section was just shorter. The only break you get is the nightmare sequences. They also try to mix things up a bit by having you fight some corporate security, but… why? These guys are terrible! They don’t have the character of the Replicas. I think this is an attempt to make the clones not feel too repetitive. But they have a lot of variations – they just space them out like crazy through this level. I’ll explain in a bit how some of these problems make “Extraction Point” stronger. When you get past the offices, there’s good fights to be had again, because things are being shifted around, but there’s only so much you could do with cubicles. Even with all the good level design, there’s a lot of fights that feel the same. Different layouts aren’t the best if things still feel the same way. You can have an amazing fight with something as bland as a stairwell in this game. So keeping themselves locked up was a mistake. There’s a lot of neat stuff and enemies to be found, but they just pile it behind this big office section. It would be a lot better if it was shorter and paced out with more efficiency. The story can also get a bit muddled here due to the phone messages and data being recovered. You have the option of recovering data and listening to voice mails, but they’re in different times and from different office workers. It was a bit confusing, trying to understand who was becoming a character through these messages, or was just some random person leaving a message. And I do get what they’re trying to do, having you find messages out of order, but there’s already a lot to figure out, and it seems like unnecessary filler. Good news is that all the horror sections do mean something, and aren’t just random gibberish to be spooky. If you don’t want spoilers, go to here: Good to go? Okay. The spooky little girl is named Alma, and she was Weyland Yutani’s last project. After not doing too well against the Viet Cong, America realized that it needed to communicate with its soldiers better in the field. So it contracted Armacham to make psychic soldiers. Well, they’re not psychic – they get their orders telepathically. No spoon-bending. And so a scientist named Harlan Wade started experimenting on his daughter for the project, who had abilities. But after she started psychically attacking staff, they decided to change the plan. They put her in the coma, artificially impregnated her and had her bear children that would be the new experiments. Paxton Fettel was one of these kids. It went well until he was 10, when Alma used her David Blaine bullshit to connect to him. When their minds were linked, Paxton killed about 7 people. This being the final straw, they unplugged Alma’s life support, buried her deep in a vault and hoped she will die. And she did, 6 days later. What’s happening in “F.E.A.R.” is that her ghost or spirit or whatever is reconnecting with Paxton, even though her body is dead. So it’s just like the first synchronization event. Except, this time Paxton has an army of super soldiers. So, the army is being controlled by Paxton, and directly through Alma, to take revenge on the corporation that tortured her. It’s actually a pretty typical ghost story. Except, the ghost doesn’t make you trip – it sends the GSG 9 to come kill you. So she just wants to take revenge and… Oh yeah, one more thing: you’re the other kid. Wut? HOW? Why would they do that? JANKOWSKI: “Are you crazy? He just transferred in a week ago!” ROWDY: “You’ve seen his training results. His reflexes are totally off the charts.” To explain your slow-mo powers? You didn’t really need to do that… Just saying he has really good reflexes would have been good enough. All it does is raise weird questions, like why is Pointman even in F.E.A.R? Or how did he get away from the corporation? Then there is this black screen phone call after the credits. ARISTIDE: “There is some good news however. The first prototype was a complete success.” Is this the S3 plan from “Metal Gear Solid 2”, but different? Is it called “The Pointman Protocol”, or “PP”? Well, I hope not, because Peepee is that disgusting Asari from the new “Mass Effect”. I think. It does explain the weird hallucinations, since you’re reliving your birth and Alma is trying to make a connection with you. It’s also good for creating a personal connection with the villain, but it’s done last minute and it’s done so sloppily… But this is where good horror movies at the time all needed a big twist or reveal, so they probably wanted to do the same thing here. It’s not terrible – it just feels vague and last second. Okay, now I’m gonna trick anyone who skipped spoilers. Shhh… How could I know the Replicas were all supposed to be female? Were they bulking? So that’s it. That’s all of “F.E.A.R.”. The main game. We still have two expansions to cover. But first let me tell you about timelines. Monolith made the main game, but the two expansions were made by a company called Timegate Studios, so the expansions “Extraction Point” and “Perseus Mandate” were made by them, but aren’t considered canon anymore. But the games and DLC Monolith made are considered the REAL timeline. If you want to sort the games by which character you play as, it gets really confusing. It’s supposedly went this way because of story contradictions, but I don’t remember any, really… I’m pretty sure “Perseus Mandate” is to blame, and we’ll get to that soon. We’ll start off with “Extraction Point”, because that was the first one, and it’s my favorite one. Not that garbage. Yeah, here we go! The game starts right where the last one ended. It’s basically just the next level. But what’s that? Is that a church? Yeah! There’s barely any offices in “Extraction Point”. So, right off the bat, it’s not as repetitive as the main game. And because we’re riding off the climax of “F.E.A.R.”, we’re seeing all the good stuff now. The first game built all the subtle tension – this is just more payoff. But it’s more than just a level pack, because there’s new stuff here, and it’s great. Door-bashing is in, and it makes moving around a lot more fun. They added a sticky turret to your equipment, which is good for hordes of enemies. Like I said, this is all an escalation of the first game, so there’s way more enemies to fight. A few segments are basically warzones. That might not sound that impressive, but after you’ve been fighting around one squad at a time, it’s something new. But when you do return to something like an office, they change things around. REPLICA: "Oh, sh..." [rat-tat-tat, boy] The new weapons are amazing. Now, there’s only three, including the turret, but the ones they did add were what the game needed. Anyone who played the game and didn’t wish for minigun, doesn’t know how to have fun. If you’re a weirdo and don’t like that, there’s also a laser. Now, they could have just added these new weapons and been done with it, and people probably would have been happy. But they didn’t. The weapons all come from new enemies, so if you want them, you have to beat them. It’s a pretty cool way of introducing the stuff, since you have to fight against them first. But there are some other new enemies, too. There’s a great amount of new variation here, and it’s why I like it more than the main campaign. On top of that, Timegate made some improvements to the AI, the technical graphics and some other aspects. This is “F.E.A.R. Crusader Extreme”. It amped up everything good about “F.E.A.R.”, while taking away most of what was bad. You can still get similar fights to the first game, but they’re just improved. The best fights in the series are in this game. Even against the regular enemies. ♪ Think of me ♪ ♪ I'll never break your heart ♪ ♪ Think of me ♪ ♪ You're always in the dark ♪ ♪ I am your light ♪ It’s rougher though… If that wasn’t enough, not only the action is better than ever, but the horror is also there, too. We have a special guest here to tell us more. [blood-curdling scream breaks the windows] Oh… HOLIDAY: "Yeah..." They pull out a lot of new stuff, compared to the first game. Even when they pull a trick you’ve seen before, they do a pretty good job at subverting your expectation. The visuals are wilder than ever, and there’s more and more paranormal stuff that’s out to kill you. It does lack subtlety, compared to the predecessor, but it’s still a blast to go through. So, “Extraction Point” is better in almost every way, except for the story. REPLICA: "What the fuck is that?" It’s hard to tell what’s happening. Your mission is to escape, but the background paranormal stuff isn’t really explained. It at least built up to something in the first game. That doesn’t happen here – it just stays vague. Whatever it is that made Monolith mad... This man’s not canon! It’s only about 5 hours long, but it’s time well-spent. [punchy shots and car alarms going off] I really, really wish I could end it here. But I can’t. I have to talk about this garbage now. U-UGH-H-H-H! ROWDY: “Alright, it looks like there’s more to this Armacham situation than we thought.” RAYNES: “Isn’t there already a F.E.A.R. team on the ground?” That’s right, Steve Blum! We don’t need to be here! But we will… So you and your… squad… are sent into the city to investigate. The story takes place during the events of “F.E.A.R. 1”, so you know what will be happening. But you are playing as a brand new character, who… also has slow-mo? That makes me think… The first thing you’ll notice is how awful this looks. “F.E.A.R. 1” wasn’t exactly throwing up Skittles on Power Ranger dolls, but my God is this grey! There’s barely any lighting either, so they really look bad. The previous games used dramatic lighting to hide the shortcomings, but here it’s all over the place. Here’s a street from the first game. Look at all the lighting. Look at all the stuff around. It looks like a city. Compare that to “Perseus Mandate”. This looks like a mod. I don’t think that building has a texture on it. The game has never looked this bad. And it’s the most recent entry! Everything just has this really cheap feel to it. The buildings outside are already pretty bad, but look at the helicopter itself. We’ve been in nicely lit helicopters before. But not here. Besides looking terrible, it’s making more mistakes right off the bat. The AI was designed to fight against one person very well in very certain environments. Here you find them in more open areas, with two squad mates. Moov! So, everything is the worst until you get separated from them. The first new weapon you find is the grenade launcher, but you’ll never want to use it. They have an explosion radius that goes outside the visual effect of the explosion. And the grenades bounce all over the place, so you’ll just end up killing yourself most of the time. It’s not just because I play on the hardest setting. These are one hit kills on any difficulty. The beginning is a slog through cheap assets and those mall cop enemies. It’s not until you go into a corporate building that things change a bit. CHEN: “Got all your fingers and toes.” RAYNES: “You did good, sergeant.” Yeah, but they’re back… It’s amazing how cheap it all is, considering they could have recycled stuff from the first game. But then you fight something new. They’re hi-tech mercenaries. They're called the Nightcrawlers? They look like something AMD would put on their graphics card box! Their gun is really disappointing, too. It’s not a real night vision scope – it just tints your screen red. What a waste! I could forgive all of this, if they at least brought some character. NIGHTCRAWLER: "Ohh..." ¯\_(ツ)_/¯ They don’t even scream. It sounds like they bumped their arm on something. NIGHTCRAWLER: "Roger." ¯\_(ツ)_/¯ NIGHTCRAWLER: "Take cover." ¯\_(ツ)_/¯ They don’t give a shit. You can call clones a lazy enemy all you want, but at least they have some enthusiasm. Yeah, lab-grown clones are more hyped up about the battle than these guys! The bad guys don’t even have Alienwares anymore – they have regular Dell computers! ROWDY: “The other team has confirmed that the point of Perseus was to train telepathic commanders to work with clone soldiers, so…” The other team confirmed that? I thought we learned that in the intro? I found the final new weapon early on. Maybe this will have some character, or something cool. [zippity-zappity, get off my prahperty] Are you shitting me? That’s it? Is this a parody? Aw, fuck… So the story is: the mercenaries were paid to break in to the bad guys, to steal some stuff, and… we need to stop them. 95% of the game is trudging through boring environments. “F.E.A.R.” had an issue of some boring areas, but at least the story was pushing you forward. Here, it’s nothing, since the intro showed you the answers to all of the mysteries. Some later environments got a lot better out of nowhere, and I was wondering what happened. And then I realized they were levels from “Extraction Point” backwards. And on a later level I got an error that I was… disconnected from the server. This game doesn’t even check if you’re online! I wanted to just stop playing and call it a day, but I saw there was a fix, so I’d feel guilty if I didn’t do it. It really wasn’t even worth it. After exploring an underground lab and getting the samples, the ending is just them saying: “Good job, you did it!” RAYNES: “You did real good, son. Team’s gonna need a new lieutenant after this.” This was so phoned in. The new enemies I’ve found didn’t have good designs, and they broke the “F.E.A.R.” rule of “if you shoot it point blank in the head with the shotgun – it dies”. These guys don’t. So, after four hours of gameplay, was there anything worthwhile? Just a little bit… There is a segment when you’re in an underground area. Everything feels like the series again. [the door slams shut] [unexplained racket] It’s like they remembered how the lighting in this game works. It looks good again. And there’s creepy stuff down here, too. [ghastly wheezing] It’s pretty clear where all the effort went. That said, they rely a lot on screamers. [loud, distorted cry] [wailing shatters glass] [loud, distorted screaming] Okay, I get it, hell is loud. They did add an unusual enemy that hides in the floor, but you can see where it hides. [demonic growling] So, for the times you can’t just walk around his house, you just pull out your shotgun and dive in. [demonic growling] [*pow*] [*pow*] [*pow*] Come on… So, is the playthrough worth it to experience the creative segments? Absolutely not! I can’t stand looking at this game anymore, so let’s wrap this up. This game did come with multiplayer, but it died with GameSpy. It’s called “F.E.A.R. Combat”, and you can find a standalone version online for free. It’s competent, but I didn’t see anything special in it, like the single-player, so I’m just gonna leave it at that. One of the things “Perseus Mandate” did do was bring some updates to the multiplayer, so that might be all it's worth. It was shoved out the door, since the sequel came out 2 years later. But still, that was the same group that made “Extraction Point”. Something went wrong. I’m pretty sure it’s the sole reason the expansions aren’t canon, (sadly, this is no longer the case) but it doesn’t matter too much, because if you buy the main game on Steam, you get the expansions for free. Pretty nice! This is an absolute steal for $10, and you should get it. There’s never been a better time to play, really. A decade ago, all the fancy effects made systems crawl, but today you can run it really smoothly. It looks great. Do you know any other games where a guy’s dead hand grip can set off a fire extinguisher? I don’t. But if you do – please let me know. So that’s “F.E.A.R.”. By popular demand, “Endless Legend” is up next. Or “Planetside 2”, if their game update comes out. I’m kinda working on both, so we’ll see what works out first. Thanks for watching! SERGEANT ZIM: “The enemy cannot push a button, if you disable his hand.”
Info
Channel: MandaloreGaming
Views: 1,429,465
Rating: 4.9456501 out of 5
Keywords: fear, fear review, f.e.a.r., f.e.a.r. review, fear game, extraction point, extraction point review, perseus mandate review, fear expansions, fear expansion review, fear extraction point, fear perseus mandate, mandaloregaming, fear game review, mandalore gaming, f.e.a.r review, fear pc, fear extraction point review, f.e.a.r. analysis, f.e.a.r. game, fear 1 review, FEAR, f.e.a.r game, mandalore, fear the game, fear pc gameplay, fear retrospective, fear 2, fear 3, fear 2 review
Id: 1Z-oSpuIhw4
Channel Id: undefined
Length: 26min 42sec (1602 seconds)
Published: Fri Mar 24 2017
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