Review: F.E.A.R. 2: Project Origin
- Title: F.E.A.R. 2: Project Origin
- Developer: Monolith Productions
- Publisher: Warner Bros. Interactive Entertainment
- System: Windows, PS3, Xbox 360
- Reviewer: Soulskill
- Score: 7/10
The game starts out with a bang; the first act is extremely well designed. You begin in much the same manner as the first game, given little information and left to wonder what, exactly, is going on. You start in a military transport headed to pick up the president of Armachan Technology Corporation — the typical big, evil corporation developing things they really shouldn't. You're introduced to your squad-mates and then quickly separated from them while being taught some of the gameplay basics. The first serious firefight in the game is located within a room filled with antiques, ceramics, and vases stored in huge glass display cases. It's a brilliant choice in setting — priceless decorations shatter and glass flies everywhere. It's almost theatrical; like being a part of a high-budget action flick. As you shoot your way through the increasingly porous living quarters, hallucinations are induced by Alma, the deranged, telepathic, and telekinetic girl from the first game. The act ends when you witness a nuclear explosion far closer than is healthy, and shortly thereafter struggle to remain conscious as the corporation's doctors do something to you.
It's worth saying again — the first level is incredibly cool. Unfortunately, subsequent levels aren't able to match it. I suppose that's to be expected; after all, it's a horror-themed shooter rather than an epic adventure shooter, but the first level does tend to set expectations. For the next few acts, F.E.A.R. 2 treads mostly on familiar ground. You spend a great deal of time escaping an underground hospital/science facility, and wander your way through broken streets with crumbling buildings. That's not to say it's bad, or even unenjoyable ; the settings are still polished and full of detail, and the plot is continually prodded along in an interesting manner. It's just been done before, and often. If you've played a wide variety of first-person shooters, these levels will probably bring a sense of deja vu . Things pick back up after a while, though. You'll navigate your way through a school that was the site of much violence and destruction, go down into the subway, and even further into a high-tech underground tram. The less you know about any given setting, the more easily it lends itself to creepiness, so the more unique environments in F.E.A.R. 2 keep you focused on the horror aspect much better than the stereotypical science labs.
The visual effects that contribute to the horror theme are integrated quite well into the gameplay. The transition from your normal perception to hallucination is often gradual and seamless. Other times, it's sharp and distinct, using the shock of the immediate change to add an ominous vibe. Sometimes your flashlight will start to flicker in a dark area, and you'll begin to hear your character's panicked breathing and rapid heart rate. I'm on the fence about that; it's used to great effect in a few situations, but since fear in the character isn't mirrored by fear in the player, it also tends to serve as an indicator that something surprising is going to happen — thus negating the surprise. Other horror standards come in to play too. Every so often, Alma will flash into existence somewhere near you, and then disappear. Almost too often... but they find ways of keeping it interesting. The music and sound effects are very well done, laying the foundation for tense scenes, the foreshadowing of a terrible discovery, or giving your fight-or-flight reflexes a little boost.
The art team doesn't hesitate to try and scare you with gore, either. The scene I mentioned earlier where you see portions of a medical procedure being performed on yourself is interspersed with hallucinations of zombie doctors tearing out your insides, with gouts of blood flying in every direction. At one point, you sneak up behind a couple of enemy soldiers trying to decipher a huge section of wall that is covered with random words, symbols, and obscenities — all painted with blood. It really does look like something drawn by a psychotic killer, such that I wondered if they contracted the design from a local loony bin. (And presumably, your character feels no cognitive dissonance from gunning down those soldiers, which itself is kind of surreal.) Bloodstains are used liberally, as are all manner of brutal killings. This is definitely not a game for kids or people who faint at the sight of blood. Even aside from the violence and gore, the other artwork is also well done. The attention to detail is refreshing; rooms and objects are correctly proportioned to a greater extent than most shooters. A malfunctioning X-ray machine with throw a series of disjointed X-ray photographs onto a nearby computer monitor. You'll even see T.P.S. reports scattered about an office desk. Everything looks like a real environment, not just an approximation pasted onto an abstract level design.
One of the signature gameplay elements of F.E.A.R. 2 is "reflex time," an ability carried over from the first game. Press a button and, for a short duration, time slows down, giving you a massive advantage over your opponents in a fight. The intention is to make the player feel like an action hero, able to dodge and aim with supernatural speed, and it works. It also makes most fights very easy; I'd recommend going through the game on Normal if it's your first FPS, and on Hard if you have any significant experience. The weapons are another area where F.E.A.R. 2 sets itself apart. There really aren't any bad weapons. They all have their strengths and weaknesses, but you won't spend much time wishing you had a different gun. Even the basic pistol and your melee attack are powerful enough to be interesting. There are definitely some weapons that are more fun, like the missile launcher, the napalm gun, and the laser, but in the end you just wind up switching weapons fairly often as ammo runs out, which does a lot to keep the fights from getting boring.
Another instrument they use to keep the fights interesting is the AI, which, as with the first game, is better than average. Enemies are constantly shifting position, finding new cover, and ducking out from behind an obstacle to shoot at you. It forces you to remain active; camping out behind a barrel will get you killed as enemies advance on you. That's not to say it's without flaws; sometimes a soldier will decide to crawl underneath some hanging metal — a very slow maneuver — while you stand five feet away holding a machine gun. The effectiveness of the AI also varies depending on the type of enemy you fight. There are quite a few different kinds, but you wind up fighting the standard soldiers a disproportionate amount of the time, and they handle the AI better than any others. Other enemies tend to be used for dramatic effect. You'll encounter zombie-like creatures that scuttle quickly on all fours, though they are much less scary when you can slow down time. Another type is almost invisible until they attack hand-to-hand. One of the tougher creatures reanimates dead soldiers, and then finds something to hide behind. They take quite a bit of firepower to kill, so you can expect to deal with the revived grunts repeatedly.
Scattered throughout the game are a few situations where you interact with the environment, and a few QTEs. Both are underutilized to the point where they don't really add anything to the gameplay. The QTEs just involve hammering on a button until you win; it's very simple and doesn't really require any effort or brainpower. Granted, most QTEs are added as a way to keep the player connected to a few mini-cutscenes, but the end result isn't very satisfying. The times when you interact with objects are also very shallow; hold down a single button to move an obstacle out of the way, or to close a valve, or to open a set of elevator doors. The added seconds don't really have any affect on what happens to you, so why take the extra time when you can open a regular door with a single click? I'm going to lump the new part of the cover system in with this as well. You can now flip over tables and crouch behind them to shield yourself from enemy fire. It's neat, but there's really no advantage to doing that instead of hiding behind a crate or the corner of a wall. Existing cover is plentiful.
F.E.A.R. 2 infrequently offers a few different ways of fighting. The vast majority of the time, you're on foot holding a weapon of some sort, but you occasionally get to control a turret or a mech. Turrets are very much an upgrade in firepower. Far more enemies swarm than you could normally handle, but the turret cuts them down with ease. Controlling the turret is very easy; some games put silly restrictions like very slow rotation or poor accuracy, but F.E.A.R. 2 gets it right. It's quite fun, and my only complaint is that there aren't more opportunities to use them. The mechs, or "Powered Armor" units are even more powerful, but still very fun and easy to control. You get a couple of mini-guns and a set of rocket launchers, as well as a thermal imaging mode (think Predator). Aside from those two scenarios, there aren't a lot of variations in gameplay. At one point, you're riding on a speeding tram, but you're just walking around on top of it while enemies come to you. There isn't much scenery, and you wouldn't have much time to watch it anyway. The sequence is still fun, but it doesn't hold a candle to similar situations in, say, Gears of War 2.
The game's multiplayer falls into the same trap as the early single-player campaign. It's good, it's fun, and it's interesting, but there's nothing to set it apart from the multiplayer mode of half a dozen other good, fun, interesting shooters. The horror aspect is, of course, completely gone, and the signature time-slowing ability doesn't work because it'd be impossible to code. It has all the standard FPS modes of play (deathmatch, team deathmatch, CTF), and a few other team games that focus on controlling particular points of the map. Armored Front has five such points aligned in a linear manner such that only one is in conflict at a time. You either push the enemy back through successive points or get pushed back yourself. You can use turrets andmechs as well. As I mentioned earlier, all the weapons are relatively powerful in F.E.A.R. 2, and this becomes quite evident in multiplayer games. Players die very quickly without studious use of cover. It may be the case that all the weapons are tuned to be more powerful than they should be. The fights aren't always decided by the first shot, but it happens often enough to be a problem. The maps themselves are, for the most part, very good. There are perhaps a few too many intersections, and a few to many directions you need to watch for enemies, but otherwise they flow quite nicely.
F.E.A.R. 2 is an entertaining game. It's almost exactly what you'd expect out of a triple-A first-person shooter — no more, no less. If you're looking for a quality game and have no problem putting yourself in a state of mind to be creeped out, it will do the job nicely. If you're looking for a title that will push the boundaries of the genre, you're probably better off waiting for another game. There are some great parts to F.E.A.R. 2, and Monolith deserves a lot of credit for making them work as well as they did. This game had the misfortune of coming out after a wave of other, equally compelling titles. It doesn't fall behind, but it doesn't really stand out, either. The bottom line is that if you enjoy horror and first-person shooters, you'll enjoy this game. If your tastes run elsewhere.. well, there's plenty more to pick from.
It's almost exactly what you'd expect out of a triple-A first-person shooter -- no more, no less.
File under mediocre. I love my consoles, and I love the vast audience that have been introduced to gaming through their living room charms. But I've hated, hated, hated the way that, somehow, games like Halo have come to be seen as groundbreaking.
People - we have been here before. We have done it before. I do not wish to do it again, only this time prettier. That is not a game. That is a tech demo.
I am quite simply astounded that MOST games have not yet equalled the functionality or interactivity of Duke Nukem 3D, let alone surpassed it. The game is THIRTEEN YEARS OLD. It has been out for a number of years approaching half of my life, and we still don't see our reflections in the mirror in most games. And we still don't get blood dribbling down walls in most games. And we still don't get bloody, or slimy footprints, or shrink rays, or jet packs, or aliens sitting on fucking toilets.
It's been thirteen years and every time a new game does ONE of these things it's hailed as a goddamn miracle.
I know that, with the switch to true 3D, a lot of these things got harder to do. But it has been THIRTEEN YEARS. We've come far enough to tackle some of them.
I noticed that this has been tagged with "nextbadconsoletopcport". The F.E.A.R. series started out on the PC and the PC has always been the lead development platform on the development of this project.
The question that now remains is whether or not the additions make up for the fact that the game's concept is no longer new and unique. Read on for the rest of my thoughts.
If the story line holds true and they continued with it; and they didn't butcher the engine, then this game will be great. The concept is still unique to this particular title. Take a look at Half-Life/2/EP1/EP2: They stuck with the story line, made some new additions as they continued with it, and were extreamly sucessful with the franchise. I for one know that the first time I played F.E.A.R., it was by far one of the only games that actually made be jump at different times throughout the gameplay. Can't imagine this doing bad (like i said above, so long as they dont fuck with the story line -- or butcher the engine).
Although i havent played the first FEAR, i think im going to go and buy it. It looks fun. Ive always liked the FPSs. I remeber shaking (from adrenaline) when i beat the boss of the first episode of Wolf3D (i was like 7?) and then on to getting up at like 5am to play Quake before school. Know after owning all the Quakes,Doom trilogy, Wolfenstein, ET, all the half-lifes, i think im ready for another game. Its coming out for PC right? know i just hope it will run on Wine(cedega).
Go go Gadget Nailgun!
True...FEAR had great effects, really put you in the middle of a firefight with dust flying, bullets sparking off metal (debunked by MythBusters I believe...), strong soldier AI. But what separated FEAR from most FPSes was the story. Still creeps me out just thinking about what happened to that girl. Almost makes me want to help her.
I reviewed it and gave it a 6/10. The game is simply not worth more, there's nothing new brought to the table from the first in the series. Indeed they take away from it. The difficulty, even on Hard, is bottom rung due to the excessively fast recharge and duration of the slow-motion ability. In the first game you had to figure out some of the encounters, save the slowmo ability and use it and grenades to great effect. In this version I've hardly ever anything but full HP/armor, full all grenades (cause I never need them) and full ammo for most weapons. The scary effects are ALL OVER the place, it's like the developers thought "Oh, hey, this worked in small amounts, let's use HUGE amounts in the sequel, cause more of a good thing is better, right?". Sometimes it is, granted, but not in this case. It desensitises you to the scares, and the oppressive expectant mood of the first game is gone. What it feels like is a console shooter. The pace is slow and the difficulty suitably low for people to play it with gamepads. Using the mouse and keyboard you just plow right through everything like a breeze. Should you fumble the entire place is riddled with healthpickups and armor anyway. It'll still score 9/10 and so on on major gaming sites no doubt. I wouldn't recommend it unless you're a diehard shooter fan. If you're on a tighter budget, don't bother.
I would LOVE another no one lives forever and another SHOGO!!!!
"Victory can be anticipated, but not assured" - Sun Tzu
"...hated the way that, somehow, games like Halo have come to be seen as groundbreaking."
I love you. I've been saying this for ages. There is absolutely no single aspect of Halo - absolutely none - that hasn't been implemented better in games that have come out years beforehand. Story, graphics, gameplay (both single player and multiplayer). Halo is 100% average in every regard.
Sounds good. Too bad I will never own this game, as it is a Steam exclusive. I will only buy a PC game if 1) I own the physical media and 2) I can install it on any of my computers, any time I want, without the need for additional payments or permission.
Sadly, even though an interview with the devs said differently, the dust and destruction in FEAR2 is not at all on par with the first. I remember countless times getting into a firefight and shortly the whole room would be clogged by plaster dust and debris from the walls, maing it almost impossible to see. This gave some really great moments. In 2, there's no great dustclouds or anywhere near the feeling of destruction in the environments that you got after blowing your way through a group of enemies in the first game.
The problem is Monolith made Blood, which is the greatest first person shooter ever made. So any subsequent first person shooters they make are going to be compared to that. Unfortunately their latest foray into the horror FPS genre doesn't even come close to the genius of Blood.
I have nothing compelling to say
Speaking of SHOGO, there's a researcher guy in FEAR2 that you meet underneath the Wade Elementary who is wearing a SHOGO 2 tshirt! Silly easteregg, devs teasing, or an early announcement? :D Let's hope for the latter!
I played the demo on Steam a few weeks ago and from that it seems that they've Deus Ex'd it - that is, butchered it for the benefit of Consoles.
Unreasonable large install - Check
Implausably shiny textures, especially on enemies - Check
Weapon "quick menu" - Check
Dumbed down HUD - Check
I blame Halo really - pre-Halo FPS games were generally devloped purely for the PC and benefitted greatly from it. Now, almost every FPS has to be designed for a simultaneous release on PC & console and thus suffers from having to cater to lower resolutions, lack of a keyboard and the rather strange desire to have everything looking shiny.
Almost makes me want to help her.
The way I remember it, the weakest part of the storyline of the first game was the way you didn't even get the option to try to help her.
The background gradually became clear as you progressed through the game - the girl had been imprisoned, impregnated, had her children ripped away from her etc etc. and finally, understandably insane, had managed to strike back at the company that had done this to her. Having found all this out, you track down some guy who had been instrumental in these atrocities and who was busy trying to destroy the evidence. You finally catch him and he tells you to go into the vault where they imprisoned her, and kill her by setting off a nuclear explosion or something. So you do it??? WTF? There could have at least been a bit of debate about it.
"Press Space to begin" - Sweet, a console game. But on my PC!
Unable to assign actions to del-end-pagedown. Crippling to someone refusing to go WASD. Forcing me to use arrow keys for navigation in places (oops, apparently the PC has a fancy thing called a mouse that we forgot all about).
Average FPS gameplay. It's fine, I'm sure, but nothing special. Not worth a purchase. I deleted it after an hour.
and the signature time-slowing ability doesn't work because it'd be impossible to code
I gotta be fickle here. It would be perfectly possible to code. It would, however, suck to play. Especially for everyone far away from the player using reflex mode.
Unless the author meant that it would be impossible to have players experience different time rates, without going out of sync with other players in the game. And the impossibility of that isn't a coding issue, its simple physics. If it were even possible to accelerate players and their computers up to relativistic speeds and back down again in the timeframe of a few seconds, they'd be turned to mush.
For me, it was No One Lives Forever games (not Contract JACK).
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
7/10 is kind of a death sentence for a game today. Unless you can reasonably predict getting a 9/10 or above overall (and not on astroturfing sites), you might as well just give up.
Nothing in this review compels me to play this game. I enjoy shooters, but really the basic problem is that they are predictable.
I'm looking for the next game to be a huge conflict of moral senses with a philosophical debate surrounding it.
Give me a reason to play that is fun and challenging.
Blood dribbles, effects, and engine features are not reason enough to play. They are all supposed to be in the background and just part of the action. Don't write about them, because they are supposed to be just an aspect of a good game.
Measure it in the realism factor of the game, but focus on the story, the conflict and possible paths to resolution. Also look at the reliability of the various scenarios in delivering ENJOYMENT.
The gaming industry has a huge problem ahead of it... and that is the dawn of more and more realistic engines, without the uniformly applied philosophical conundrums that really showcase character development and drive the plot towards something truly enjoyable.
The dangers of knowledge trigger emotional distress in human beings.
They butchered the engine. Low resolution textures, DirectX 9, and no dynamic shadows. A lot of what made the original game unique is missing from the sequel, and has been replaced with horror cliches featuring grungy film effects. It's a very console-feeling game and it disappointed me greatly.
If I recall correctly (it's been a while), I think he had some kind of mind control over you.
Sadly, I won't bother with Fear 2 because it looks like a half-assed console port. The graphics look worse than the first, I'd say 2004-era polygons and jerky unrefined animation.
Part of what made the original Fear so great is the level of immersion and rather tastefully done "superhero effects". You really could get into character and feel your nerves tense up as you turned the next corner in slo-mo, hoping to catch your enemy by surprise.
This new game looks corny, repetitive and just plain cheap, feels almost like a 3rd party bargain-bin expansion pack for Half Life 2.
-Billco, Fnarg.com
I loved the Original F.E.A.R. and it's STILL in my top 5 best games ever. I would have given it a 9.5 easily on a scale of 1-10. Project Origin lost some of the... atmosphere, I guess, that the first one had. I enjoyed playing it very much, but I'd only give it an 8-8.5 out of 10. The big mechs, while a cool feature, isn't very f.e.a.r like. And the damn shields? Who the hell thought THAT fit into the same universe? If I thought of it as a separate universe than the first, or completely unrelated to f.e.a.r., I might have enjoyed it more.
I've tried the PC demo and it's not as good as the first parts. They've been messing with the UI in bad ways (some say it's consolitis, it may be true).
"Welcome to adulthood its boring as hell" FTW!!!
Gameplay-wise, it's not a bad game, but from a technical standpoint, it's a train-wreck (the PC version at least).
The memory usage is off the charts, even leaving Left 4 Dead in the dust, and L4D *loves* memory and cpu.
And the multiplayer is a joke. There is no anti-cheating system in place, and no dedicated server is available, so one of the players must host the server. Worse yet, once a round ends, the hosting player must re-launch it every time, so you can't just set it up and walk away.
First-person shooters comprise one of the most well-developed video game genres in existence.
Fix: First-person shooters comprise one of the most cliche ridden and boring video game genres in existence.
Well, at least it doesn't take place during World War II.
I didn't get that far in the advertis^H^H^H^H^H^H review. Does it have a multiplayer mode so I can play along with 13 year old racist homophobes with gamer tags like "BeeyotchMaster69"?
Thanks you addressing this vitally IMPORTANT issue of OUR TIME!
The misconception of Halo's legacy is the NUMBER ONE problem, and the cause of our current economic woes! I expect, nay, I DEMAND fully 50% of the stimulus package to be applied to this dire situation!
Video game discussion, in a thread about an article on VIDEO GAMES? Who would have thought? No, seriously, WHO WOULD HAVE THOUGHT?
If it's politics you wish to discuss, head to the link on the left conveniently labeled "Politics". Otherwise, go blow the attitude out of your ass and come back when you have something to contribute.
To me, the original F.E.A.R. feels like the last "PC" FPS built from the ground up, and THEN ported to consoles. The sales of the PC versions and Console versions reflect this. I wish more developers would hire a "pc gamer" to come in before the game ships in order test out their UI and HUD on multiplatform games. This "pc guy" would tell the developers that alot of pc gamers like being able to select weapons with a number key. Also, he would check all menus and get rid of all messages saying "press start to play" on the pc versions. There is no start button. Has anyone played Unreal Tournament 3. Bleck.
What???? Are you serious? I am playing it on a GeForce7950GX2 and it seriously strains that card at medium detail. The graphics are amazing and a 100% improvement over FEAR1. The effects are better too with motion blur and hallucination scenes that blow everything in FEAR1 out of the water.
"I would LOVE another no one lives forever and another SHOGO!!!!"
I suspect the mech level was a nod towards SHOGO.
Shai Schticks:"You don't make peace with friends, you make peace with enemies"
Don't cry, wee little one.
Many folks have debated Halo here, and I have to agree with almost all of them: it broke ground for consoles in some ways, yet Halo absolutely sucks compared to any quality PC shooter
The problem isn't even development quality, it's in development capacity. It's far easier building a fluidly navigable 3D environment, from the first-person perspective, when people have a highly responsive mechanism, and joysticks aren't *half* responsive enough. The same goes for using a keyboard, 3 button mouse, and a scroll wheel for menus versus using less than a dozen buttons on a joypad for navigating menus.
When it comes to any sort of visual quality, computers simply have more freedom to push the envelope. If your PC can't handle FEAR, it's your problem. If your 360 can't handle Halo, that becomes Microsoft's public relations disaster. Consoles have far greater obligations to remain compatible and developers to keep their titles playable on a platform up to eight years old.
This brings up, of course, the fact that a brand new game can be running on a system that is eight years old. Graphics will usually favor PCs, and it's not always a bad thing, but for a genre with a strong investment in immersive shininess, it's kind of a liability.
This game is pure garbage, that's all I can say.
My brother in Europe spent 50 for it only to discover it doesn't install. Why? Because it requires online Steam activation.
You'd say it'd be as easy as going online, but we are from a borderline poor family, hence we cannot afford broadband connection or connection at all. The box fails to specify this only showing a small logo of Steam, that is completely unknown if you haven't used it beforehand. No "Requires internet connection" line or small print at all. (At least in the one he purchased, I didn't check the US version myself).
This is just the worst. A person with little financial income makes the big effort of purchasing a 50 game (way more than $60) because he loved the first one and he has two 50 shiny round mirrors instead of a game. DRM only serves to mess around with players like him.
Of course, he's tremendously angry, he needed a lot of time to save the cash and the shop is refusing to refund him because "once the videogame's box has been open it cannot be returned because it'd have been copied (pirated)". WHAT!?
As far as I am concerned FEAR2 and all computer games that aren't of indie nature can rot away in hell. Adding to the expense of a computer powerful enough to run that souped-up Doom you also need to have a (very expensive where my brother lives) working broadband internet connection (dialup makes Steam go stupid, it timeouts all the time so you are in 0% ALWAYS, so you can't do the trick with a cheap one). It's abusive, discriminating and stupid.
I tried to get a crack for him but those only cover what seems to be the "calling home" when the game is run, which is useless if you can't get the freaking thing to install. So those 50 are going nowhere it seems.
My main conclusion is: A game that locks down players is not a game. A game should be "get, run" and not this freaking circus.
And, how are the developers going to act? Because it's very easy to count piracy cases (that aren't loses, are non-profits), but how about the one who was just scammed (because this IS a scam)? That one will never be mentioned.
FEAR 1 had slo-mo so TFA is wrong/misinformed, it's not impossible to code.
Then again it is patently clear the reviewer had not really played the original at all.
It took on the form that once activated, the other team, or all other players would have lower fire rate, and movement speed. It would feel like being stuck in treacle. Overall physics of the game was slowed down too, so the slo-mo holder would have improved aim.
The necessary drawback is while you are in possession of slow-mo you'd have a position marker (and glow brightly, and make a booming noise), and everyone would hunt you down in the 20-25 seconds for it to charge up. If you could run long enough to charge it up, you could then deliver serious pwnage for a few seconds. A very interesting gameplay dynamic and it worked well enough in deathmatch.
It worked best in team deathmatch however, and was a hell of a lot of fun - the slo-mo worked on your whole team. Only one person holding the slo-mo would be marked, so the other players could defend. For a few seconds your team could rampage and completely own (turn gore/particle settings right up for maximum results). This had the necessary effect of forcing players to work together and strategise otherwise you'd have your ass handed to you by a bunch of noobs should they have some form of organized play. It was definatley quite fun, provided your not a set-in-your ways FPS gamer like the reviewer implies he is.
Otherwise the game was mediocre when played online. Often, overpowered weapons in small maps with too many players and many choke points meant the game was just messy carnage if players treated it like run-and-gun shooters. Although it meant that you could drop your weapon and go chuck norris with unarmed attacks. Fun.
Mutliplayer made F.E.A.R. worthwhile because the SP, while good, didn't have much replay value. If F.E.A.R 2 doesn't have slo-mo in multiplayer I'm not going to buy it, because this really does sound like more of the same with a graphics upgrade and a console port. F.E.A.R. Combat is a free download and will just do fine for now.
After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
Three point two seven alpha plus nine
I have a GTX260 and a friend of mine has a 7600.
I'll tell you that the engine scales to a lot of lower end hardware, but it looses a whole lot on the way.
Even the 360 version looks horrible after playing it on a $600 gaming pc.
After nearly twenty years of FPS games, the single player experience has only been enriched a fraction of what the visuals have. The mechanics have hardly changed. Sure, games have disposed with the key-finding and switch-flipping that plagued earlier titles, but they still have a long way to go in order to fully please the same audience that had it's breath taken away back when Doom, Quake and Duke Nukem 3D were still new. Back when those games were new, "gamers" only referred to a small group of basement-dwelling pseudo-hobbyists, a group far smaller than that of movie goers.
Now that the numbers have changed, the innovation has seemingly stopped.
I haven't been blown away by an FPS gameplay experience in a long time and thats unfortunate. With today's processing capabilities there is no reason why I shouldn't be blown away regularly. There is so much potential.
The game industry, because of it's size, is becoming more and more like Hollywood: horrified of changing the formula for great F.E.A.R. of losing $$$.
Don't lie to us, this game is a pathetic short echo of the original FEAR with downgraded sound quality and heavy console syndrome.
It's a tumor upon the face of the world of video games.
OH GAWD IT'S JUST AWFUL!!! How can you give it more than 5/10?!
The first few fights were interesting, due to good "AI". But then it was all fighting. No spectacular events in any form whatsoever. Just endless corridors with fighting, and the occasional horror scene that did not blend well to the fighting atmosphere of the game.
Compare that to HL1...the giant squid monster that hunts with sound, the monster you had to kill using the controls of a satellite, the Indiana Jones-like tunnels roller coaster level, the Grand Canyon level etc!!! one surprise after the other.
FEAR is, to me, a very mediocre game. The list of superior games is long...
Yeah, probably fun for a bit (I did like the first F.E.A.R., even though it seemed a bit rushed).
However, these days my very first question is: DRM? And if so, which one?
SecuROM and the like have taught me to have a long, hard look at the DRMs of games before even thinking about possibly wanting to buy it.
Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
What rubbish! are you telling me that you found *yet another* "spooky little girl" cliche to be compelling? honestly... Ringu The ring the shining the exorcist Poltergeist others that i am forgetting... wow a scary little girl what well executed originality! are you one of those people that gets surprised when the piezoelectric igniter on your stove starts fire? do you get scared of sci-fi original movies? do you run away from shiny ribbons hung over gardens?
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Well, I'll probably get flamed for this, but I don't mean it to sound snotty or anything. Just the way I feel... Console games have destroyed the market for gaming. In my opinion. Never liked 'em, never will.
Be that as it may....
I thought F.E.A.R was awesome, but I'm really bummed that I won't get to play F.E.A.R. 2. Why? Simple: Steam.
Steam is simply a steaming POS. I got totally screwed on HL2 and vowed to never given them a single penny of mine again. Ever. So... no FEAR for me.
There is no excuse on this earth why a single player game should REQUIRE an internet connection in order to play and load it. There is no defense for steam (other than the same ones used for DRM and greed) and I just can't support the idea that game sellers think they own my PC. Sorry, but that's it.
As for FEAR 2 well... bummer for me that I can't play it, but whatever.
Yea, these days I'm sick of movies with 'Human' actors. God, it's been done so many times!! I prefer my plotlines to be completely randomized and unique.
Fuck off, you pretentious shit stain.
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A game should just be fun, who cares about unique? If a game is fun, it's worth playing unique or not.
Steam works a lot better now, you should give it a second chance. I have never had a problem with it (including half life 2 *shrug*) and offline mode works just fine.