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I'm twitching nervously, sitting in my chair with the mouse and
keyboard to hand. I've just figured out the hard way that a guard
and a few of his cloned buddies are closing in. I run and take cover
in one of the few nearby spots that I can use to compose myself.
Darkness is all around, but I dare not switch on the spotlight in
case the enemy sees me. After letting my heart rate calm down some,
I start to move out. Noticing something in the distance, I stop
and strain myself to look closer without moving. Listening carefully,
I can hear radio chatter warning of an intruder in the area. They
know I'm here and they're preparing for my arrival. I begin to shift
forward slowly and purposefully. As I approach the radio static,
a light source reveals a hidden enemy, casting a perfect shadow
against the wall I'm facing, giving me the perfect chance to flush
him out and show him why I'm a member of the First Encounter Assault
Recon team.
I
lean around the corner, only to find yet another corner blocking
my view. Taking the risk with pistols in hand, I strafe round the
corner - damn it, a guard hears me and turns around to fire! My
insane reflexes kick in, another good reason why I'm attached to
this unit, and with a touch on the SlowMo control, the world around
me reduces to a snail's pace and my vision deepens, focusing on
the enemy like a predator searching for its prey. I fire my twin
AT-14 pistols and after several hits to the midsection, the guard
slumps to the floor, blood pooling around him. I switch to my trusty
RPL sub-machine gun in preparation for some serious booty bashing.
More radio chatter in the background; the squad leader asks for
the guard's status, but he's too dead to reply. The sound of heavy
boots closing in has me wondering if I should leave the area, but
there is nowhere to go.
Two
more guards start shooting from the end of the corridor. I open
fire and clouds of dust float into the air, temporarily obscuring
the guards from vision. With no choice but to start moving, I strafe
from side to side, willing the dust to settle so I can take proper
aim. Presuming that F.E.A.R. could be similar to any other FPS out
there was a big mistake on my part. I take a shot blind, but instead
of the guards running towards me using the tactical formation 'pattern
suicide', they move out of the line of fire. I manage to hit one
though, splattering a misty cloud of blood onto the wall. I ponder
for a moment after wincing and thinking "Yeah, that had to hurt,"
before continuing my barrage of machine-gun hate on the telepathically
controlled grunts. Smiling, I rejoice the damage that I have brought
but that's quickly replaced with a look of panic; I have underestimated
this tactically aware squad and they have their own thoughts on
who's going down first.
I
was a little hesitant about adding F.E.A.R. to my collection because,
well, it looked like it could possibly be 'just another FPS with
a few detailed extras'. When I picked up the box I immediately thought
Counter-Strike crossed with classic fright flick The Ring;
it advertises itself as "a story of supernatural terror brought
to life". Turning the case over though, I'm faced with gorgeous
screenshots and various comments that give the impression that this
is a truly frightening experience. I'm not just going to go on what
some advertising or marketing guru says of course, so I hand over
the cash and take this one home - and I'm so glad I did.
Set
in the present day US, the story begins with Armacham having a problem
with Project Origin. Armacham is the company contracted by the military
to create cloned soldiers that respond to psychic commanders. The
idea is that the use of these soldiers could potentially save countless
numbers of lives if a highly experienced commander could pass his
knowledge directly to soldiers on the field. A sound idea you might
say, but what would happen if one of the psychic commanders goes
dark, activating a battalion of soldiers and killing the entire
security force? Enter First Encounter Assault Recon for short, a
unit set up in 2002 by the US government to provide a rapid response
to threats that can't be classified in any category other than paranormal.
In other words, F.E.A.R. are the guys you call for the missions
that no one else can do, or indeed dares to do. It's a bit like
being an exorcist on steroids in a bad mood, armed with a rocket
launcher who then stubs his toe on the table leg!
You
are a member of F.E.A.R. and you're a little bit special. Your training
and inexplicable reflexes, reflexes that your superiors have to
watch on video in slow motion. Having made the team, your first
assignment sees you thrown in the deep end, charged with locating
of Paxton Fettle. He's a nice guy really and he's a bit special
too. He's the kind of guy that you'd meet in a bar and talk about
your favourite sports with. Maybe you would take him back to your
mum's house and introduce him as your new best mate. He'd also lend
you a fiver when you're down on taxi fare in the rain. An all round
nice guy! Of course, you could be friends if you're into
the telepathic control of cloned soldiers, or the cannibalism of
all your other friends. You see, Paxton is the result of a military
experiment gone psychotic and he really doesn't care. Fettle is
scary. He's clever, cunning and has the ability to mess with your
head all the way home.
Thinking
further about this game though, you have to wonder how Monolith
pulled it off. After all, 6 AI and 22 light sources in any one area
are a feat and a half in a game that is this beautifully detailed.
I'll admit that the FPS genre has moved along by leaps and bounds,
but this title pushes the envelope so far out there that you'd expect
it to be delivered by airmail.
The
storyline is broken into various segments, allowing information
to be passed to the player through a number of different means without
giving too much away at any one time. These can be in the form of
cut scenes, usually a psychic intrusion from Fettle, or through
interactive objects within the game itself. A personal favourite
of mine is the ability to access voicemails on phones and listen
to a character relay their thoughts on their daily activities or
even simple messages left for someone else. These give you a fuller
sense on the purpose of the rooms and buildings you're in, drawing
you further into a believable experience rather than just planting
you in a room with a really big gun that fires really big bullets,
fully inclusive with a deep cheesy voice chanting "kill everything!"
You
are without doubt going to find yourself up against a number of
soldiers, and firefights between you and the enemy come thick and
fast. It's almost infuriating that this game isn't a simple run
and shoot, but it's all the better for it. It's not always a quick
headshot either; there's lots of ducking and weaving around pillars,
crates or walls waiting for the perfect shot. There are a few moments
where you're almost glad that there isn't an enemy around but don't
take that for granted, as these guys are out there waiting for you.
The
settings are visually stunning. Everything is realistic, from weeds
growing in between the paving slabs right through to the warehouse
type radiators, phone systems, graffiti on the walls and much more.
Doors with shatter resistant glass panes are included, brick detail,
hanging fluorescent strip lights, the whole works. Not only are
the models highly accurate, but the textures are incredibly detailed
too. This applies equally to the characters and the intro gives
you an example of how good things will be. A conversation between
three of the main characters from the F.E.A.R. team takes place
and, taking a closer look, the lip synchronisation is fantastic.
You would believe that these guys are really there on the other
side of a webcam having a chat. The animation, the way they move
when they talk, everything is outstanding.
Moving
from location to location is really well done, allowing for opportunities
to look around and get a feel for the environment before putting
you on the offensive or even defensive. Should you accidentally
or even purposefully take a shot at a nearby wall, just have a look
at the actual bullet hole; depending on where you hit, be it plaster,
wood or even brickwork, it actually appears like you took a chunk
out with damage around the edges too. Nice attention to detail like
that improves the immersing feel no end.
The
lighting in F.E.A.R. is exquisite. Even at the very start of the
game you're introduced to incredible lighting effects and how a
flame can cast a flickering shadow against walls and other objects.
Even the heat plume from the flames looks great. Inside buildings,
light bulbs cast a different light than you get from sunlight if
you're outside. A lot of love went into this - even the muzzle-flash
of your weapons lights up the nearby area. Detailed areas come complete
with accurate reflections in water, or in spilled blood. Nice. Something
that is wet actually looks wet, not just like a different coloured
patch on the floor.
The
enemy AI is top class; never before have I come across a title where
if a guard is backed into a room with no exit except for a window,
rather than getting shot, he'll dive out of the window, and not
always to his benefit, to get out of harm's way. If you manage to
catch it, you may even spot a guard heading towards a med-kit to
heal himself after taking damage. The guards can triangulate your
position and they will hunt you down, coordinate their efforts,
flank you and kill you, it's as simple as that, so if you're loud
or stupid enough, you might as well be painting yourself as a walking
target. Don't forget, they each have the tactical and strategic
experience of Fettle, who has more than enough field experience
to go around, so you are definitely up against a tough crowd. There
are even a few moments where you think the enemy must be cheating
because they're so good. Again, don't forget that the player has
entered a realm of realism where the enemy is trained in combat.
They know the weapons as much as you do. They aim and hit you, they
throw grenades that explode in your vicinity, they see you if you
move. Be as stealthy as you like but if they see you, they see you.
There is no margin for error in real life, so why have you believing
that soldiers in games are slow and stupid?
Basic
soldiers aren't the only enemy that you're going to find while finding
your way through the various levels and buildings. Stealth assassins
are almost invisible until they are in position to attack successfully
and when they attack, they're quick. You're also faced with bigger
more heavily armoured soldiers that carry the larger weapons. Just
think The Terminator with more armour and you're about right.
The
worst is yet to come and you had better believe it, it does. If
you thought a cannibalistic military genius was scary, I have only
one word for you: Alma. This is the embodiment of the little girl
who's doll you broke just to see her cry, or the little girl who
wants the latest Barbie and wants it now. Alma is the very reason
why your backside is numb and raw after jumping out of your chair
and landing on it so many times. Her power is unquestionable and
her reasoning for the most part is unknown. If she turns up heading
in your direction, run and do it fast!
There
is a selection of weapons to choose from and these include the pistols,
a combat shotgun, sub machine guns, assault rifles, a rocket launcher
and a couple of lovely futuristic weapons too, plus grenades, proximity
mines and remote bombs. All of these have their advantages and disadvantages
of course, and it is up to yourself to find which suits you best.
Each of these weapons is beautifully detailed and a pleasure to
use when wiping out the enemy forces, but do not take ammo for granted.
You do run out and there might not be enough around for you to reload,
so make sure that each shot counts. Also, to add to the illusion
of realism, you can only carry three weapons at a time, four if
you include wielding dual pistols.
F.E.A.R.
is an amazing concept plain and simple. It is a first person shooter,
but it's one that has learned from the mistakes from the past. Take
realistic physics, gorgeous visuals, plenty of immersing sound,
psychological mind games, a pinch of horror and mix that with a
storyline to rival any big budget movie and there you have it, something
completely new. You might actually think, "hey, this isn't new at
all! We've all seen a scary first person shooter and realistic rag-doll
effects in a game before!" and you would be correct, except that
the team at Monolith did themselves proud by doing it RIGHT!
What
you have in your hands is a first class title with something for
everyone. Dare I say it? It's a little like food. You might have
pizza on your plate when you really wanted steak, or cucumber when
you desperately needed chips. Gamers sometimes get fed up with one
game and move onto a different one, purely because at that moment,
they need something else. Well, this has got more on the menu than
any other FPS I've seen to date and it's a title that I'm going
to be coming back to time and time again.
Reviewed by Criag Sunderland for AceGamez (All Rights Reserved).
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