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Are you scared of little girls? I wasn't before this game, but I
don't think I can look at them the same any more. Let me guess -
this is not how you expected a videogame review to start. That's
because this isn't just any review; this is a review for F.E.A.R.,
a gruesome FPS that mixes gunplay with dementia, crafting a chilling
tale of secret ops, cloning and scientific breeding. Standing out
as a truly exceptional title on its previous stops on the PC
and Xbox 360, this version
stumbles out of the gate, suffering less from young maniacal females
than it does from bland textures, a sputtering frame rate and a
distinct lack of substantial new content, easily crowning it the
weakest link in the series' short time span. The awesome gameplay
- which includes spectacular enemy A.I. and a trippy story (when
you can actually hear it) - serves as a strong enough foundation
that the entire game doesn't crumble underneath the sloppy port
job, but there is enough wrong that this currently respectable PS3
FPS will surely become rot into mediocrity once the next wave hits
the system.
F.E.A.R.
weaves one compelling story. Your main character, a silent man referred
to throughout the game as 'Point Man,' has just recently joined
the U.S. Miltary's F.E.A.R. branch, or First Encounter Assault Recon.
This group, formed in 2002, has been tasked with the job of defending
national security and interests from paranormal or supernatural
threats. From the common person's perspective, the threats they
protect against are unbelievable, leaving F.E.A.R. members to suffer
under a steady barrage of criticism from their peers. Despite his
rookie status within F.E.A.R., the 'Point Man' is sent out with
the rest of his team to investigate and put a stop to a recent attack
on the Armacham Technology Corporation. Surveillance video shows
a man by the name of Paxton Fettel controlling a small army of cloned
supersoliders, mercilessly killing everyone they come across, including
the brutal devouring of one corpse by Fettel himself.
From
the very moment you are set down at the ATC, it is nothing but an
uphill battle against foe and storyline. As you make your way through
the game, you will slowly piece the story together via communication
with your teammates, run-ins with Fettel and other NPCs, as well
as various other minor sources such as computers and voice mails.
Oddly enough, only the face-to-face meetings can actually be heard,
as for some unknown reason the headset communications are set at
such a low volume that they are nearly impossible to hear and their
on-screen icons are far too small to read, even on an HD display.
As the majority of story is given through these means, expect to
be taken out of the game any time one pops up. I tried changing
all the in-game and TV sound options I had and came up with no solution
to this problem.
Even
if you are able to find some way of gleaning all the information
provided via voice, there are some things that can only be experienced.
Your character houses a secret even he isn't completely aware of
(or so it seems), but instead of continuing to rely on 'telling',
the developers included a slew of scripted sequences, hideous in
nature, to flesh him out in wondrously appalling ways. These can
be as harmless as a simple bout of slow motion, but can ramp up
to ferocious levels, as the entire world morphs into a demonic world
of crimson and fire. I don't think there are many people who can
say walking in slow-motion through a hospital hallway, filled to
the ceiling with blood, while creepy music and bloodcurdling screech
out, isn't unhinging.
To
keep with the 'showing' concept, the developers continue to throw
scripted event after scripted event in their never-ending task of
crafting a haunting ambience. Bodies seemingly fall out of thin
air, lights flicker and swing, objects fall over for no apparent
reason, offices are ravaged and huge puddles of blood and completely
cleaned off skeletons constantly make appearances - just to name
a few! The score of F.E.A.R. does little to soothe during these
moments, as a constant barrage of skin-crawling, straight-out-of-a-horror-movie
melodies keep tensions high. These songs are seemingly sung quietly
in the background, as if for one person's amusement, just to break
into a loud boom as a scripted event begins. I could keep going,
but I don't want to ruin any more of this extremely effective feature
than I already have. The developers went a long way to keep your
fight-or-flight senses on alert, and they excelled with flying colors.
Before
you say "I thought the 'S' in FPS was for 'shooter' not 'scares'",
let me say, "I'm getting there, hold your horses!" F.E.A.R.'s gunplay
involves sneaking around buildings, flashlight in hand, searching
frantically for enemies to shoot using a medley of weapons, both
real and fictional. As fun as splattering an enemy solider to bits
using the auto-shotgun is, there is no greater gun-related moment
in the game than landing a shot with the Type-7 Particle Weapon,
a long-range laser rifle that reduces an enemy to a smoking skeleton
soaking in a puddle of blood with one well-aimed blast.
Besides
crazy guns, you have another gimmick at your disposal - 'reflex
time' a.k.a. bullet time or slow-mo fighting. Though it may not
be the most original ability, it is implemented effectively in the
gameplay mold, quickly becoming the main factor between life and
death. Plus, you can't argue with the rush acquired from running
into a group of heavily-armed soldiers and switching on your reflex
time before picking them off one by one like fish out of water.
But what was a slight advantage in the gamer's favor in the PC and
Xbox 360 versions becomes a necessary crutch in the PS3 version,
due to the game's inability to hold a steady frame rate. Trying
to aim with any real accuracy without using 'reflex time' just isn't
possible, as the enemy or your gun will generally have moved before
the shot is even fired. The developers are damn lucky they thought
of this, especially beforehand, as this port would fall apart without
it.
Careful
placement of enemies means you could spend a few minutes searching
deserted areas before unknowingly stumbling right into trouble.
Without the aforementioned ambience, this would be nothing short
of boring, but knowing that at any moment you could be under attack
or in the middle of a paranormal phenomenon, your fight-or-flight
sense is constantly tingling. This plays right into the hands of
the brutal A.I., which is as efficient at killing you as I have
seen in any game in quite awhile. Think this is just another dose
of hype, as developers have been claiming to have 'the most realistic
A.I. to date' for countless years? Crank this baby up to the highest
difficulty and see how quickly you last. Enemies relentlessly hunt
you until you are dead, using any tactic necessary. They have pack
leaders, who hand out orders such as to engage you, call in reinforcements
or divvy up other tasks. Once they have wind of you, the enemy becomes
as ruthless as human players, throwing grenades to flush you out,
carefully using cover, warning others of impending threats and even
employing distraction techniques to catch you off guard. I can't
remember the last time I played a FPS where the enemy snuck up on
me so many times, blasting my head clean off before I even knew
they were there. Challenging this A.I., personally, brought me more
enjoyment than most human players do, who generally fall into unrealistic
habits.
As
great as the gameplay is, it's not without its faults. With the
original F.E.A.R. seeing release in 2005, with only small changes
along the way, there is a distinct lack of the little things that
I would consider part of the next generation experience. Part of
this is gameplay-related, as enemies do not see the difference between
dark and light - meaning that hiding in the shadows is futile, not
every object that appears interactive actually is and collision
detection is shoddy when interacting with objects, so that even
when you do hit them, they rarely react in a believable fashion.
But the presentation shoulders most of the blame. The majority of
non-people textures are muddy and flat (especially when compared
to the PC and Xbox 360 versions), the enemies all look the same
(was making them 'clones' just an excuse to make only a couple of
character models?), the light from your flashlight doesn't cause
objects to cast new shadows, stepping in liquids doesn't change
the sound of your footsteps or cause you to leave tracks, the backgrounds
when you step outside look terrible and the sounds from hitting
inanimate objects are rarely realistic - just to rattle off a few.
Oh, and then there are the unnecessary loading times - exclusive
to the PS3 port - that will have you flipping between the TV and
game impatiently. None of these are crippling problems, but they
do damage F.E.A.R.'s ability to cause your to suspend your disbelief,
especially if you've played any of the strictly next-generation-developed
FPS titles currently available.
Lasting
appeal is moderate for a shooter; the main story mode should take
around eight hours to complete on the lower difficulties, but expect
that number to grow on the harder ones. Missions are available for
standalone play after being finished, but if you're like me, you'd
much rather just jump back to the beginning and go at it top to
bottom, or hit up the Instant Action Mode, which randomly creates
a map for you to enjoy. But hey, the option's there anyway if you
choose to use it. Up to sixteen players can battle it out online,
but a yawn-inducing list of options and a lack of offline, split-screen
action have it failing to impress. Oh, and there is a bonus mission,
but it's a poor excuse for the PC expansion pack, Extraction
Point, which should have been included as well, but isn't. As
long as you enjoy the single player, there is plenty to experience
and blow up, but those looking for the best of both worlds will
be sorely disappointed.
Seeing
the first game in the F.E.A.R. series limp to the finish line with
this mishandled PS3 port is depressing. There is so much to like
about this game, as the ambience and gameplay are very solid, but
the bland graphics, choppy frame rate and unintelligible communications
cut the game down to what should be an unacceptable peg for so a
highly regarded game to stand on. Anyone who has already played
F.E.A.R. has no reason to apply here, but if you have yet to play
F.E.A.R. then you should definitely pursue it on the PC or Xbox
360. If that's not possible then there is enough working here to
get by, especially with the lack of shooters on PS3 currently, but
I can't see anyone caring about this game once the next batch of
shooters hits the scene, including F.E.A.R.'s own sequel.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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