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There are plenty of games that try to be scary - but few provide
genuine chills, beyond the 'jump factor' of having creatures and
zombies leaping out at you from nowhere. However, Monolith Productions
have got a real treat in store for Xbox 360 owners - a truly professional
conversion of their PC classic, F.E.A.R. The title might stand for
First Encounter Assault Recon, but it's more than a simple acronym,
because you're going to be very afraid…
Taking
the unsettling and disturbing atmosphere of Forbidden
Siren and combining it with a weapon set to rival the best shooters
around, some of the best AI enemies you've ever experienced and
Max
Payne style bullet time that's far more than just a tacked on
novelty, F.E.A.R. really is something very special. Our story begins
with strange visions of a creepy little girl in a red dress, surrounded
in flames, telling a tormented looking man to "kill them all." Soldiers
in futuristic looking full body armour (and masks) move in on the
security forces within an office, blowing them away in showers of
blood, and soon we see their tormented leader feasting upon the
brains of one unlucky victim, turning to look at us with blood around
his lips. The next scene is at a F.E.A.R. briefing where we discover
that these events are the result of an experiment to create a clone
army commanded by a single psychic commander via a telepathic link
- and Paxton Fettel, the brain-eating man - is one of these commanders,
although he's more psycho than psychic! As a new recruit to F.E.A.R.
whose reactions are "off the charts", your mission is simple - find
and neutralise Fettel, thus relinquishing his control over the clone
army and ending his rampage.
You
begin your mission in an industrial area, a theme that is prevalent
throughout the game. Apart from the opening level at dusk and the
finale at dawn, the entire game is played through one long night
and you won't see any luscious, scenic landscapes or green trees
here - a few bushes in an office courtyard is as close to greenery
as you'll get! While many games would immediately fall down with
such a dark, dingy and industrial setting, F.E.A.R. absolutely thrives
in this environment, playing to its strengths and using the often
desolate locations to build real tension and suspense, as you explore
corridors where the only signs of life are the gorily murdered men
and women you discover, whose blood is literally plastered over
walls, floors and even ceilings. The only signs of life, that is,
other than the disturbing visions you're experiencing - interactive
flashbacks to some kind of pivotal event haunt you throughout the
game; you run through a burning room and then down a corridor literally
swimming in blood, towards a woman screaming behind the closed doors
of some sort of research facility, each experience giving you a
teasing glimpse a little further into this event, but cutting off
before you can really understand what's going on.
As
such you'll play F.E.A.R. the first time around in the dark figuratively
as well as literally - but the story comes together as you play
through each area, gaining tantalising snatches of information from
phone messages you can play back and laptops you can access for
more insight. Fettel also communicates with you, talking in his
distinctive and sinister tone, telling you that his victims all
deserved to die and taunting you with what he knows that you don't
- about your mission, about the project you're investigating and
about your past. There's a superb and quite unusual story here that
blends science fiction and the supernatural with real style, and
the revelations flow as you approach the finale hit you with a great
impact, answering most of the questions that have arisen during
your journey.
Back
in the game, however, Monolith show their genius with every aspect
of their design. As you move through empty corridors, a range of
devices are used to put you on edge - time slows down a little and
your vision becomes accentuated as apparitions appear before you,
then slowly disintegrate into nothing. You catch many glimpses of
Alma during the course of the game, the terrifying little girl who
can kill you with one touch if she gets close enough - you'll see
her appear right in front of you at times, or she'll run past and
disappear around a corner, only to be impossibly vanished when you
venture after her. Lights flicker, objects move of their own accord,
strange noises bump and occasionally images of horrifically maimed
faces flash up in front of you - all of which adds up to a supremely
creepy and tense atmosphere that's one of the most psychologically
frightening and genuinely uncomfortable gaming experiences you've
ever endured. While long sections with no enemies would become dull
in other games, in F.E.A.R. they're just as engaging as when you're
battling squads of men - something that happens more than frequently
enough to keep you hooked.
Your
main foes in the game are the Replica squads, controlled by Fettel,
and their intelligence is impressive to say the least. They move
around whole areas searching for you in teams, they take cover,
leaning out and shooting at you from relative safety, they can dive
through windows and leap over low walls, they'll work together to
try and flank you, throw grenades to flush you out and if you don't
deal with them quickly you'll find yourself being snuck up on from
behind when you least expect it. You really do feel like you're
not only fighting a tangible intelligence, but one that is truly
working as a team, directed by a singular mind. The Replicas are
armed with a range of weapons, including pistols, assault rifles,
machine guns and shotguns, and later on you come up against increasingly
more powerful and dangerous weaponry. They come in different varieties
too - some are wearing energy-charged heavy armour that's incredibly
tough and takes a serious pounding before it finally crackles in
a shower of sparks and they go down. Occasionally you'll come up
against a 'walker', a two-legged robot that fires bursts of rockets
at you, and the first time you come up against the super-agile,
cloaked creepers, I guarantee you'll cry out in alarm when you get
cornered in the dark.
Graphically,
F.E.A.R. is without doubt one of the slickest looking games to hit
the 360 so far. At first there's no huge impact - the quality of
the graphics is subtle, although as you progress through the different
locales, including a dockside storage facility, water treatment
plant, high tech office block (with contrasting sections that are
under construction) and an abandoned, decrepit town, among others,
you'll become increasingly impressed with the way everything looks.
Every brick wall, rusty pipe and metallic walkway is rendered with
high resolution textures, every office desk is furnished with a
monitor (complete with screensaver), keyboard, laser mouse, telephone,
various folders and even stationery like a stapler, with photocopiers
and water fountains dotted around the place. There are even Post-It
notes referring to the 'TPS memo', which I'm certain is a wry nod
to the hilarious US comedy movie, Office Space (if you haven't
seen it then you need to track it down, and if you need incentive,
Jennifer Anniston (Rachel from Friends is in it). This attention
to detail is further enhanced by the best lighting effects yet seen
on 360 - the dynamic lighting will have you jumping at your own
very realistic shadow, while the eerier, dim lighting of industrial
areas with concrete walls, metal pipes and large machinery casts
an atmospheric glow upon proceedings. When it's dark you can use
your helmet-mounted torch to illuminate your path; it has an energy
bar that reduces until it switches off, but recharging only takes
about five seconds - thankfully, because you don't want to end up
alone in the dark while being stalked by your foes! Some lights
flicker, some can be shot and swing around, and the lighting (or
lack of it) without doubt enhances the atmosphere no end.
Adding
to this already brooding atmosphere are superbly realistic ambient
sound effects and some very eerie non-melodic music that's the sort
of thing you'd expect to find in a classy horror film. The music
isn't always there and it's barely even music at times, but it's
so professionally produced that it enhances the experience at every
turn and keeps you feeling as unsettled as possible. You're on your
own most of the time, but in radio contact with your commander regularly,
plus there are a few occasions where you have to rendezvous with
your team or escort someone to safety. The voice acting is totally
professional throughout the game - there's no cheesy dialogue or
bad acting here, just an excellent screenplay and talented voice
work, from the radio communications of squads trying to kill you
to the radio broadcasts you hear along the way and the many phone
messages you can listen in to - which over time give you real insight
into some of the major players of the project that has resulted
in this crisis. Fettel steals the show though, and is truly menacing
whenever his voice echoes in your mind.
Regardless
of the amount of attention to detail in the surroundings, it's the
action that takes centre stage and will truly blow you away like
a shotgun blast to the chest. Given that you have virtually superhuman
reactions, F.E.A.R. uses a SlowMo function that allows you to periodically
slow down the action - and it's ingenious. When you hit SlowMo,
everything slows down, and when I say everything, I mean everything.
Your vision focuses as your movement slows and you can see the Matrix-style
trail of every bullet whizzing through the air. The important thing
to remember is that while you have slowed down, your enemies have
become even slower, giving you a big advantage - as you charge towards
a foe, strafing around the bullets that you can see flying at you,
then blast him with a shotgun or riddle him with machine gun bullets,
blood spurts out, his body reacts to the impact of every hit and
once he's dead he'll go flying backwards with wonderfully realistic
rag doll effects.
It's
not just the visuals that slow down though - it's the sound too;
you actually hear a whooshing effect as all the sound slows down,
then the weapons fire sounds thump slowly, voices are deeper and
every effect is lower and more drawn out, until you hear it speeding
up again when SlowMo deactivates. It's a truly incredible effect
and such a brilliant touch. If you get a direct hit with a grenade,
or a point blank blast with a shotgun, your enemy literally explodes
in a shower of blood and flesh chunks, coating the nearby walls
red, or sometimes you can blow off a leg, arm, head or even cut
a body in two - in SlowMo this takes about ten seconds to occur
and you watch in awe as gore flies everywhere! When a barrel explodes
flames come rippling out, or when you zap someone with the Type-7
Particle gun its blazing blue beam sears their flesh as their skeleton
flies through the air and the tatters of their clothing floats slowly
to the floor.
Yes,
you heard right - the Type-7 Particle gun! F.E.A.R.'s weapon set
is astoundingly varied, including such treats as the railgun style
Type-7 that gives you super gory one-hit kills, a sniper rifle,
a multi-rocket launcher and a repeater cannon that's like a super
shotgun with long range projectiles that create a kind of force
bubble on impact. Arguably best of all is the Penetrator, which
fires high velocity metal rods into enemies and pins them to the
wall! You can carry any three weapons at any time, plus three grenade
types - standard, which explode after a few seconds or on impact
if you score a direct hit on an enemy, proximity mines and remote
sticky bombs that you can stick to a foe then trigger as he runs
back to his squad! Even better than this is the melee attacking
- you can hit with your rifle butt or go into no-weapon mode, where
you move much faster and do a series of punches, a roundhouse kick,
a flying kick and even a sliding tackle! The inclusion of this range
is very welcome and the first person immersion is all the better
for it. Throw in some of the meatiest, most satisfying and thundering
weapons fire you've ever heard and some fantastic effects for exploding
barrels, sparking fuse boxes or electrical equipment and grenades
that shake the ground when they go off nearby and you've got one
of the best weapon sets ever created - in fact, I'm hard pressed
to think of any game, including all the 360 shooters thus far, that
has a better collection than F.E.A.R.
While
F.E.A.R.'s single player mode provides a compelling and very eerie
campaign of reasonable length, the online play is even better -
so good in fact that I'm writing this section of the review straight
after an eleven hour stint that lasted through the night! You know
how it begins - you start with good intentions of not staying up
too late (I'd already enjoyed a couple of hours online the
day before, but hadn't had time to really get into it) yet as the
hours passed I found that I simply couldn't tear myself away, despite
having plenty of work to be getting on with (including writing these
very words!) There's already a good following, despite the release
of big hitters Call
of Duty 3 and Gears
of War and I anticipate this will grow over the coming months
as word spreads as to just how magnificent this game really is.
So,
what makes this the best online shooter I've played on the 360 so
far? What makes it better than Ghost Recon, Quake
4, Perfect
Dark Zero, Battlefield
2 and Prey?
Initially it doesn't seem like anything that special - there are
ten maps ripped straight from the campaign but tweaked to offer
a mixture of labyrinthine corridors and a few open areas, with three
dedicated maps for the Capture the Flag mode, all of which are very
well designed, but that's not exactly groundbreaking. The modes
are pretty standard too - Deathmatch, Elimination and Capture the
Flag, with team variants of each. Nothing special, right? Wrong!
Every game to use any kind of slowdown or bullet time mode in single
player drops this for online play - but not F.E.A.R. Oh no, there
are SlowMo variants of each mode (bar elimination) and this is one
of the elements that makes it such terrific fun.
The
concept is ingenious - each mode works as you'd expect, but there's
a marker on-screen at all times to represent the current location
of the booster, which starts off in the middle of the map and is
then picked up by a player. Once you've got the booster you have
to survive about a minute for it to charge it up, then you activate
it and everything slows down, but as with single player, you and
your team move faster than your opponents. Time the activation of
SlowMo just right and you can take out four or five players in one
hit, watching as their bodies explode in a shower of blood from
a point blank shotgun blast or in flames from a grenade or rocket,
every bullet tracing through the air Matrix-style as you fire. Not
only does this provide a great tactical advantage for whoever has
the booster, but it means that you're never stuck wandering around
trying to find players when you only have a small number in the
game; you just home in on the booster, knowing that everyone else
is too, and many battles ensue to grab and keep hold of it.
It's
hard to put into words just how satisfying this element is - and
when combined with the superb weapon set, as well as the fast pace
of movement online, you've got a truly sublime experience. Unlike
almost every other game I've played, the weapon balancing in F.E.A.R.
is literally perfect - there is no one weapon that is useless and
none that are unbeatable. Sure, some like the Penetrator and Type-7
are stronger than others, but you can easily dodge their fire and
take out someone wielding these heavy-duty weapons using only dual
pistols. With a game achievement available for 50 kills with each
weapon, including grenades and melee attacks, you're encouraged
to use those that aren't as accessible as others and while at first
it's tough to get kills, soon enough you're shooting heads with
the ASP or blowing people into chunks of flesh with the shotgun
- and loving a weapon you previously didn't care for, and there's
little as satisfying as sliding under the bullets of an oncoming
foe and taking them out with your feet, or landing a well-anticipated
grenade on their head as they run around a corner into sight.
During
my marathon session I met a bunch of great folks that kept me company
and I hosted ranked games for most of the time, making the announcement
for them to join me once more at the end of each match, so they
could easily find me again. Deathmatch is a wonderful free-for-all,
Team Deathmatch is fantastic when you have a talented team working
together, Capture the Flag (despite the limited range of maps) have
truly brilliant levels that provide a great challenge, and Elimination
is as always the most slow paced and tactical of the bunch. Anyway,
I want to give a shout out to my guys, so thanks a lot to MEGAJIMZ,
DR Death 56 and our silent partner TheOminousThing for a superb
session, with special mention to FR8TRAIN13 (my budding protégé,
he knows what I mean, choo choo!) and the highly excitable but always
entertaining stuckonhigh; you guys really made my day! While I only
played with them a couple of times, UptightWazzer and Hole E Crap
go into my top ten funniest gamertags list too!
There's
really nothing to criticise about F.E.A.R. - there is the occasional
glitch when you knock over an object and it doesn't stop bouncing
around (the sound effects for things like vases and containers can
go a bit mad when this happens) and the dark setting might not be
to everyone's tastes, but the changes in location keep things fresh
throughout, while the tension never lets up for a moment (and without
the darkness it wouldn't be half as scary). As for the lifespan,
the campaign feels epic even though it doesn't last more than a
dozen hours (and that's if you explore thoroughly) and there are
four instant action levels to play through, with new areas to access
from existing single player locations, while the range of four difficulties
accommodates everyone from the novice to the masochist! There's
a good range of achievements too that'll take a while to beat -
including surviving the whole campaign without dying, completing
it on Extreme, killing every enemy, finding every phone message
and laptop, finding every health and adrenaline booster (power-ups
scattered around the game that increase your health maximum and
SlowMo bar), and plenty more.
F.E.A.R.
really is a shooter with everything - exceptional enemy AI, amazingly
detailed graphics with truly entertaining rag doll physics and proper
reactions when you land a hit on an enemy, a fantastic range of
weapons and an online mode that's tremendously addictive. Every
aspect is dripping with class, from the care and attention in each
sound effect and line of dialogue to the stylish implementation
of SlowMo that raises the bar for bullet time effects. Throw in
an excellent story and lots of psychological trickery to raise some
genuine scares and discomfort (I must've actually cried out more
than a dozen times while playing this in the dark!) and you've got
the best shooter to hit the 360 so far - whether that'll still be
the case with Gears of War just released I don't know, but regardless
of which is best, the biggest thing you need to be afraid of with
F.E.A.R. is overlooking a true classic because other big hitting
shooters are on their way.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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