Game: F.E.A.R. First Encounter Assault Recon
Developer: Monolith
Release Date: 10/31/06
Multiplayer: Online, 2-16
Distribution Method: Disc (Retail)
Price: $14.99 USD (Used, good condition)
For the most part, I review new games to let you know if you should buy them or not, but every so often, I have to pick up an old game that people keep telling me about. Whilst browsing the shelves of my local game store, I happened upon FEAR and purchased it.
Starting out, the game feels very outdated in gameplay design, but as the game progresses, situations become more varied and help the game feel much newer. Enemies are split into groups defined by the various rooms, but this changes as the story ramps up, adding extra energy to the gameplay.
The main gameplay twist is the introduction of reflex time, which is essentially bullet time. This mode allows the player to run from cover to cover, dodging enemy bullets and firing your own with deadly accuracy. The mode is limited in use, and recharges over time, further emphasizing cover and adding a layer of strategy.
Finding good cover is especially important, as the AI will try to flank you restlessly. The AI is highly mobile, able to leap over objects and generally keep you guessing as to their next move. While not very effective while you're charging them in reflex mode, they are also able to pull tables out from walls to create cover for themselves.
Playing FEAR, several things become very readily apparent. Monolith is incredibly good at lighting engines, level design, scripted events, and sound design. Starting with the lighting engine, the game is very pretty. While some graphical flourishes are absent, the exaggerated lighting and particles make the game feel very high-energy.
Sound plays a key role in the world of FEAR, and is best experienced with a good sound system. Enemies are highly vocal, cluing you in to their locations and status, and almost everything in the game world make some kind of noise. Scare noises aren't overdone, and enhance rather than create the jump.
Level design and scripted events go hand in hand in the case of FEAR, and are done so well that I almost wish they would make a game that didn't have any gameplay beyond walking through a series of such events. Without any blatant clues like arrows or nav points, Monolith skillfully leads you through each level, pointing you in the right direction. Though it is highly rewarding to explore and find each of the health and reflex extenders.
While FEAR's level design is superb in most areas, the lack of any on-screen navigation or objective assistant can also be the game's downfall. Each level has one objective, rather than holding your hand the entire way. It is a welcome change from the 'follow the nav point' system most games have adopted, but it would be nice if the game had some system for detecting when you were lost and helping you out. To help any players stuck where I was, if you see barrels on a conveyor system, ride them.
The use of sound and audio cues is another grating error in very few instances. Some phones can be interacted with to learn more about the game's story, and there are a few phones that make a dial tone, but don't seem to actually exist in the level. I have spent a good amount of time trying to hunt these down to no avail.
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Bottom Line:
FEAR is a finely crafted experience that is a fun ride that holds up to this day. Worth a playthrough and fairly priced.
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