In F.E.A.R An unidentified paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands. The government responds by sending in special forces, but loses contact as an eerie signal interrupts radio communications. When the interference subsides moments later, the team has been obliterated.
Load up your guns, slow down time, and creep yourself out in Monolith's latest foray into the first person shooter genre. While not living up to the horror game hype that surrounds it, F.E.A.R. is still a solid FPS worthy of your time and money.
Posted by JoeX111 on Oct 19th, 2005 digg this super bookmark
Review
[page=Fairly Even Audacious Review]

Load up your guns, slow down time, and creep yourself out in Monolith's latest foray into the first person shooter genre. While not living up to the horror game hype that surrounds it, F.E.A.R. is still a solid FPS worthy of your time and money.
When you take the plunge into the world of game production, sometimes you come out atop a heap you never knew existed. Other times you fade into obscurity, disappearing before ever really making a single wave. None mourn their passing and they disappear into the night, like a shadow fading away before the moon.
Monolith Productions has not slipped away into the passing twilight, but they have never really struck it big with any of their titles. Sure, many people recognize the excellent No One Lives Forever series and some even tried the great sequel to the movie
Tron they produced, but this company has yet to reach out into the mainstream audience, grab them by the throat, and juggling them around for a while.
Until now.
Hitting the finish line just behind Serious Sam 2 and alongside Quake 4, F.E.A.R. has hit the market like a home run slam, blasting past its established series' brethren as something truly new and unique in the stagnant market the gaming industry finds itself in. Make no mistake, F.E.A.R. is easily the best first person shooter to come out this year, and is a good contender for one of the best games period.
Obviously a labor of love for those creative guys and gals at Monolith Productions, F.E.A.R. tells the dark and mysterious tale of the First Encounter Assault Recon group, a secretive paramilitary organization set up in 2002 to combat paranormal threats to national security. And since you haven't seen too many ghosts and goblins wandering around lately, you'd assume they've been doing a pretty damn good job, right? Well, sort of.
The F.E.A.R. team has become something of a joke amongst covert military operatives, a wasted hole for government funds to slip into when they should be routed towards better causes, like buying more paper clips for the President to play with. While the team is well trained, they simply have nothing to do but sit around and watch the world pass them by.
Until now.
In a little known industrial town called Auburn, the Armacham Corporation has been doing a little side work for the Department of Defense. Through several facilities around the town, Armacham has been perfecting an army of highly trained clone marines that can be controlled via a psychic operator, which will one day allow Generals to get first-hand battlefield reconnaissance without the need to endanger themselves. This in itself sounds like a pretty spiffy idea, until the psychic operator being tested goes berserk, takes control of the army, and sets out with one serious vendetta against the corporation that made him.
And in comes you, a bad ass, nameless F.E.A.R. operative with some amazingly fast reflexes and orders to take this dude out at all costs. Add in some truly bizarre visions, the ghostly figure of a young girl stalking and killing at will, and a massive cover-up in process, and you have a recipe for one killer game play experience.
[page=Fundamentally Evil Aquarium Renters]
If a major criticism must be leveled against F.E.A.R. and its developers, it should be mentioned right up front in this review. Simply put, F.E.A.R. is not a very scary game. All of the hype and hoopla that has been thrown around regarding the scare factor of this game is simply that: hype. The story in F.E.A.R. is a very enjoyable affair and will creep you out from time to time, no doubt about it, but do not go into this game expecting to find the next Silent Hill game, because you will be exceedingly disappointed.
And if you get right down to it, the plot in F.E.A.R. is interesting, but not fleshed out altogether well. It seems as though the developers spent a great deal of time crafting a really exceptional beginning and ending to this game, but the middle just sags. At many points in the middle of F.E.A.R., the attempted scares just stop and leave you with long levels of combat to trudge through with very little to propel you forward except the promise of more combat, and the eventual resolution of this widely escalating situation.
To put it in perspective, it almost borderlines on being like Doom 3 in terms of lacking plot progression, except the game play here is much, much better.
If nothing else, F.E.A.R. has the best first person shooter game play of any game I have played this year, and I have high doubts that anything else will even come close to this. Not since the original Half-Life have I seen more cunning, ruthless, and altogether bad ass enemies trying to hunt me down around every corner. Fighting guys in F.E.A.R. is awesome.
Turn around a corner and see a squad of guys looking for you? If you pull back, they might flush you out with grenades, or duck into side passages to work their way around behind you. Sometimes they will throw over environmental objects to use as cover, none of which is prescripted either. They will shoot blindly around corners at you, cover one another as they approach your last known position, hide behind their heavy troopers, and even sit quietly waiting for you.
On one or two occasions, I would rush in with my shotgun and blast apart a squad, thinking I got them all, only to turn a corner and run right into the upward thrust of some sneaky bastard's assault rifle butt. Man, that hurt.
And what makes this even more interesting is the fact that F.E.A.R. breaks the time honored FPS mold of having weapons in your hands becoming more powerful than those of your enemies. Simply put, in F.E.A.R., your weapons deal the exact same amount of damage to you as they do your foes. A pistol shot to the head without armor? Say goodnight. Chest shot with a shotgun, followed by a roundhouse kick? You'll be dead before you hit the ground. F.E.A.R. forces you to be as tactical as possible, constantly using your environment and every piece of equipment you have to your advantage. If not? Well, then you'll be restoring quite a bit.
To give you an advantage in the fire fight, your F.E.A.R. Operative is able to slow down time temporarily in order to out maneuver and hopefully out shoot your enemies. Unlike Max Payne, the meter automatically starts to refill when it is not in use, meaning you will never have to worry about going into a gun battle without it, provided you rest for a moment before barging ahead, spewing molten lead in your wake. However, you will never have a true overabundance of it at hand, which makes it crucial to conserve and use it carefully, as once again, this game makes you bite and claw to stay alive.
And to make it all seem effective, combat just feels like combat. As much as I love and tout Half-Life 2, if you ignore the story, you never really feel like you are fighting for your life while you play it. Sure it is cool to blast some guy and send them flying off a building, or to swoop through hallways with a handful of rebels picking off Combine Forces, but the situation never feels truly real.
F.E.A.R. does.
When you battle it out in F.E.A.R., everything happens in a blinding fast blur. Combat is often over in a matter of seconds, but in that small, almost insignificant frame of time, everything is literally torn apart. The walls buckle and are blasted full of holes, glass shatters in every direction, debris is kicked up all around you, blood splattered across every surface, bodies twitch, limbs blast off, people go flying, voices scream, people panic, everything is pounded in a heart-rendering instant that leaves you panting for breath when it is over, watching as the dust and smoke slowly settles over the carnage that you just unleashed on the world.
In short, combat in F.E.A.R. is fantastic.
[page=Funkadelic Elegant Aeronautics Researcher]
Graphics aren't everything. Some of my favorite games of all time are graphically far inferior to everything we have now. But if a look works, it definitely adds to the experience, which is something no one should be able to deny. F.E.A.R. looks amazing, provided that you have a powerhouse of a system that can run it. While characters lack the full facial details that made Half-Life 2's stars look so impressive, everything else in this game far surpasses anything else out on the market today. F.E.A.R. looks like Doom 3 on steroids, and plays better too.
But as I mentioned, the cost here is great.
While I'm not sure what the minimum requirements specify, I cannot picture anyone running this on something lower than a GeForce 6000 level card without having to turn every detail level down to its lowest setting to get a decent frame rate. On my GeForce 6200 256mb AGP card running on a 2.8 gig Pentium 4 processor, by no means top of the line right now, I had to turn most of the shadows off in order to play the game decently, and I couldn't even touch Full Screen Anti-Aliasing with a ten foot pole. Brought down further, the game begins to look certainly less appealing to the eyes, so don't expect the wide range of scalability as Half-Life 2 offers people.
But when it looks good, the game looks great. Characters animate realistically and fluidly, particles explode out of every bullet hole, shadows darken the already creepy environments, and the locations all feel like true places. The people at Monolith have done their homework with these maps, adding lots of little touches that make this world seem viable. I don't think I've ever seen a game before that actually implements handicap accessible ramps in a level in addition to stairways right next to it, unless this was done for a specific way to lead you along a set path (say, for instance, that the stairs are blocked by debris. Better take that ramp!). Here they are just placed regularly, along with bathrooms, water fountains, coffee machines, small touches around the environment that bring the world alive in ways that many hallway-romping FPS's simply don't do.
And it is a good thing that they do this, because unfortunately, you won’t find yourself in many places aside from typical urban locations. Office complex, industrial compound, scientific facility, and run down slums are pretty much the only places for you to run through in the game, which fits with the story nicely, but gets a little tiring after a while.
Then you have sound in the game, which fairs well with the high production values of this game. The voice actors who bring the characters to life are all effective, something of a trademark for Monolith games, but none of them really stand out as being exceptional, which doesn't help differentiate the characters from some of the stereotypes they seem to embody. And while the guns, grunts, and bangs in the game sound appropriately meaty, it is the music in the game that I take issue with, or more specifically, the lack of it.
There is music in this game, but it is of such unremarkable quality that I dare you to try and remember any of it after you have completed the game. Most of these tracks are just low, techno-ish beats meant to heighten the creepy mood of the environment, which often times works just as well without it. Is it too much to ask for to have even one good track? Hell, even Doom 3 and Far-Cry had that.
Then you come to the post-single player campaign experience: multiplayer. F.E.A.R.'s multiplayer does some interesting things, in addition to all of the standardized modes that we all know and love. Monolith Productions has successfully found a way to integrate SloMo into all of its multiplayer modes in a way that is fun, creative, and very different from the pack.
In each map, SloMo is found in the form of a hypodermic needle that you carry around with you and use at will with a touch of a button. When activated, you will remain at normal speed, but everyone else in the level is slowed down. However, the SloMo meter must be almost fully charged before this ability can be used, unlike in Single Player when you can just keep hitting the button until it runs out on you. The disadvantage to this ability, though, is that your position is shown to every player at all times, indicating you in the environment around them with a little beacon that shines through walls and removes your ability to surprise anyone. This creates an especially fun experience in Team multiplayer games, where your entire team is granted the speed advantage when you use it, while the other group is stuck moving slowly. This lends itself to some great coordinated attacks that you just can't find in other shooters.
But, if this mode of play isn't up your alley, then don't expect to find much else here to wet your appetite.
F.E.A.R. is worth your time, though. There are plenty of first person shooters out there right now, with many more to come, but the fact that this one stands out from the rest so well on its own warrants a purchase by all of you out there who have grown tired of the market's stagnation. While the story is a little lackluster and it isn't as scary as we've been led to believe, it is still one of the best games of the year, without question. Pick this one up and let Monolith Productions finally bask in a job well done.

All images provided are officially released screenshots.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
sorry, i just didnt think this was that great
Personaly story is allover the place
nice graphics and freaky sounds make it for a exiting game
multiplayer is down right fun
rating 8/10
also $10,000 for the engine
i await to see the sdk for this game
on part the sdk - game was a reason for me purchasing it
i think this should have earned better:
i accualy liked the music (and it wasnt all techno crap) some of it sounded more orchestral, in the intro at the beginning for example.
I thought the music was awesome, particlarly the intro track, i think whether you like it or not the atmosphere defnately would'nt be the same without it, reminded me of Sigur Ros for some reason :S
Apart from that wicked review, in total agreement about the middle section dragging but on the whole a fuckin ace game
I liked it alot - played it through in 8 hours. (I know i know, i'm an idiot, but i cannot enjoy a game in small intervals!)
I agree with design a bit - read every briefing when loading, so i could keep track with where i was, and what i was doing. I mean, at some point you gotta hunt the fat tech dude, but suddenly it's not an objective anymore. Fine - but couldn't i be briefed about it in the game, espcially instead of hearing or reading nothing of why? Also some scenes just seem to arcade for the game - when you take an elevator ride with the girlie, that is what i call arcade.
I disagree with the judgement on music though. I liked the fact that it wasnt loud or earcatching - it matched the mood of the current situation quite good, without being too noticable or not there at all. Helped me get scared, because it did not help me to prepare. (I dont know if it does prepare you sometimes, and other times not? I must investigate) Also if you view the Behind the scenes material (Dont know if all have that) this was also their idea with the music as far as i remember. Oh and what DESTROYER said - the music in the beginning is amazing, play it and i'll see the intro movie in highest detail :)
Haven't tried the multiplayer... Is it worth playing? Or should i just go buy Quake 4 (Heard that i shouldn't even concider playing the singleplayer in that game, but just stick to what it works at) for that purpose? :)
The multiplayer isn't actually bad. But it isn't exactly fantastic ether.
Quake 4 i purchased the same time as fear
if you are a fan of quake 3 arena quake 4 will do it for you with a bit less
not as fast and harder to gib
the quake 4 single player beats doom 3 and would be on par with fear
in compared to hl2
they both are rubish
so quake multi of your a fan yes
Quake 4 doesnt even come close to F.E.A.R. for me in single player, not even Doom. Don't get me wrong, I enjoyed playing it, but in terms of gameplay if Quake had swapped titles wth Pariah noone would've told any dufferent. But, because it's quake and there's years of franchise and history (ie, ID being gods), it's automatically going to be viewed few rose tinted glasses. Although I'm a massive fan of ID im starting to get a sense of arrogance with them and less people are buying into it. Quake and Doom (although I do love them both) seem to be of the attitude "Lets not worry about the gameplay too much, we're ID, everyone's going to love it anyway, we'll just make the graphics great". In F.E.A.R. you've got great AI, amazing particle effects and tons of little details (like enemies reacting different depending on what gun you shoot them with, the variety in quake seems to be 'get blown up or dont') that just push the game that little bit further, and give everyone just that little bit extra bang for their buck. Again, I love ID, but considering they practically invented the genre they're doing very little to continue revoltionising it, and F.E.A.R. is more proof of this than anything else.
As for comparison to HL 2, for me I couldn't compare them, the combat/pace/style are entirely different, that's like comparing Louis Armstrong to Merzbow! lol
"Lets not worry about the gameplay too much, we're ....., everyone's going to love it anyway, we'll just make the graphics great"
funny that this is what happened to Halo 3. (Accurate comment btw)
Maybe I will have to go through the game again and pay closer attention to the music. I personally played through the game twice before writing the review and I don't recall a single track and wondered a bit on the second play-through where they were.
But, I still stand by the bulk of my review.
I just love replaying The Vault again and again, feckin well good!
I disagree with the comment about the game not being scary as prescribed. Maybe you confused 'startling' with scary. Most games have 'pop out of the wall monsters' that would startle you and is the easy route for all horror games. With FEAR, monolith tried something new: to get under your skin. When Alma peeps through the window of the elevator at you with those empty eyes, it scares you. But what scares you more is the fact she does nothing. You wait with your cheeks of your arse as close together as they would ever be for something to pop out and startle you. but nothing happens (maybe a flicker of a light or a tile falling of the wall but that's it).
The great thing I found was that you are too afraid to drop your guard when the spooky shit starts to go down, even when nothing really happens.
Monolith tried something new, and I think they succeeded.