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    F.E.A.R. Review

    by Joel Clausen

    2005 brought us many memorable games but only a select few were received with as much acclaim and anticipation as F.E.A.R.. However, does a successful PC game necessarily beget a great console game? Monolith and Vivendi thought it did so let’s review F.E.A.R. for the Xbox 360 and see how we how they did.

    You begin the story line as a newly recruited elite FEAR operative, or First Encounter Assault Recon, team member. FEAR is a highly secretive, special operations organization of the United States Government whose purpose is to investigate paranormal activities and potential threats. You are appointed “Point Man” and are immediately briefed on the current situation. You observe an individual, Paxton Fettel, taking command of a battalion of telepathically controlled cloned soldiers. These soldiers then appropriate the Armacham Technology Corporation (ATC) building killing all occupants and civilians in the process. The teams objective, in conjunction with Delta Force operatives,  is to eradicate Fettel by any means necessary. Throughout the mission you are consistently inundated with plot twists, hallucinatory visions, and one creepy little girl.

    You have a varied arsenal of weapons at your disposal when engaging the enemy. Gauges, assault rifles, particle weapons, and machine guns are readily available via deceased soldiers or quick pick up. Ammunition should be of no concern with the easy procurement of additional rounds. Health packs are frequent and you also have the ability to accumulate up to 10 packs for later use. This can come in handy after prolonged battles with REV6 Mech’s and multiple Heavy Soldier Replicates. Body armor is also available but has a tendency to wear shortly after it’s obtained. There isn’t a very diverse cast of adversaries although the AI is extremely intelligent. This is another great aspect of FEAR because it can force many players to become more strategic rather than running and gunning. The enemy communicates reciprocally, takes cover immediately, flanks, and will always attempt to attack from a tactically superior location. 

    F.E.A.R. Screenshots

    FEAR has a surprisingly intriguing story line with amazing game play to boot. Although at its core it remains the standard FPS, FEAR has attempted to break away from the status quo with the inclusion of SlowMo “reflexes”, an engrossing plot, and top of the line visuals. However, the game is far from flawless. It contains its own unique mishaps and mistakes but maintains its overall positive playability.

    Following an asinine trend of previously released FPS’s, FEAR incorporates the absurd 30 second flashlight function. While parading through each “interval” you will find many nooks and crevices which are submerged in complete darkness. Your only ally in the encompassing caliginosity would be your trusty flashlight. The problem is you are only allowed 30 seconds of flashlight use. Why, during a time in which particle guns and genetic cloning are prevalent, can you not obtain a standard issue Mag-Lite flashlight? Although frustrating at first, you will inevitably get used to this restriction and begin conserving your flashlight use with efficiency.

    F.E.A.R. Screenshots

    The SlowMo function is arguably the greatest aspect of FEAR. It is immersive, intense, and down right entertaining. The Genesis of slow motion or bullet time predates the release of FEAR, however, Monolith seems to have only improved upon this function with its incredible physics and accurate imagery. When SlowMo is activated time itself decelerates while your own movement, or “reflexes”, remain at a constant. This enables you to decimate the enemy without taking a considerable amount of enemy fire. It is most beneficial when you find yourself heavily outnumbered or extremely low on ammunition. While firing in SlowMo you can see the corkscrew trail and air distortion of your bullets as they impact an enemy or object. Ammunition fired into walls will leave indentations and tear chunks of material clean off. During intense and lengthy combat, plumes of smoke will form from the exchange of rapid gunfire. The ability will also regenerate quickly and should be up and ready for your next encounter. 

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    Gameplay: 8 Graphics: 9
    Sound: 9 Controls: 8
    Replay: 8 Live Play: 8
     
     
    General rating:
     
     
     
     
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    F.E.A.R.
    Publisher
    Vivendi Games 
    Developer
    Day 1 Studios 
    Game Genre
    First Person Shoot... 
    Release Date
    2006-10-31 

     
    total images available: 22
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