I just finished playing F.E.A.R.
for the first time. I chose the game since I am both a horror aficionado and
a fan of FPSs. I heard many great things about this game specifically and the
series in general. Wanting to play the later games, I decided to start with the
first volume to get the whole story and experience.
F.E.A.R. First Encounter Assault Recon
is a horror-themed FPS from Monolith Productions
and published by Vivendi. I
played the Steam version. There are also two game add-ons and two sequels.
I am well aware that F.E.A.R.
is from 2005 and, as such, is quite dated compared to the more modern games we usually cover. However,
I am also aware that there are plenty of gamers who have not played the game
yet, and there is currently a sale at Bundle Stars for the entire F.E.A.R. franchise (only $7.99 USD). As such,
this review will hopefully be of help some frugal and patient gamers.
Not: Furby Eating A Rhubarb as I first suspected. |
F.E.A.R. currently
sells for $9.99 on Steam,
but is also available on Xbox 360 and PS3. It has no achievements and no Steam
trading cards. The average completion time for the Main Story is 9 hours. The
average time for a completionist play-through is 11.5 hours. At $9.99 for 9
hours of gameplay, $1.11 per hour of gameplay is, in my opinion, a great ratio.
The story sets you as a member of a Black Ops special
government unit that investigates paranormal phenomena. A military commander has
gone rogue. Since this commander was bred to psychically command a battalion of mindless combat
drones, he uses them to take over an
enigmatic military contractor’s facilities. As the story unfolds, you learn how
the psychic commander came to be, what the military contractor was up to, and
why the commander targeted that specific contractor. You are tasked with killing
the commander, as that will end the fighting and stop the killing of clones
that could be useful. However, you find yourself wading through and
slaughtering the clone forces (but they are mindless, so I guess that makes it
okay?)
Clones ready to be slaughtered, Sir! |
The story is told through several means. Your character
carries a radio with him and receives regular information updates from the rest
of his squad. Periodically, he also finds laptops with top secret information,
giving insight into the projects that the villainous contractor was working on. You will
find telephones with a red indicator light which can be activated to hear
voicemails from high ranking staff of the military contractor. Lastly, there
are some CCTV monitors in some of the facilities that allow you to witness
interactions between other people or allow them to communicate with you.
As you track down the commander and fight off wave after
wave of clones, very creepy things start to happen. You find yourself slipping
into horrible visions of hospital atrocities, blood-caked walls and floors, and
a drenched creepy girl reminiscent of Samara from The
Ring. Soon, you find yourself
losing your grip on reality, as it gets harder to tell what is really happening
and what is just a vision.
"I see dead people." "Um... how?" |
The gameplay is that of a standard shooter. You can aim,
crouch, jump, lean, carry three types of grenades, carry three types of guns,
wear armor, and carry med-kits. The main signature combat mechanic of the game
is a bullet-time slow
mode a la Max Payne. It is essential to make
strategic and frequent use of the bullet-time mechanic in order to fight off
military clone soldiers without dying.
The soundtrack of the game is fantastic. It sounds heavily
inspired by the score for Predator composed by Alan Silvestri (also
known for Back to the Future, Forrest Gump, and The Avengers, among many others). The music was eerie, haunting, and
persistent. It urged me on, yet warned me to be careful and check around every
corner. It heightened my anticipation and kept me on edge. It also made me
question why we have not yet had a recent-gen Predator game. Hopefully The Creative
Assembly devs will get on that soon given the success of Alien: Isolation.
Some great setups for creepy environments that benefited from the score. |
Yet, oddly, I did not like the sound assets used for the
game for effects. Most of the effects were fine, but it sounded as though
some of the assets were ripped from other games. The most noticeable of which
was the sound of using a med-kit, which sounded exactly like the Half-Life
sound for performing the same action. It was distracting every time I heard it because it
felt like it did not belong.
Generally I would not comment on game physics, but in this
instance they do require comment since there were some noticeable issues. I
found that after bumping into an item in the environment it would continue to
bounce around, move, and make noise for a long time after hitting it. At first,
I thought it was part of the paranormal atmosphere (seriously, it was so weird
and unsettling I figured it was intentional) but after a while I discovered
that it was just due to poorly coded physics collisions.
As a horror-themed game, immersion is very important. Though
the story itself was interesting, it was delivered slowly and
infrequently. That, along with the
impersonal method of information delivery, gave the game story a lower overall impact.
The atmosphere and environment were my biggest complaints.
Even given the age of the game, the graphical fidelity was quite
good. However, the environments were unrealistic. I would expect dirt, debris,
and a crumbling façade when walking through and old abandoned warehouse. However,
things were too clean. Token effort was put into adding some papers here and
there, or some items like brooms or cleaning supplies lying around, but it
still felt off. At first I thought this might be due to the age of the game and
the technology at the time to make realistic environments. However, Max Payne, which released four years before F.E.A.R., had realistically gritty
environments despite much lower graphical fidelity. Further, not all of the environments in F.E.A.R. suffered equally. The
warehouses were the worst of it, while offices in an office building were the
closest to realistic.
This decaying apartment building is the best environment the game has to offer. |
The biggest technical issue with the game was the default settings. You must change these before playing, otherwise the framerate will drop to low digits and render the game unplayable. Before playing the game on PC,
if you have any Logitech peripherals, you need to go into your Device Manager
in Windows Control Panel and disable some devices. All “HID-compliant device”
instances that appear under “Human Interface Devices” must be disabled while
the game is running. It is safe to disable these instances, as they only serve
to enable custom button functionality on Logitech devices.
Recommendation:
Medium-low. It is important to note that F.E.A.R.
no longer supports multiplayer and is now solely a single player game. As a
single player game it is decent, but not good enough to recommend to a new
player. Players who played it when it first came out might still enjoy the game
through nostalgia-colored glasses. However, coming to the game as a new player
now, it is difficult to recommend this game. It is not terrible, it is just not
good, it is simply “meh”. It has not aged well for new audiences.
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