Craig Hubbard sold his soul to Satan for the chance to make the perfect Sci-Fi FPS (First Person Shooter). The result was F.E.A.R – First Encounter Assault Recon. Of course the Devil never plays fair (and he has always wanted to be a computer game designer), so while the team at Monolith worked to create their Sci-Fi shooter masterpiece Satan was secretly encoding a second, much darker, game onto the disk. The result is that as you play through Monolith’s creation horror starts to bleed through the fabric of the game, until you find yourself trapped in a finely crafted Sci-Fi Horror game. A game in which you won’t ever know if what awaits you around the next corner will be a squad of dangerous clone soldiers or the bloody remains of those soldiers and the knowledge that you may have to fight what just ripped them limb from limb. I haven’t encountered Horror and Sci-Fi so finely blended since the original Alien movie (http://www.imdb.com/title/tt0078748/) from 1979.
A cursory glance at the game’s feature list doesn’t reveal the true quality within…
- Lone soldier fighting against a host of enemies? – check.
- An array of impressive weapons with which to kill said enemies? – check.
- Advanced visual effects for an intense “action movie” experience? – check.
- The now ubiquitous “bullet time”? – check.
- Enemies with adaptive AI? – check.
- Slaughter your friends in online multi-player (up to 16 players)? – check
However, just as many movies today aren’t original but still manage to be great, F.E.A.R. is far, far better than the sum of its parts. The first person action is impeccable. The weapons feel deadly, the enemy are dangerous and when the two come together the results are explosive. Teams of enemy soldiers work together to take you out using flanking tactics, suppressing fire, grenades and a lot of expletive laden team talk. When your bullets hit home the rag doll physics are a little OTT but thoroughly enjoyable nonetheless. Likewise, when your aim is off target, the environment suffers in a similarly impressive way with large calibre bullets ripping large calibre holes out of walls, pillars and boxes. The game is filled with numerous set piece battles, in which the weight of enemy fire will have you cowering behind a flimsy desk, franticly reloading your weapons before tossing out a grenade (for suppression) and calling on your time distortion abilities for a slowmo break from cover, in which the final few enemy are reduced to bullet riddled corpses.
As for the story it is both gripping and thought provoking focusing on issues of family, revenge, greed, evil and even child abuse. The tension remains high throughout the game. In the main because the mix of horror and Sci-Fi means that you are never sure what awaits you through the next doorway. However, when I reached the end of the game, it wasn’t the action that impressed me most but the fact that what I really wanted to do was put down my guns and try talking.
F.E.A.R. isn’t perfect. The level design is linear (as with many story driven FPSs) and you soon get to recognise when a set piece battle is looming – because the level opens up into an area ideal for a battle. In addition the few NPCs you meet are simple script driven automata that you long to shoot 1.2 second after first meeting them. But in truth F.E.A.R.’s only real failing is that it was created 15 years too soon. One day we will have the ability to create games which allow you to put down your gun and engage NPCs in meaningful discussion. When that day comes I hope they will remake F.E.A.R. because I would love to talk to the NPC I am supposed to kill. I know it won’t help. I know they are too badly damaged after everything that was done to them. I know that they would almost certainly kill me but I would like to try. I own them that not just because of what they have suffered but also because of the relationship. (You’ll have to play it to find out).
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Conclusion
Everyone knows that Quake and Doom are rubbish and that for a long time Half-Life has been the king of FPS games with Half-Life 2 an honourable second. So it is with heavy heart that I must announce that F.E.A.R has pushed its way rudely through the crowds and supplanted Gordon Freeman’s second outing as #2 in my chart. If you have any affection at all for FPS games you need to play F.E.A.R.
4 Comments
> you won’t ever know if what awaits you around the next corner
That would be true if all of the levels didn’t look exactly the same, and there were more than 3 enemies.
As it is you know exactly what’s going to be around the next corner (unless it turns out to be one of the ‘horror’ setpieces that can’t actually hurt you so aren’t even slightly frightening).
Really, I’m a big wuss at horror games, and I stopped playing this because it’s boring.
Play Condemned instead and see what a first person horror game should be like.
Thanks for the tip on Condemned I will check it out.
I admit that the game doesn’t feature much in the way of variety but that was one of the reasons I liked it more than HL2. Much though I love HL2 it just ended up feeling like a bunch of separate mini-games whereas FEAR was a more consistent universe.
As for the Horror sections not hurting you I guess you quit too soon.
I got pretty, well, scared. It was dark, I’m sorry I didn’t play the second level!
I really should go back and finish it, as long as I can ignore some of the horror parts. A shame, its not really my genre horror, since it seems a good story and setting, and good fun gameplay too.
I love your thoughtful comments on the game. I feel like FEAR’s script is its most underappreciated aspect– the characters and the way they’re conveyed turn out to be subtle, affecting and human by the end of the game, despite the supernatural madness going on all around them. Your desire to dialogue with them reinforces that.
Hubbard’s is some of the best game writing I’ve encountered in recent years (especially with NOLF2.) It’s because he so skillfully exploits the game medium itself and the way the player receives his writing, moreso than any raw skill at rendering prose or dialogue he might have.
I reviewed the game when it first came out and touched on some of these points: http://www.idlethumbs.net/display.php?id=230&p=1 I’m looking forward to whatever Hubbard’s team is coming up with next.