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REVIEW F.E.A.R. |
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PUBLISHER
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VIVENDI UNIVERSAL
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DEVELOPER
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DAY 1 STUDIOS
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GENRE
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FPS
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PLAYERS
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1-2 (2-24 ONLINE)
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PRICE
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£39.99
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RELEASE DATE
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OUT NOW
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Possibly the worst version of F.E.A.R.
available. That doesn’t make it a bad
game, it just makes us a little jealous of
our Xbox 360 and PC-playing pals. Whilst
F.E.A.R. is still a
great title, it just
feels a little old and
recycled for PS3.
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SCORE
05/MAR/07 |
81% |
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Horror meets first-person
shooter. Crazy to think that
no one had ever thought of
that head-smackingly simple
concept before. Developers were tripping
over themselves to splice genres together,
making a little part of us die the day
someone tried combining racing and
RPGs (Google search it), but no one
had bothered with the most obvious
combination. As F.E.A.R. proved on PC and
is intent on proving again, horror mixed in
with first-person shooter works quite well.
Notice the deft use of the words ‘quite
well’ and not ‘crotch-punchingly, childkickingly,
eyes-popping-out-of-your-head
amazingly good’. Such reservation isn’t
because we want to break the English
language but because F.E.A.R. isn’t
perfect. There’s clearly a problem that
belies its reputation as an FPS classic. But
what, exactly?
It’s not the story. For a first-person
shooter, a genre that’s usually the reserve
of bonehead "I big man with gun, I kill lots
of people now" plots, F.E.A.R. is happy
to carve an entirely different route for
itself. It starts with the usual first-day-onthe-
job shtick but subtly moves towards
the quiet air of menace surrounding
the spooky Alma, a long-haired girl who
looks like she could have stepped right
out of The Grudge, growing tired of
movies and opting for a medium where
people shout about polygon counts and
dynamic action. It’s to Monolith’s credit
that F.E.A.R. takes its cue from J-horror
rather than the well-mined zombies and
biological freaks splatterhouse flicks of
American cinema. The slow trickle of
horror builds in pressure cooker fashion
until the last few levels, which are some
of the best you’ll
play in any FPS.
Saying more would
ruin it. Just know
that the last few
levels will stick
in your head long after the end
credits have faded, certainly longer
than the cop-out ending does.
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The gameplay isn’t the problem either.
F.E.A.R.’s main gimmick is the ability
to slow down time, which has been
done approximately eight million times
before but is done rather well here for
various reasons – your slowdown bar
recharges quickly so there’s not much
waiting around, it’s an incredibly tough
game to complete without relying on
your slowdown crutch – and the effects
when activated are stunning. Bullets slow
down and you can see the air swoosh
around them as they slam into their
target. Likewise, grenade explosions look
pornographic in slow motion, as bodies
contort and debris gets kicked up by the
resulting shockwaves. F.E.A.R. settles
into a nice staccato rhythm, where you
alternate between balls out bravado
aided by your slowdown shield and
hiding around corners waiting for your
slowdown to recharge. We’ve probably
made it sound a lot worse than it is,
but it works really well when you’re
absorbed in the atmosphere.
This is enhanced by plenty of
incidental touches: ghostly figures
fizzing in and out of view before you
can figure out if they’re a threat or not.
While F.E.A.R. doesn’t have the acidic
atmosphere of Silent Hill or Forbidden
Siren – it’s hard to feel that vulnerable
when you’re stomping around with
a rocket launcher tucked under your
arm – there’s almost certainly going
to be one heart-stopping moment that
gets you. PC gamers often talk about
the infamous ladder or air vent scare.
You’ll soon realize why and it speaks
volumes that the weakest segments in
F.E.A.R. are those that don’t have these
supernatural touches.
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No, the gameplay isn’t the problem
either. It’s more that F.E.A.R. is…
what’s the polite way of saying this?
Old. Ageing. Wheezing. Makes an
embarrassing straining noise whenever
it gets off the sofa. This version of
F.E.A.R. is a conversion of a two-yearold
PC game. In videogame years, that
makes it an absolute dog, with grey
hairs sprouting in unsightly places.
Despite Day 1 Studios’ efforts to conjure
renewed beauty out of Monolith’s ageing
classic, it’s father time who has the
biggest say here, with the boxy level
design and its pedestrian look showing
just how much the FPS has advanced in
those passing years.
F.E.A.R. is as solid a first-person
shooter as you’ll ever get. The slowdown
gimmick lends itself well to the eyecandy
and gameplay department while
the spooks and shocks will give those
who plough through to the end plenty
to talk about. But, unfortunately, that’s
all F.E.A.R. can ever hope to be in 2007
– solid. It talks the talk but its walk
is betrayed by creaky knees and the
occasional pause to lean on a wall and
catch its breath.
Ryan King
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