F.E.A.R.
Game:
In this first person shooter, you shoot people! You go into rooms and shoot clones, then go into other rooms and shoot more clones! Play long enough and you'll shoot guys who aren't clones, yet they all look alike! Then you shoot some more clones. Bang, bang, bang!
Um, shouldn't there be something more here?
Comments:
F.E.A.R.
has of course been released, played, reviewed and expanded upon long before I
got my grubby little mitts on it. Hey, whad'ya want, I just bought a 360 last
month after filing my taxes. (Kudos, increasingly desperate Bush economic
agenda!) F.E.A.R. wasn't first on my 'to play' list (thank Nyarlathotep) but
when it did finally arrive, I tore into it like a chubby kid on bacon
cheeseburger. And now, I'm going to tear into it again.
This, this was the game everyone was screaming about?
I hate to be contrarian, but for life of me I can't help being monumentally
disappointed at this shallow, dated, and let's not mince words, intolerably
boring little shooter.
I just can't figure out
the crew at Monolith. Given their output in the early 90's (Well, 'Blood')
I among many others expected a never-ending stream of cool from their general
direction. There's been some highpoints since then ('Silent Hill Origins', and…)
but oh lordy when you leave the monkeys to themselves, get ready to dodge some
poo. Monolith, and F.E.A.R. in particular, are crippled by a lamentable 'think
inside the box' mentality. (And a cramped, dingy little box it is.) I don't know
who, I don't know why in the holy hell, but someone has repeated the team's
epically boneheaded move of setting a horror fps inside a series of industrial
buildings. In case any color or nuance might sneak into the picture, the plot of
F.E.A.R. has you combating a battalion of mind-controlled clones. Which means
with rare exceptions you'll be fighting the same enemy over and over again until
you beat the game, die, or vomit from tedium. Hooray!
Yes, this is the game of the year, why wouldn't you expect to find yourself
wandering through the same dismal gray halls over and over again, shooting
endlessly interchangeable masked cannon fodder? I hate to be such a damn
curmudgeon, but Monolith hasn't learned one damn thing about dynamic level
design since the depressing days of 'Blood 2'.
Graphics are theoretically passing. I say this because F.E.A.R. looks as if it
could process data on the level of 'Doom 3', if someone
had actually bothered to program anything into it other than office furniture
and dirty wallpaper. (But man, those player status bars looks just as good as
anything in Halo!)
Potential
and application are two different critters, and it must be said that in spots
F.E.A.R. looks less like a 360 game than it does first-generation xbox. (The
player's hands in particular jut out like angular prosthetics, hovering detached
over the battlefield.) Character models are a mixed bag. The two other F.E.A.R.
operatives you encounter manage to avoid the plastic mannequin look, if only by
keeping their distance. (And it should be noted that voice acting is excellent.
No 90lb programmers pretending to be monsters here.) Later on in the game
however, you'll run across a Dennis Nedry type, whose looped square-headed
Cheetos scarfing animation is jarringly Ps2. While objects are either slightly
wobbly or bolted down, much attention is lavished on combat physics aspect of
the game. Cute enough, but we're living in a Valve world now, are rag doll
physics still that all-fired impressive? Monolith's music department has
likewise sunk far since the glory days of 'Blood'. It rarely rises above the
level of innocuous, and then only to be annoying. The programming itself isn't
bad, but there are some unpolished pointy bits. You'll find yourself stuck
immobile in bad polygon angles or brushing a corner and seeing the inside of
your own head way too damn often. Normally I wouldn't come down quite so hard on a game like F.E.A.R., but dear
God this is lackluster, especially considering what the next gen consoles and
pcs are capable of. I've seen the opening of 'Bioshock' son, don't shovel dreary
corridors filled with blank crates at me and expect hosannas.
I must say I find it
bloody hypocritical that so many of my fellow nerds carped about 'Doom
3' for not emulating the 'Half Life 2' engine in every way, but heaped
mountains of praise upon 'F.E.A.R.'s creaky old mechanics.
The combat itself is the game's best point, given the aforementioned ragdoll
physics and some impressive AI. To give credit, it would have been an easy and
childish step to make an army of clones spiritless robotic killers. Instead, not
only does the
player encounter strategic thinking in opponents, but actual panic
and frustration from them when they're under fire. Even if your monochromatic
foes aren't as shallow as they might have been, the firefights you find yourself
in are pretty under whelming. This is due not only in part to the 'corridor
shoot, rinse, repeat' level of action, but some slightly iffy controls as well.
The game isn't frustrating to play, but tasks such as aiming and jumping are
awkward in way I can't really put my finger on. Due to this lack of precision
some of the more nuanced wrinkles in gameplay, such as leaning around cover, are
not as useful as they should be. Soon I found myself resorting to the same old
strafe and crush techniques I've used since I first booted up 'Doom'. (God I'm
old.)
Again,
the control of F.E.A.R. isn't putrid, but it needed a lot more thought put into
it. Is it really ideal to have to hold down X to interact with a ladder, rather
than just approaching it like in most sensible games? Hell, for that matter what
sense does it make to only pick up needed ammo and health packs half the time,
requiring button interaction with the other half. This stems partly from the
game's weapons-switching interface. F.E.A.R. lets the player choose three guns
at a time. Unfortunately, again, Monolith has cooked up one or two cool weapons,
and a full menu of underpowered white rice machine guns. For example, The
shotgun is impressive, even at medium to long range, but the 'Deep Penetrator'
(snicker) could have been renamed the Japanese accountant for all the stopping
power it has. Likewise the rocket and cannon guns have the damage radius of a
water balloon, and the Asp rifle has to be the most inaccurate scoped weapon
ever programmed.
If a scaled-down F.E.A.R. had been released about the same time as the first
'Half-Life' I suppose its imprecise pedestrian gameplay could have been accepted
as revolutionary. Today, it's just a boxful of lazy.
As you might guess, the
sterility posed by unending office halls, warehouses and boiler rooms is about
as fertile ground for chills as the Sahara is for pumpkins. The setup is that
there's this creepy guy that eats people, the psychic commander of the clones
you're fighting. You're sent in to eliminate him and find out why he's butchered
the employees of a weapon's research firm. Basically that's it, you chase the
guy, he moves, you chase him to where he moved to, etc.
Every now and then the game has to literally drag you out of itself to try and
be creepy. During these overused slo-mo sojourns from reality, you'll be menaced
not only by the shade of your preternatural nemesis, but that of a ghostly
little girl who can kill people with her mind. (Yeah, yeah, seven days, whateva'…)
In order to inject a little horror into their horror game, the designers rely on
spring loaded cat scares. Charred skeletons fall out of ceiling tiles and bloody
corpses occasionally litter the halls, but it's all so trite the impact just
isn't there. Mirroring 'Doom 3's pdas, F.E.A.R.'s back
story is mapped out not by your actions in the game, or the figures you
encounter therein, but by messages left on answering machines and data uploaded
from abandoned laptops. Because we all know how deeply satisfying 'Doom 3's
story was. (*Cough*) To be fair, the narrative does get more
energetic towards the end. Yes, after ten levels of square rooms and floppy
corpses the game stops being banal and simply begins plagiarizing 'Silent Hill'
and 'Ringu' with both hands! No longer content to chuck endless interchangeable
soldiers at you, F.E.A.R. ends up chucking endless, interchangeable ghosts at
you, as you fight the flame-ringed ghost of Alyssa Sadako
Samara Alma.
Well ok, time to put
down my trench bludgeon. F.E.A.R. isn't a terrible shooter, but it's one I would
have stopped playing after a level or so if I didn't have a review to write. To
hear it lauded as a masterpiece makes me wonder less about the state of game
journalism than it convinces me I've finally lost my wee liver-snap mind.
I kid of course; I still wore short pants when I saw the ass-end of my marbles.
And since I'll never top the surreal absurdity of that closing sentence, review over!
|
Production Values: 5.5 |
Gameplay: 6.5 |
|
Plot and Dialogue : 4.5 |
Atmosphere: 3.5 |
|
Overall: 5.5 |