In case you're a heathen and never played this game, it's basically the girl from Poltergeist screwing around with you - lots of creepy hallways, stuff just off to one side that vanish when you look at it, the works. Wife was probably doing something on her computer in the home office, so I had the headphones on (the good kind, sealing cups, front-and-back balance, enough bass to rattle your teeth, etc) so that I wouldn't bother her, and for some stupid reason, I had the lights off in the room, because, hey, ambiance.
first came out I had my then-gaming rig set up on the big screen TV in our living room, sitting in my knock-off version of a Barcalounger recliner and playing away. Glass shattered, walls and pillars were blown apart and cratered with bullet wholes, lights broke and sparked. The incredibly destructible environments added to the enjoyabliity of the incredible gunplay. The levels in the future game all fail to capture the life and detail of the armachem buildings. It helped keep you immersed in the game and continued with the creepy envrionment they created. The story telling was great even if most of it was through very nicely voice acted phone calls and emails. Very detailed, a lot of love went into every single level.
The levels were repetitive but they all had a wonderful lived in realistic feel to them. The future games fail this completely they go way, way overboard to the point where its a joke. Something in the corner of your eye, a quick glimpse. The scares were spaced out and subtle most of the time. None of this pop up book call of duty crap. The enemy soldiers take cover, flee, chnage positions. The bullet time is better then just some mechanic gimmick, its fun and makes the battles dynamic. Great sound editing, Great AI, Great story telling and gameplay. I could honestly write a 40 page essay on why fear was great and fear 2 was terrible. Beyond a few strokes of luck I could never find anybody to play with.įEAR 2 was terrible. Again, they never seemed to catch on in popularity. 3 had some very creative multiplayer modes though. Co-op first, weird zombie-type things, Call of Duty gameplay mechanics, and a pretty lackluster ending to the story arc took what had boatloads of potential in the first game and pretty good execution in the second and turned it into a yawnfest.į.E.A.R. it followed the same formula but felt and played very differently (let's ignore the ending for now). It's really a shame what happened to the F.E.A.R games.
I don't know if that changed when they re-released the multiplayer as the free-to-play F.E.A.R Combat, but back before that it was not all that popular. It had a mildly active community that I was a part of for quite a while, but as far as I remember you could never find many active games to connect to and play. What amazed me is that F.E.A.R's multiplayer never really caught on. The audio design was perfect for the type of game it was.Īll of that from a game that unceremoniously released out of the blue with minimal hype as we were still in the late stages of our Half Life 2 / Far Cry / Doom 3 hangover. The game had absolutely breathtaking graphics for a 2005 game (although I always felt like the slo-mo effect just felt like a default Photoshop filter someone applied), insanely challenging and smart AI, excellent horror levels, and a legitimate and ongoing sense of terror. That game that came out of nowhere and absolutely blew everyone away. Click here for a list of other gaming subreddits.Īh, F.E.A.R. Posts and comments, whether in jest or with malice, that contain racist, sexist, homophobic content, threats, or other forms of toxicity will be removed, regardless of popularity or relevance.įor a more detailed explanation of these rules, click here. No Kickstarter, crowdfunding, et al project "reminder" posts. No referral, affiliate, livestream, and/or survey links. This is not the place to spam your channel or stream.
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