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F.E.A.R. - Game Review (PC)


By Flaviu Volosciuc
Published: November 2, 2006
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Who are you?

You are a member of an elite forces team called F.E.A.R. (First Encounter Assault Recon) which is used by the government to deal with the most unusual and dangerous threats. However, 'what's your name?' exactly and 'how do you look?' are questions that will receive no answer at the end of the game. Like Gordon Freeman, you are just an important element in the whole story, the only one that can fight the forces and change the situation. The F.E.A.R. team is called by the government to eliminate the intruders of an aerospace compound who took hostages, but issued no demands. By entering in the compound, you make contact with the delirious atmosphere of the game and with Paxton Fettel, the mastermind and the commander of the elite terrorist team

I won't go in too many details, because I want you to discover what caused this crisis, who is Fettel, and what connection has your character to the whole story.

Japanese B-category movie scenario

Why Japanese? Monolith used some ideas from Japanese horror movies such as "Ringu", and "Ju-On: The Grudge" all created by Takashi Shimizu. The image of Alma is identical to Samara the evil girl in "Ringu" and very similar to the ghost in "The Grudge".

The way how Alma appears in your visions is the most scariest thing from the whole game, especially when you find her walking up side down on the ceilling of a room.

Why B-category movie scenario?

Theoretically, the game is based on a good story, but the way it is narrated makes it annoying. You don't understand exactly what's happening because of the thin content of the story. The cinematic story scenes that were promised by Monolith, at the beginning of the developing process, dissapeared. Only the first and the last scenes can be named as cinematic ones. Only this two and some short scenes along the game gives the player clues from the story. Other informations regarding the story can be found in the answer machine messages and laptops which can be found in different offices.

If the game starts really promising, after the first quarter, the story gets lame. You can say it disappears. Only the last three chapters will make you remember the plot and somehow the tension of the story is increasing. From eleven chapters, the whole story could be concentrated in just four or five chapters.



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