Review f.E.A.R.
We live in conservative times. AAA class developers are afraid of new ideas. Innovations. The industry froze in anticipation of the next generation consoles. Grinding old ideas to mirror shine. Or until they break right in their hands. Leaving experiments to indie developers and enthusiasts. Is it right or not right? It has no difference. The main thing is that there are new ideas. They mean that interactive art is alive and develops. And a new one will take root or not – this is a secondary question. The game can become cult, even if it does not have followers. How did it happen to F.E.A.R. Still left alone in a cohort. Bold experiment. Piercing the lonely road. Overgrown with stormy, because no one went on it.
To understand the uniqueness of f.E.A.R. You need to understand what is in the center of any creation of the PIF PAF of the genre. Is its cornerstone? In each game differently-plot, scenery, enemies. But f.E.A.R. – The only work that laid in the foundation is artificial intelligence. And everything else is being built on it. It is the AI that makes f.E.A.R. another. Usually, there are two types of battle in shooters. First: you fall into the room, and rush along it like a mad. Along the way, trying to kill everyone. The most delaying the dance time of enemies on your corpse. Or, a positional war – there is a front line, there is no manless land, and there are opponents frozen behind their shelter. But f.E.A.R., Thanks to AI, shows another type of battle – urban. Where the front lines cannot be. Where you can’t sit out behind a safe angle. Where it is impossible to impressively shoot models of soldiers. And when the screen becomes red, hide and catch your breath. Here are the first -aid kits. And enemies, other, unusual for us. We are used to suicide enemies, whose main task and meaning of life are to die at the hands of the player. And to do it quickly. But f.E.A.R. Clon soldiers are not like that, they want to live. They really want to live. Like you. No one is going to die, but someone will have to do it. Therefore, like you, AI changes shelter. At the sight of you, they immediately throw a grenade. And immediately they are looking for an opportunity to go to the rear (good architecture allows). Enemies use tactics. They are talking among themselves. Commanders give orders to their units. Yes, yes, here is not a crowd of gopniks, with a hooting raiding on you. Here are the soldiers. It is squads. And each such detachment has even its own code designation. The level of immersion from this is incredible. F.E.A.R. – Infinitely far from the usual battle in a typical shooter. Reminiscent of a landfill on the noe ground of the First World War. Here every clash is deadly cat mouse. Who will outwit anyone, who will be smarter, faster, tatter. It even more dilutes the atmosphere of battles, bringing it to an unimaginable concentration- a cloud of dust, rising during shooting, hiding the enemy’s soldiers from you. And you don’t know if he is there, who you shot at. Or he had already gone for a walk, going behind you. Atmospheric.
This word does not get out of my head as https://lowdeposit-casinos.co.uk/ it passes. After all, here they worked very hard on her. The plot is unusual. Although it consists of beaten stamps: dead, small, girl. One thing. Typical Bu-elements. Many. Clon soldiers. Many. Mix, cook and serve to the table. In the hands of a mediocre cook would have turned out a fresh dish. But f.E.A.R. The masters prepared their work. They managed to the main thing – to observe the balance. Do not turn into a cheap horror category “B”. After all, the main problem of the horror in art is that he rolls before the primitive. To banal, children’s horror stories. Physiological disgust. Spider on a rope. Monsters should jump from each corner on you. Blood. the walls and floors should be painted sincerely. And each place where evil triumphs must be immersed in constant darkness. As if such places are served by some alcoholic electricians. Drinking all wires and lamps that can reach. If you mix all this, you get a typical horror. But in this game everything is wrong. All these elements are. But they do not constantly flicker in front of the player, taking him out. Like merchants and Jehovah’s Witnesses.
No, evil here acts quietly, unobtrusively. Sometimes breaking through the thin fabric of reality, appearing in front of our protagonist. Passing on the offensive. But, basically, acts stealthily. Pulling the loop around the player’s neck. Playing with him. This makes some hopelessness. As if all your efforts and attempts are in vain. You will not win. Just make fun and entertain what is watching you. And this sensation, intensifies even more from the fact that you are alone. You wander around these gray and gloomy offices and warehouse premises. All these leitmotifs merge into one truly atmospheric horror. Sulfur. A few horror films can boast of such an atmosphere. And for action where the plots do not shine with diversity. They can be described in four phrases:-“Kill the fascists! Kill terrorists! Kill aliens! Kill the monsters!”. Something incredible. Therefore, the script f.E.A.R. It is perceived as a revelation. Many creation that positions themselves as horrors and have not reached the level of f.E.A.R.
She even turns the cons of the pros. We walk all the time in some dull, gray, locations. Offices, factories, warehouses, slums. Inspiring longing. Hopelessness. In any other game, it would be a minus, but not here. It plays even more at the atmosphere. Makes it possible to feel all the hopelessness of our situation. There is nothing to catch on the eye. We have nothing to rejoice at. We can only go through this nightmare until the end.
Or try to go. Her drawback was unexpected. Despite the AI, despite the plot, f.E.A.R. monotonous. Maybe in 2005 he was not, but now, yes. Now is another time. Another era. Heimers entertain how they can. KAT scenes. Point —Click. Achivka. Sandbox. Scripts. Everything should entertain the player. The main thing is that he is not bored. But f.E.A.R. – consists entirely of shootings. But the effect of novelty from the fight against a smart enemy passes. Feelings are dull. You start playing by their rules. And there is boredom. You go along the corridor, kill everyone. You look not to go to the rear, or from the flank. Job. Strange job, but still work. She can be loved. But its essence will never change. Like f.E.A.R. and any other working prototype. In some places not thought out, damp, in some places magnificent. But there are more pluses than minuses. F.E.A.R. – a unique experiment that appeared in the era of change. When the new generation consoles just came out. The world froze in the anticipation of Nest Gen. I guessed what games will be. And Monolith has offered its own version of the future. But the game industry went on a different path. The era of shelters and auto -regeneration of health came. All ideas, potential in F.E.A.R. He remained unclaimed. Even a smart AI was lost somewhere. Subsequent parts f.E.A.R. farther and further separated from the ancestor. The world has forgotten the game. Yes, it has become a cult. But similar to the concept car of the 50s.Such a beautiful dream of the future.