'FEAR' Review (Xbox 360) |
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| Submitted by thankeeka on November 13, 2006 - 11:46am. | Exclusive Game Review | ||
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THE STORY SO FAR However, though the story isn't that in your face, there is an interesting one there. You find yourself as a new member of FEAR (First Encounter Assault Recon) with the innate ability to be able to slow down time and move in slow-mo. Why? Well, you'll have to play to find out. Your first task is to bring down this psychic vampire with the ability to mentality control troops. However, a telepathic freak isn't your only concern, as there is a strange little girl named Alma also who constantly runs across your path. How do all of these people tie together? Though occasionally you'll get an in-game cutscene at the beginning of a level while you're infiltrating, mainly the story is told through actual in-game events, such as experiencing one of your many hallucinations or hearing the chatter of combat in your ear. By presenting the story in this way, it really makes the game more immersive, as you find yourself a character of the actual story rather than jumping into the role during designated points.
But like I mentioned, you aren't necessarily in this alone, as you have the ability to temporarily slow down time for specific amounts of time (though you can increase your ability to stay in slow-mo longer by finding hidden serums). The slow-mo is a must use ability, as it will help you get a jump on your enemies, allowing you to quickly counter their maneuvers and charge their positions. And though you'd think having this ability would make the game easy, it is far from that. FEAR is a challenge, pure and simple, and you will die over and over. As said, the enemies are smart, plus they do a lot of damage. There are also a nice amount of environmental puzzles within the game to deal with, such as figuring out that the way to move to the next destination is to climb a stack of crates and crawl through the ceiling. However, that is about the only compliment I give the environment, as the whole game is almost centered in nothing but a series of corporate offices, one after the next, and when you look back at things, the game is very linear as there are many doors barricaded, forcing you to head the way the designers want you to head. Besides the repeating environments, the other ultimate problem involves the enemies. Now don't get me wrong, they are still extremely smart, but in order to inform you that a battle is about to take place, each enemy will chatter loudly over their communication system, thus eliminating the ultimate surprise that would've happened if you had stumbled upon them. Once all these elements come into play and you actually figure out you are doing the same thing over and over, the game becomes more of a virtual shooting gallery than anything else.
Besides the high dealt damage, the rest of multiplayer is very solid and fluid, as I rarely experienced any lag while playing. For Live, you've got both Ranked and Unranked matches, plus several different match types such as Death Match, Team Death Match, Capture the Flag, Elimination, and Team Elimination. There aren't as many in some other games, but at least you get the basics and the environments are nicely laid out so there are several different branching pathways, places to hide, snipe, etc. You can also do some of these modes with the slow-mo from the single player incorporated. The slow-mo makes for a nice change of pace, but ultimately I enjoyed the non slow-mo matches more. Another available option is the Instant Action, which presents you different scenarios against AI from the game, and based on your performance you're given a score that you can then compare to others over Xbox Live. GRAPHICS The game also has some bad graphical glitches, such as your shadow looking more like a dark piece of paper hanging over you to your field of vision running into and partially through objects; it is a bit hard to explain, but needless to say it happens very frequently and is quite annoying. Another glitch that happened once, involved wielding two guns at once, and after dieing and loading up the checkpoint again, I found that when I switched to those same weapons, the only things I saw were my fists (plus I couldn't switch to any other weapons) and yet the environment reacted like I had weapons, such as computer screens shattering after I shot them (I had some fun and pretended that instead of invisible bullets I was manipulating the environment with my telepathic powers).
IN CONCLUSION
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