It was F.E.A.R. that pulled me, for the first time in twenty years of gaming, into first-person shooters. Like everyone else, I played my fair share of id’s shooters throughout the ‘90s. But being a console gamer, my time with turn-of-the-century FPSs, games that saw the genre evolve into a serious creative force and not just “Doom clones”, was always second-hand. I downloaded the demo for F.E.A.R. off of Xbox Live just looking for something to play and was entranced. The scares weren’t exactly gripping. Spooky little girl walks down the hall and *GASP* disappears! Walk into a room that’s covered in bloooOOOoood and then *WHOA* it’s not! The action, though, was unlike anything else I’d played up until 2006 thanks to the game’s still-impressive enemy AI. Walking down a hallway with the barrel of a shotgun jutting from the base of the screen was something I was used to. Bad guys jumping through windows to avoid exploding grenades and cursing at me wasn’t. Every single encounter was dangerous and forced you to consider how you moved through the mundane office cubicles and hallways that made up the bulk of the game’s setting.
Unfortunately, F.E.A.R. was a classic example of how a game needs to have more than just an excellent set of fundamental rules to be great. Despite the incredible programming that made the baddies so interesting, there wasn’t much else to F.E.A.R. Every environment was the same, the story too vague to ever really hook you. After nine hours of wandering through identical hallways and realizing I was only three-quarters of the way through the game, I shelved it, opting to watch the ending on YouTube rather than finish it myself.
If the demo of F.E.A.R. 2: Project Origin I played today is indicative of the entire game, I think I’ll be finishing the whole thing this time out.
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