Posted January 16, 2025
FEAR. Another one of those games I'd played before but never completed for some reason. Like so many games, FEAR has a concept and story that can basically be summarized as "Aw man, that movie was awesome!" In this case, it's combining dark sci-fi anime like Akira (unscrupulous defense contractor uses human guinea pigs for psychic research that backfires spectacularly), The Matrix (bullet time, mundane settings, that double-jump-kick Neo does in the hallway fight), Hong Kong action movies (shit flying and exploding all over the place), and The Ring (creepy ghost girls with long black hair hanging down all the time). The story doesn't make much sense but it's not a big deal.
The game still looks great, with excellent lighting and deep shadows (you genuinely need to use the flashlight in several areas), and unsurpassed particle effects. What the game gets so well about action is that firing guns indoors immediately changes everything about the setting, with the impact escalating as more guns and more powerful guns are fired. It can make it sometimes hard to see what you're shooting at, but it never devolves into the sort of haze seen in many other FPSs that try to be realistic. It does get a bit silly when you nail someone with the shotgun and their head pops off like an action figure, but that's okay. Everything is high impact. My wife loved the enemy soldiers for their dialogue, especially when you switch to bullet time and you can hear them scream "OH SHIIIIIIIIIII--!" in slow motion when they realize they've just run in front of your muzzle.
Somewhat oddly, the game builds up to a final confrontation or something or other that never quite happens. You certainly fight some tough enemies in the last couple of levels but there isn't a boss encounter or even a sort of moment of the game just throwing a whole lot at you at once (e.g., what if it made you fight several of those mechs in one spot?). It doesn't matter to me since I think boss fights are overrated, but it really surprised me when the credits began to roll.
The game still looks great, with excellent lighting and deep shadows (you genuinely need to use the flashlight in several areas), and unsurpassed particle effects. What the game gets so well about action is that firing guns indoors immediately changes everything about the setting, with the impact escalating as more guns and more powerful guns are fired. It can make it sometimes hard to see what you're shooting at, but it never devolves into the sort of haze seen in many other FPSs that try to be realistic. It does get a bit silly when you nail someone with the shotgun and their head pops off like an action figure, but that's okay. Everything is high impact. My wife loved the enemy soldiers for their dialogue, especially when you switch to bullet time and you can hear them scream "OH SHIIIIIIIIIII--!" in slow motion when they realize they've just run in front of your muzzle.
Somewhat oddly, the game builds up to a final confrontation or something or other that never quite happens. You certainly fight some tough enemies in the last couple of levels but there isn't a boss encounter or even a sort of moment of the game just throwing a whole lot at you at once (e.g., what if it made you fight several of those mechs in one spot?). It doesn't matter to me since I think boss fights are overrated, but it really surprised me when the credits began to roll.