F.E.A.R. is a mammoth entry in FPSdom. It took the quick, reaction-based gameplay à la Counter-Strike, and put it in a single player format. No ads, a quick-witted ai, and heavily-urban settings make the action go from quiet to chaotic in seconds.
The artificial intelligence is the primary reason for the fast gameplay. Enemies are goal-oriented, and will search for the player and attack the player in that order. A self-preservation mechanism is included with the ai and is always in effect, which makes enemies move quickly and efficiently to avoid being targeted by the player. What all that means in terms of the gameplay is constant enemy movement as the ai moves on their own and in response to the actions of the player. When you place the ai in the tight, urban settings the levels take place in...it is easy to see why the action is so fast-paced and chaotic.
The only problem I have with this game is that the soundtrack is weird and inconsistent. Although the dark ambient material can be brilliant at times, the more dramatic pieces aren't well-placed, and often don't fit the mood—but that's more personal preference than anything.
Unfortunately F.E.A.R. was not, and is not very popular compared to mainstream FPS games. It is very difficult to play because of its reaction-based gameplay, and the level design, art design, and narrative aspect took a backseat to the gameplay. Not exactly popular design choices for people who liked narrative-focused or run-n-gun FPS games with complicated level design, though it has always been a cult favorite for PC FPS players.
(Keep reading for another episode of Level Design!)
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A common complaint for this game is the repetitive level design for the ATC headquarters section of the game. Over half of this game occurs on the grounds of this massive building complex, and desks, cubicles, carpeted floors; tiled floors, computers, and beakers cover most of the rooms you will see. Now, this is bad because.... Why, exactly?
What do you expect to see in an office building? It should look like an office right? Offices, cubicles, meeting rooms, printers, empty soda cans, desktop computers... If you DON'T see those things, you're in the wrong place.
Yet...
Why is it so bad when a game realistically depicts an office building as...an office building?
More to the point, comments about the repetitive level design in this game only mention the visual aspect of it. The position of cover, and placement of enemies are highly individualized. Even if it's a similar room, which it never actually is, you'll end up treating the room differently because of the placement of enemies and cover. It's enough for me, though more perceptive individuals may quickly notice the visual similarities.
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The enemy radio chatter still sticks with me to this day. Played a lot of fps games where the enemies scream during combat but this one and maybe the original battlefront 2 have the most memorable combat dialogue.
Is this game like Far Cry 2 where some neat details and immergent mechanics are praised (in this game's case, it would be the AI) but the actual game is mediocre?
Slow mo made this game much less interesting for me cause it turns off enemy reaction for a few seconds and this forced me to rush enemies with shotgun instead of use tactics or something else. Also combats become much more tense wihtout it and that fits game atmosphere really well. So i would recommend to not use it all