F.E.A.R.
| Over All Rank | Genre Rank | Better than | |
| 117 | 30 | 91% .483 | |
| 0 : Daily 0 : Trending 0 : Weekly | 0 : Daily 0 : Trending 0 : Weekly | of all games | |
Game Details
| Developer | Genre |
| Monolith Productions | First-Person Shooter |
| Publisher | Release Date |
| Vivendi Games | 2005-10-17 |
| Game URL | Number Of People That Ranked This Game |
| Not Available | 71 |
Genre Comparative
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Most Recent Featured Member Review
| Featured Review Sir Demon ranked F.E.A.R. #2 of 39 |
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March 13, 2012 The fear is strong in this one I remember when F.E.A.R. first came out in 2005. I remember someone complaining how they had just bought a brand new PC in anticipation and it still couldn't run the game at full settings. I'm pretty sure there simply didn't exist a home computer powerful enough to smoothly demonstrate the full graphical prowess of F.E.A.R.. The graphics and other technological advancements present provided a great base for the action-horror title to shine, as blood splattering from decapitated corpses and enemies blown into red mist by a shotgun blast were displayed in a realistic manner not often seen before. Games relying so heavily on their technology usually don't age well, but Monolith Productions luckily knows how to make horror-action. In addition to its back in the days advanced technology F.E.A.R. is packed with high quality first-person shooting as well as moody horror scenes that manage to make the itchy feeling crawl up the player's spine. The gameplay includes melee combat and slow-mo meter not unlike bullet time first introduced in Max Payne. Shooting is not constant, but paced with well-timed scares and the occasional exposition in the form of a voice in the player's earpiece. The horror aspect of the game is mostly of the jump-scare style, where silent, dark periods of quiet moans and blood slowly dripping from the ceiling is culminated by something sudden and loud jumping at the screen from the darkness. The scares are effective enough and the atmosphere surprisingly moody at times, creating an eerie, uncomfortable feeling and making the player tense up in the anticipation of the next jump-scare. Is it behind this corner...? Or the next one? I know it's coming, but when... Audio is used very well when creating the atmosphere, to the point where often the player is not even shown exactly what they are fighting. Voices from darkness, a moving shadow here, a faint image of can't-quite-tell-what-that-is at the edge of the vision there. It works well at creating a desperate feeling that the horrors in the dark just maybe can't even be defeated at all. The player has an arsenal of weapons, but what use are they against shadows? Towards the end the monsters that have so far been lurking in the dark start appearing more frequently and show themselves, and it is made apparent that they fall to bullets just as any enemy of flesh and blood does. This ruins the mood at the end quite a bit, as the player starts feeling more secure and the feeling of desperation starts lacking. The player is a point man of a first encounter assault recon, a special operations unit whose purpose is to deal with paranormal threats to the national security. The unit is ... Full Review |
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