Nutshell Review: F.E.A.R.
Reviewer: Cliff Davenport
In 2005, Monolith Productions created a game dedicated to representing paranormal threats to national security. The game was called F.E.A.R.
Intro mockery aside, F.E.A.R. is a mixed bag of blood, bullets, and terror. Despite the inherent delicacy of a project attempting to bridge the disparate genres of American action and classical Japanese horror, F.E.A.R. does so quite well, rarely sacrificing either element for the sake of the other.
No, it just sacrifices half of Delta Force instead.
On the action end, F.E.A.R. boasts solidly balanced gunplay, excellent bullet-
Contrasting well against these successes are F.E.A.R.’s standout horror segments,
of which the star of the show is unquestionably Alma, the game’s nightmare-
F.E.A.R.’s soundtrack and DX9-
“There are sequels, you know…”
Mixing up intermittent jump-
Where F.E.A.R. unfortunately falls short is its follow-
Despite these shortcomings, however, F.E.A.R. remains one of my favorite titles of all time, shooter or horror alike. With it, Monolith tried something few had done before, and managed to pull it off well. From scene to scene, F.E.A.R. players can feel like “a God among men,” or like a scared little boy lost in a nightmare, and alternate between them at the drop of a hat. Balance like that is hard to come by, and though it may not be perfect, it still got my heart pounding often enough to earn a place on my shelf of favorites.
Controls & Mechanics: 7
Atmosphere & Experience: 8
Entertainment Value: 6
“Come play with me. At night. In the dark.”
And just try not to look over your shoulder during loading screens.
I dare you.
Consoles: (PC), PS3, Xbox 360
Developer: Monolith Productions
Publisher: Vivendi Universal
Release Date (U.S.): Oct 18, 2005
Release Date (U.K.): Oct 18, 2005
Release Date (JP): Dec 2, 2005
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