Sunday, July 3, 2011

What the series has turned F.E.A.R. 3?




Alma is back and she is not happy. Day 1 Studios is that loads of us retransmit the latest whims of the damsel this time with FEAR 3, no shortage of hemoglobin.


F.E.A.R. 3

Too bad this third episode of the series created in 2005 by Monolith Productions is not exactly worthy of the pedigree of his elders.

After a short detour to the viewpoint of a Becket agent two years ago, the series FEAR back to basics with this third episode that will put us in control of the friend Point Man. If it has changed a lot physically since the first episode of the franchise, the guy is finally equal to itself by being as deadly as few words. The silence of the protagonist bearded assumed not condemn us to silence, however, since the ghost of his brother Paxton Fettel - who also got a lift from FEAR and now looks like a post-adolescent emocore - haunt our hero as he tries to find his mother before his birth apocalyptic. It's beautiful family gatherings. By the way, there will obviously be entitled to an arsenal of flashbacks and hallucinations that total will try somehow to explain a little child friendly sordid offspring of Alma between bastons good taste of bullet time with Armacham of cloned henchmen. On paper, the recipe F.E.A.R. 3 is quite faithful to the canons of the franchise.


But if all ingredients are well available to Day 1 Studios in the design of this third episode of FEAR, the new developers of the franchise originally created by Monolith Productions have obviously struggled to find the right recipe for them together. The narrative of the single player campaign the game is completely failed and extends into the cut-scenes wordy and uninteresting before we catapult without much explanation on the other side of town to carry out yet another goal, more or less obscure. Slums to sewers through the suburbs or a highway and a shopping center, as many places as we go through in our chaotic race with no logic or cohesion yet inexplicably staying on track. No wonder not even have to see that we lose all our weapons at the beginning of most levels, so their sequence and lack of natural flow. It is also difficult to get involved in the history of this universe where the characters chopped boil down to a large bearded mute, a clone of Marilyn Manson that balance of macabre platitudes every ten seconds and one or two minor roles completely flat.


The flaws of the solo part of F.E.A.R. 3 does not unfortunately confined to his wispy scenario. Construction levels and lack of coherence of level design are particularly annoying in a game where you will often attempt to open a dozen purely decorative doors before finding the one that appears throughout the level. True to the bad habits of popcorn modern FPS, FEAR 3 is a prescriptive title and closed in which it is still possible to get lost so the sets seem to pre-chewed and already seen. The scenes of horror that once separated the series of other games of its kind completely miss the boat this time, the fault of their rarity, a coarse stage and trigger scripts particularly crappy. It is actually not uncommon to completely miss these passages because it has advanced too quickly and that their outcome is going on behind our backs, not to mention the ghostly apparitions that spawnent occasionally in the middle of our character.


Alma also only appears rarely in this new episode of FEAR and hard to scare us as much as before or even frighten us all. Without fear, the developers have caught up on the gore in us swinging hectoliters of blood color of cranberry juice on the face and amputation of enemies at any cost. Either. The game also loses the opportunity to refer to some of the "cult" series, as akimbo we would have liked to review after its notable absence in Project Origin, the nail gun and appeared anecdotal or even the simple disappearance of the famous techno-twirling ninjas of old. Note also the usability issues (use the same button to crouch and take cover was not very smart), a bestiary quite poor, phases in mechs even less interesting than those of FEAR 2 and an ammunition management particularly hazardous.


Alma also only appears rarely in this new episode of FEAR and hard to scare us as much as before or even frighten us all. Without fear, the developers have caught up on the gore in us swinging hectoliters of blood color of cranberry juice on the face and amputation of enemies at any cost. Either. The game also loses the opportunity to refer to some of the "cult" series, as akimbo we would have liked to review after its notable absence in Project Origin, the nail gun and appeared anecdotal or even the simple disappearance of the famous techno-twirling ninjas of old. Note also the usability issues (use the same button to crouch and take cover was not very smart), a bestiary quite poor, phases in mechs even less interesting than those of FEAR 2 and an ammunition management particularly hazardous.


But there is ultimately nothing too surprising that the solo part of FEAR 3 is such a purge, because its developers had warned from the outset that this new episode of the series is essentially a cooperative play and multiplayer. It is indeed possible to request a second player to follow us in our fabulous adventures by taking control of the ghost of Paxton Fettel in the cooperative campaign playable locally or online split. It was then that we discover why levels are so lacking in real physical link and screenplay, as the game quickly because we both understand that FEAR 3 is actually a set of scoring cooperative / competitive. Yes, yes. Every well-placed headshot, slain enemy in close combat, hidden object and picked up another weapon is unlocked, and we obtain a number of points that will allow us not only to change our character but also to inherit the status of "favorite son" at the end of the level if it exceeds the score of our playmate This constant war between the two skill players will be also an important goal, since the end of the game will change depending on the character controlled by the the most powerful player throughout the campaign.


The game will also double the chance to discover the unique capabilities of Paxton Fettel (which is also playable solo in all levels we will have already completed Point Man), as the old big bad FEAR has little to do with his brother a gameplay perspective. Disembodied and fed by his supernatural powers, Fettel has no weapons or bullet time of his brother but to psychic projectiles and the ability to raise his enemies with telekinesis. Ideal for immobilizing a target as the Point Man shot. But the most interesting to our friend Red is the ghost possession, it simply allows the body to take its targets for using their equipment and special abilities for a limited time before exploding in a shower hose . We can play the classic shot of capturing the body of a soldier Armacham or rather seek innovation with zombies armed with crowbars or, better yet, suicide bombers strapped with explosives. What we get out of our routine, especially as the synergy between the capabilities and those of Fettel Point Man give birth to a happy mix ... reducing the difficulty already not well educated (especially because of the regeneration system that replaces medkits of the past) the game to zero.


F.E.A.R. 3 is also a multi where you will discover four different game modes. Given that hope to compete with Call of Duty and Halo in all that closely resemble or indirectly to the team deathmatch is pointless on consoles, developers have preferred to turn to the multi up to four players. The first game mode - Contractions - not much more than a copy (two to three minor subtleties almost) of Zombie Mode Call of Duty: World at War which we will defend an area against waves relentless zombies (and clones) by taking the time to store weapons to survive. Survivor of Souls mode is a variation on the theme of Last Man Standing where it will face IA until one of our allies is corrupt and become a ghost whose sole mission to convert his former comrades. King of Souls takes roughly the same concept except that all players start in the skin of ectoplasmic spectrum and must collect as many souls as possible. Finally, the Insane mode race (or Fucking Run in VO) We would like greyhound cavaler by shooting anything that moves to escape a deadly wall of fog started after us.


Rather than entertaining on the whole, this part seems poorly multi barred to keep us busy for a long time, especially because it inherits only three cards in this game mode is a bit ephemeral side tare final FEAR 3, which is perhaps not as bad as expected but will eventually occupy only the fans of FPS in need of big hits, waiting for something a little more interesting points the tip of his nose. That will certainly not likely to disappoint the hard-core series, which ultimately end up not much more than gunfights and a nervous grip to remind them of the immediate moment of glory for a franchise that has indeed seen better days.

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