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thenerdguy
05-17-04, 08:19 PM
Link to info (http://pc.gamespy.com/pc/fear/516149p1.html?fromint=1)

At first glance, it might look like your typical counterterrorist-themed FPS, but we couldn't help feeling there was something odd happening beneath the surface. All doubt was erased this week as we had a chance to see the official E3 demo for the first time. It's creepy, it's gory, and we're hooked.

The demo -- which consisted mostly of live gameplay -- started with a helicopter ride into the headquarters of the Armacham Technology Corporation. You play the unnamed point man of a classified government squad named F.E.A.R. -- First Encounter Assault and Recon -- specializing in dealing with the supernatural.

On the ride in, your team leader, Rowdy Betters, gives you the rundown of the situation: an unidentified group has taken over the facility, taking hostages but issuing no demands. After a Delta Force squad is literally torn apart by a mysterious force, your team is sent in not to rescue hostages, but to find out what's going on and to neutralize the situation. As your chopper approaches the building, however, you find yourself under attack from the rooftop, and you're forced to jump off and fight your way in on your own.

his initial combat was pretty straightforward, which gave us a chance to soak in the game's graphics. Monolith has created an all-new engine for F.E.A.R. (yes, it's leaving the Lithtech engine behind), featuring all the same advanced physics, dynamic lighting, and super-detailed models that we're seeing in other games like DOOM 3 and Half-Life 2. The demo was a little choppy at times, but was still impressive with smoke and particle effects filling the air in the heat of battle -- practically a "fog of war" brought to an FPS. We saw more of the nifty grenade effect from our last viewing, which creates a small shockwave with each explosion.

Most of F.E.A.R.'s members of have special abilities, and that includes you, with super-fast reflexes that allow you to slow down the action for a few moments and get an advantage over your enemies. Yes, the easy comparison is Max Payne's "bullet time," as everything goes into slo-mo -- even the sound slows down as guns ring out. You also have some melee attacks at your disposal, such as punches and roundhouse kicks, executed with the right mouse button.

As the demo continued, the situation got stranger and stranger. Innocents are found dead, leading you to believe that the attackers aren't interested in taking hostages. Strange bits of static interfere with your equipment. Increasing amounts of blood can be found on the walls and floor, and as you meet up with your demolitions expert, Douglas Holiday, he comments on the lack of bullet holes or empty shells in the area. Things get even stranger as you head into an elevator: as the lights flicker on and off, the figure of a small girl can be seen for a second in the corner ... and then she's gone. Betters, who's watching everything from your camera, has only two words to say in his thick Chicago accent: "Hoo boy."

The last bit of live combat ended with our character fighting some camouflaged enemies, best described as near-invisible Sam Fisher look-alikes. In a nifty effect, the assassins became slightly easier to spot through glass (they warped a bit), giving you some tactics to fight them with. Eventually, the strange enemies disappeared into the ceiling as fast as they arrived, leaving us to wonder: What the heck is going on here?

The creepiest moments of our demo were saved for the ending cutscene, rendered within the game's engine. A military squad could be seen carefully advancing through the facility hallways, oblivious to the figure of a small girl, her face covered in shadows, trailing behind them. As if commanded by her will, the soldiers were ripped apart limb from limb, punctuated with blood spurting in every direction. One second the soldiers could see her; the next she was gone, understandably driving them into a panic. As the carnage continued, the camera changed to several tilted angles, one of which clearly showed the little girl walking on the ceiling. The whole thing was clearly inspired by Japanese anime-horror, giving the game a Final Frame or Silent Hill vibe to go along with the close-quarters military battles -- an interesting combination indeed.

According to Monolith, F.E.A.R. is based on an idea the team had around the days of 1998's Shogo and had been dying to work on ever since. It's still way too early to predict how everything will come together -- the game is scheduled for a "2005" release -- but it's certainly one of the more intriguing project in a world overloaded with war-themed shooters. We'll have more on F.E.A.R. as information becomes available.


Sounds good!

Spliffstarr
05-17-04, 11:03 PM
nice thnxs for the info man... :clap: :clap: :clap:

saturnotaku
05-17-04, 11:09 PM
I'd have to agree with PC Gamer and say that Monolith is the most underrated development house out there (along with Gearbox being the most overrated but that's a discussion for another time). Shogo was awesome, and I just reinstalled NOLF2 which is another superb game.

This should be another great one for sure.

CaptNKILL
05-17-04, 11:30 PM
Wow this sounds awesome. I cant wait to see this in action.

Bout damn time someone did something different... there are too many straight forward "sci-fi" or "real-world" themed shooters, and not enough crossovers... let alone horror themed shooters. Meh likes :D

-=DVS=-
05-17-04, 11:38 PM
Game looks realy good , but monolith engines not very good though atleast Alien Vs Predator was poor, wonder if they gonna release demo.