Gameplay
CombatThe game is often praised for its AI advancements, creating enemies that communicate with each other and give each other orders such as "Flank Right!", "We gotta regroup!", and "We need reinforcements!" All of the AI's communications can be overheard by the player via radio. Along with shouting out orders, the AI is also very aware of the player's presence, and often give out his location to the rest of the squad such as "He's behind the table!," "He's not here!," and "He's trying to flank!" If the player makes a loud sound by knocking a bucket over or letting a shot off, the AI will send two members of it's squad to investigate.
To balance out the extremely intelligent, AI, the player is given the ability to slow down time, use cover, lean left or right, and use a variety of deadly melee attacks & high powered weapons. Because of the variety of the combat, F.E.A.R. is renown for its intense shoot-outs. The developers have stated that they wanted the action sequences to feel like the tea house shoot-out from Hard Boiled.
HorrorF.E.A.R. is also often recognized by the recurring appearance of Alma, a little girl in a red dress who torments the player with horrifying visions and hallucinations throughout the game. Alma will appear in tense moments of the game in an attempt to startle or frighten the player. Examples of this are hallways filled with blood, random lights flickering, and voices coming from dark corners. Some hallucinations contain elements that can injure or kill the player, making them more than a simple scripted event, and keeping the player perpetually on their toes.
A large part of this is due to the claustrophobic level design and aesthetic, which has the player constantly weaving through small dark hallways, offices, dingy industrial areas, and worn-down condemned buildings. The creepy sound design also makes the atmosphere highly effective, which the soundtrack ratchets up at appropriate times for the necessary adrenaline boost for action sequences.
Puzzles and PlatformingPuzzle solving is also present in this game to break up the action, but the puzzles present are never too challenging. They all consist of the archetypal "turn a valve to put out a fire" or "use a switch to open a door" puzzles. The game also has very minor platforming elements, that usually involve clearing a tiny gap in between rooftops, or walking outside on the windowsill of a tall office building. |