Friday, October 21, 2005

F.E.A.R the Bookcase





















So I just beat FEAR , it was a great game but it also has the age old FPS design flaws that should not be there in the year 2005.

in Fear you play as a elite special forces soldier whose team deals with paranormal stuff , you are after this one guy who controls clone soldiers with his mind.

You also have this special ability to slow down time , in short there is nothing you cant take on but the bookcase.

Now what is with the bookcase you might ask? is it a boss?

There is this section of the game where your objective is clearly visible behind a breakable glass , and all that stands between you and that objective is the damn metal bookcase. But unlike what the games marketing boosts the only objects you can interact with are a computer monitors and barrels. The bookcase is not one of them. Thats just bad game design when they make you go into some cliche airduct to reach to your objective. I spent 30 minutes trying to find a way to jump into the airduct and ended up using god mode to pass the obstacle.

Note to developers:

-Let us interact with the environment. Just being able to knock down a couple computer monitors is not interaction.

-Try to have some variation in the environment , enemies and weapons. There are like 5 enemies throughout the game , you are always in some office building and the weapons are all the same.

I am looking forward to the game that will take FPS's to that next level. Meanwhile if you are looking to relieve some stress after work , FEAR is your game , it has great enemy AI and awesome battles.

4 Comments:

At 2:28 PM, Blogger jeff said...

i agree but it's not that simple, unfortunately. I know that Monolith keeps their budgets and overtime reasonable. The challenge is to have a game lastlong enough so that the buyer doesn't feel ripped off and still be able to take the time to finesse the hell out of the levels, which is a LOT of work. But I agree- getting stuck on objects can kill fun instantly.

It also seems like they were really pushing their new engine in this game and I think they did a great job - considering they're not a huge game studio (though I guess they were recently acquired) - they do raise the bar in their own work with every round.

now, were i to be fussy, it would be on animation blending. that could use more help!

 
At 10:27 AM, Blogger Phil said...

hail from cgtalk.

you should check out The Gamer's Manifesto. (Try googling it). They go into this very thing.

 
At 11:15 AM, Blogger Ali said...

Agreed Jeff , my post turned out a bit more negative then intended , i loved the game , its just those small things that stop it from being the excellent game it could have been.

 
At 11:52 PM, Blogger Ryan Heuett said...

I'm hoping to pick it up this weekend, we'll see!

I've always enjoyed monoliths games, so I'm sure I'll dig it!

 

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