F.E.A.R. Perseus Mandate versus Project Origin - by Digital Nightfall
Zillameth on 29/1/2009 at 16:20
The story in F.E.A.R. was, most of all, skillfully directed. It had the right pacing. Authors knew when to throw a platoon of soldiers at you, and when to leave you all alone in a dark office with a phone ringing.
Generally, "horror" themes don't work in my case. I don't mean to say they don't scare me (they don't, but do they scare anyone at all?). There's just no tension in those stories as far as I can tell.
F.E.A.R. had more tension than I had bargained for. I was interested, but also a bit worried, and even a bit surprised once or twice. Funny how this game uses very old and cliched elements, but manages to do its job anyway.
Edit - I played F.E.A.R. and I played Halo and in my opinion these two games have nothing in common. A few superficial similarities are just that.
TTK12G3 on 29/1/2009 at 17:08
I liked F.E.A.R.'s story, but I felt a bit left out. I wish there was more in the way of reading material on PDAs, notebooks, and terminals. The phone messages were OK, but not a substitute. I hope Project Origin makes up for this.
gunsmoke on 29/1/2009 at 17:24
I loved the messages. Readables break the pacing. You can still fuck around in earshot and listen (like the doom3 audio logs).
june gloom on 29/1/2009 at 20:05
I think part of what makes FEAR's story work is the way you slowly start to realize just how SICK, TWISTED, and FUCKED UP Armacham and Aristide are. I mean, this is stuff that probably would never have been gotten away with in a game if not for the fact that you mostly only hear it through whatshisname as he's reading data logs you find.
mothra on 29/1/2009 at 21:43
Quote Posted by TTK12G3
I liked F.E.A.R.'s story, but I felt a bit left out. I wish there was more in the way of reading material on PDAs, notebooks, and terminals. The phone messages were OK, but not a substitute. I hope Project Origin makes up for this.
there's a flashback in one of the first intervals where I thought
ok, he's certainly my cousin or brother or even fatherand a few scares later I thought
hahaha, they never gonna tell me alma's my mother and got retro-fucked or something like thata few ringu scares later ( and cheesy ghosts that you can shoot with your gun later) I got my ending and a long face. not that I cared, I liked the combat and the atmosphere, that was enough for me. I just didn't get the press for thinking it's original for putting a few lines of text into a video game. the "spirit" world connection and how it was done was the main flaw in Fear's story not to mention I somehow spoiled myself with blindly guessing the ending, you see I watch many, many movies and can sometimes smell how lazy, fat writers that saw the same movies get their food on the table.
june gloom on 29/1/2009 at 21:56
God damn it mothra, I was having such a nice day too.
Volitions Advocate on 29/1/2009 at 22:06
I do recall the dev's for fear openly saying prior to its release that Their intention was to make a game that is, and I quote, "John woo meets the Ring"
the guys are honest enough and frankly I think they nailed it.
In any case I enjoyed the game immensely. I had a real hard-on for hating Perseus mandate when It came out, mostly because it made the pointman seem much less important. but when I realized it was non canon I really enjoyed it for what it was.
Fear is awesome. When you look at the time where people kept pumping out sequels to make money because nobody would risk a new IP... monolith was the company keeping it fresh, who cares if they ripped off a crappy horror movie and made it awesome instead of dumb? What a friggen shame that is.
june gloom on 29/1/2009 at 23:30
They've said they were inspired by Japanese horror, and that much is obvious, but we all know the obvious ones like the Ring. But I have a theory that they drew quite a bit of inspiration from a short anime series called Elfen Lied- a lot of elements seem very similar.
Good series, too, btw.
gunsmoke on 29/1/2009 at 23:30
I could not get enough of FEAR when it was new. I played it through 2 times back to back, waited a month or 2 and returned to play on the hardest difficulty w/no slo-mo. (self-imposed limitation). The game was so awesome that way.
june gloom on 29/1/2009 at 23:56
I'll need to do a no-slo-mo run, but last time I did a no-damage run. I figure if the Pointman is supposed to be so fucking awesome he should be able to fucking dodge bullets.
Lotta quickloading but a lot of fun setting up these insanely complex attacks.