FEAR...is boring.

CR0M said:
Necessary it certainly is not. You said yourself slo-mo + shotgun is just too easy, so try playing through without using it like some of us have - it makes the game much more interesting

But it takes away much of the coolness.
 
I'm about halfway through this game and it's so boring I don't think I can go any further. The "scares" are about as lame as Freddy Krueger. Every single map looks and feels exactly the same. I'm not that impressed by the AI either.. I played on the 4th of 5 levels of difficulty and I breezed through.. FAR CRY had AI this good 2 years ago, IMO.

The graphics engine didn't impress me either. When you have a PC, it should be able to produce an expected, certain level of graphics... Software advances aside, by turning the graphics settings of a game "lower" (which is an objective term) you should be able to expect you'll see that level of graphics which your computer normally produces in other games... FEAR on the other hand, looks like crap and runs like crap, even when the settings are dialed down to below what I'd expect to see when I run ALL my other games (HL2, Doom, Quake, CoD 2, BF2, etc etc etc)

I will concede I must be missing something because didn't this game get First Person Shooter of the year or something? CoD 2 is so much more impressive!
 
I'm on my second way through..on the hardest difficulty. It's much more fun on the hardest difficulty...shame on people who play it on normal, and you call yourselves FPS experts..HA!
 
I thought this game was a blast, I actaully enjoyed it more than HL2 :throws on flame suit :
 
NJspeed, I agree about the AI and easyness - and to a great extent the clumsiness of the engine compared to others around at the moment - but the levels looking all the same? I read a lot of reviews on forums before I played this, so was expecting the same old demo scenery all the way through, cardboard boxes / barrels / white walls / tins of paint etc. but each area was totally different. The warehouses were different to the offices. The executive offices were different to the industrial blocks, and the slums were like something out of resident evil. I think the designers did a great job creating a varied and realistic environment.

With regard to the fear factor - playing with the 5.1 sound ramped way up and all the lights off, it did it's job for me.

btw did you notice CoD2 cheats on hardest difficulty? The krauts all have aimbots and wallhacks instead of cleverer AI... what a cop-out :/
 
CR0M said:
I think the designers did a great job creating a varied and realistic environment.
I want some of whatever you have, if it makes games that much better!
 
Breaking news just in...

brains of sheep successfully transplanted into young childs while they sat oblivious in front of their compootah telly visions
 
Don't mess with Cr0m... :frown:

His avatar alone could kick your ass.

I wouldn't say that the environments were TOTALLY varied, but they weren't so similar that you could say he was on drugs while playing :|
 
i just finished fear the 4th time.
now its boring :D

the level design is indeed not that great, but who cares ? The gameplay just kicks ass like no other shooter atm does.
No other fps offers that much action with cinematic like slowmo effects
No other game offers A.I. who behaves that good
No other game combines action and horror in the way fear does


fear rocks, and the many goty awards underlines this.
 
better expressed: the optical aspects, mostly the used models, are not that good.

level architecture is just great - real confusig and winding up, but i never got stuck at any time.
but in every level when enemys showing up i completly forget about the enviroment couse the fights are just great.

other games may have smoother and colorfull enviroments, but not that exciting gameplay.
and after the SDK release you can design whatever you want ... even daylight or at least dawn outdoor maps - not only darkness wherever you going like in D3.
 
Like I've said in other threads/forums it's a shame that this years lineup of shooter was so poor that a medicore game like FEAR is suddenly "likeogwtf" for alot of people.

Oh and the SDK has been released, and it's a pile of shit.
 
Doom 3 was fun. FEAR seems generic. I hate you all, except Samon.

HATEHATEHATE!

-Angry Lawyer
 
You still get lovin, even though legally I'm obliged to hate you for supporting anti-Hetairians.

To the rest of you:

HATE

-Angry Lawyer
 
Angry Lawyer said:
Doom 3 was fun. FEAR seems generic. I hate you all, except Samon.

HATEHATEHATE!

-Angry Lawyer

I hate you and you and you, I dont even know you and I hate you, I hope all the bad things in life happen to you and nobody else but you.

Dave Chappelle ftw :D
 
[eXp]Grey said:
No other fps offers that much action with cinematic like slowmo effects
No other game offers A.I. who behaves that good

I dunno, I'd argue some of the points here.

Slow-Mo doesn't really make the game any more cinematic. Set pieces do. And theres nothing in FEAR that can hold a candle to the Drop-Pod assault in Quake 4, the truck ride at the start of Operation Advantage or the whole opening section.

Also, I never saw the AI as being that good. Perhaps its because of the same problem that HL2 had. Its way too easy to kill off the enemies before they can wow you with some amazing technical thinking. I mean, I don't think I ever saw someone attempt to charge me while I was round a corner. They never attempted to flush me out of my corner. But then again AI is one of those dodgy things thats usually subjective. I failed to see anything in FEAR AI-wise that wasn't done better in the first Half-Life. Hell at least the marines sent people out to try and take you out if you hiod round a corner.

On the flipside however, I found myself impressed by the Quake 4 Marine AI. Not because it was smart. Far from that really. They were rather dumb at the best of times. But the Q4 Marine/Strogg Marine AI was good because it made you believe that they were marines, they moved like marines, they took cover like you'd expect marines to. And I think thats the difference. The FEAR marines never attempted to hug the wall and look round the corner. They never really moved tactically and that was a shame particularly as I had played through the last few levels of Quake 4 and had been facing enemies that had hugged corners and weren't above popping out from behind them and shooting my face full of railgun.

Which leads me to an idea. Perhaps we don't need smarter AI. What we need is AI that makes you believe that they're thinking tactically. Whether thats taking cover. Crouching as you open that big door. Or just hugging walls. I don't really care how smart AI is if it'll run down a corridoor willy-nilly when it knows your there. I want AI that uses stuff like mirrors to look down a corridoor. Which in all honesty isn't hard. Its a small bit of scripting that'd work wonders. But perhaps I should stop playing games.

And on the subject of level design. Its probably not that the levels were bad per-say but the fact there was little variation. Most of the game were offices that looked exactly like the offices that I'd been running round 4 levels ago. Thats not fun. Thats boring. At least ID had the thought to make both Alpha and Delta labs look just a little bit different. I kid you not I pretty much stopped playing FEAR by the time I got to the ruined street. I was just so bored.

Which is odd, because Quake 4 managed to keep me enthralled. And it was apparently a worse game. o_O
 
Venmoch said:
Slow-Mo doesn't really make the game any more cinematic. Set pieces do. And theres nothing in FEAR that can hold a candle to the Drop-Pod assault in Quake 4, the truck ride at the start of Operation Advantage or the whole opening section.

of course it does making the effects more cinematic.
e.g. throwing a grenade at a bunch of soldiers ... then short before the impact pressing slowmo, and while the grenade explodes releasing slowmo.
thats a effect you can see in many movies. slowmo explosions exists since 80 s or something ... only "bullet time" (thats afaik a copyright protected sentece from remedy, max payne creators) is somehow "new" since matrix (afaik)

using slomo not constantly due a fight makes fear that good for me, not only because the gfx rocks. the sounds are also amazing and in my opionion far better as in max payne.


Also, I never saw the AI as being that good. Perhaps its because of the same problem that HL2 had. Its way too easy to kill off the enemies before they can wow you with some amazing technical thinking. I mean, I don't think I ever saw someone attempt to charge me while I was round a corner. They never attempted to flush me out of my corner. But then again AI is one of those dodgy things thats usually subjective. I failed to see anything in FEAR AI-wise that wasn't done better in the first Half-Life. Hell at least the marines sent people out to try and take you out if you hiod round a corner.


nope. the A.I. just ROCKS. thats not my opinion. thats just a clear fact.
but because you have slowmotion you are in almost every situation advanced to the ai.
first of all: use god mode and just watch how the soldiers act - without slowmo.
second: play one scene 4, 5 times - i can assure you have a differece every time, but i discovert some REALY nice variation.
for example: ive played the demo around 20 times or something. It was overall every time the same - but in some situation the AI suprised me in a realy good way.
One time a soldier pulled over one of this vending machines ... i never discoverd it again since then, not in the demo and not in the full version.



On the flipside however, I found myself impressed by the Quake 4 Marine AI. Not because it was smart. Far from that really. They were rather dumb at the best of times. But the Q4 Marine/Strogg Marine AI was good because it made you believe that they were marines, they moved like marines, they took cover like you'd expect marines to. And I think thats the difference.

hm quake 4 teammate a.i. was okay, but due the straight level design/gameplay the didnt realy acting tacticly or something.
the strogg on the other side are just stupid. The only thing they did was standard dodging ... besides that the only standing at one point or running forward in your fire.
not impressive at all.
sure i loved playing quake4 too ... but its just straight action with fantastic level design - a real oldschool shooting experience. good game too.

The FEAR marines never attempted to hug the wall and look round the corner.

the fear marines:
- jump through windows not scripted
- using world objects for cover, even overthrowing objects - also not scripted
- can use ONE HANDED weapons
- of COURSE hiding behind corners

They never really moved tactically and that was a shame particularly as I had played through the last few levels of Quake 4 and had been facing enemies that had hugged corners and weren't above popping out from behind them and shooting my face full of railgun.

hm see above.

Which leads me to an idea. Perhaps we don't need smarter AI. What we need is AI that makes you believe that they're thinking tactically. Whether thats taking cover. Crouching as you open that big door. Or just hugging walls. I don't really care how smart AI is if it'll run down a corridoor willy-nilly when it knows your there. I want AI that uses stuff like mirrors to look down a corridoor. Which in all honesty isn't hard. Its a small bit of scripting that'd work wonders. But perhaps I should stop playing games.

i think a.i. programming just started ... in fact nearly no shooter has a good ai wich make you think they are intelligence and not just scripted zero-one creatures.
but in other way: its just GAMING - didnt we get enough challenges in real life ? do we alway have to beat the hardest and biggest end level boss ? I mean this is GAMING after all and not a replacement for a boring real life in the modern gray and fast world.

And on the subject of level design. Its probably not that the levels were bad per-say but the fact there was little variation. Most of the game were offices that looked exactly like the offices that I'd been running round 4 levels ago. Thats not fun. Thats boring. At least ID had the thought to make both Alpha and Delta labs look just a little bit different. I kid you not I pretty much stopped playing FEAR by the time I got to the ruined street. I was just so bored.

especialy the models which where used are almost in every level the same ... i guess thats the main factor.
if you realy watching the scenes and the textures, you will discover that almost every chapter in fear has his individual style.
but becouse you as the player focusing more on the object placed in the map then the map itself it makes the impression of a very boring level design.



wee ... long post, hopefully not too much spelling and grammar mistakes.
 
[eXp]Grey said:
nope. the A.I. just ROCKS. thats not my opinion. thats just a clear fact.
No thats opinion. A wide opinion that tons of people share, but that doesnt make it any more a fact than Jesus walking on water was/is/whatever.
 
Sparta said:
No thats opinion. A wide opinion that tons of people share, but that doesnt make it any more a fact than Jesus walking on water was/is/whatever.

its not, its a fact that the ai is far more advanced as in other games.

Krabjuice said:
Dude, I got alcohol and HATE. What now?

maybe a good dose of spam ? i guess that would help

spamspam
 
[eXp]Grey said:
nope. the A.I. just ROCKS. thats not my opinion. thats just a clear fact.

As far as I'm concerned, thats opinion. Yeah, its good, but its not that good. I think the bottom line here is: We saw very little decent shooters last year. FEAR comes along. Its average, but people are blinded by the fact that we haven't seen any decent shooters available. Que 'F.E.A.R RXO0RS! LALWKLE!!11'
 
[eXp]Grey said:
its not, its a fact that the ai is far more advanced as in other games.
No its an opinion. My opinion of you is that your an idiot, that doesnt make it a fact (although, at the moment i'm seeing proof to the contrary).
 
WOW you tried to insult me, that makes you now the king of this thread. im deeply impressed :|
tell me instead which shooter by now has a better non-scripted a.i. as fear.


@samon
of course fear ai has quite a lot of diferences, for example many soldiers dont move out of a specific area, sometimes even camping in the middel of a room (mostly only the big soldiers) - but there are nothing better out, so its the best atm.
that has absolutly NOTHING todo how many bad games where released in 2005.


and remember: im only talking about FPS, nothing else ...
 
FEARS AI is scripteeeeeeed. A look into the SDK will be able to ell you this.

And the god awful level design really helps the AI look better then it is, "wow so the level is made up of lots of little corridors with corners, WOW like you can't make an AI look good in that situation"

If you put FEARS AI in levels like HL2(big and usually with very little tiny winding corridors) then the AI would NOT look that impressive.

Samon, I completly agree with you.
 
The AI in Far Cry was just as impressive, if not more... simply because there was no scripts.. it was all AI and the player.
 
In my opinion there are two types of scripts.The AI in CoD 2, for example, is scripted. Everytime you play one part the soldiers act very similarily. You cross an invisible line in the map and suddenly a grenade comes flying at you, a tank breaks through the wall or the enemies open windows in a building near you and start firing. The scipt is triggered each time.

In FEAR some sequences are scripted, like the soldiers diving through a window or throwing a nade to make you leave your cover. These scripts, however, are not triggered each time you play thorugh the same part. They are triggered when the AI "decides" they need to be triggered. If you're standing in one place for too long, the enemy will throw a nade where he thinks you are, or attempt to flank you. If you start owning the squad, the script telling them to shout a certain line will be triggered and they will run for cover. The script may be triggered at a certain point, but it might as well not.
 
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