Tuesday, January 26, 2010

F.E.A.R.: Final Notes

Even after posting a video on the matter I feel as though there are a few aspects of the game that I didn't really address. Truth be told, the video was more to talk about future endeavors than reviewing the game itself so I feel that I could use this text space to better communicate how I felt about individual aspects of the game.

I received a comment complimenting the game's A.I. and I must admit I've ran into worse, but the problem is that while the A.I. itself is above-average, the spawn points for enemies are so predictable that you simply have to place a grenade, mine, or even your cross-hair on the spot to completely obliterate the enemy. The heavy enemies are the worse for this because of the music cue and loud noise they produce while moving. They actually end up being easier than the normal enemies in some cases due to being so bloody obvious.

The game's sound isn't anything to right home about. The sound effects are pretty impressive I must admit, but the ambient noise and music leave a lot to be desired. I say this because it's only been a few weeks since I've finished playing the game and I can't remember a single note of that game's musical score. Now that isn't saying that I can replicate the entire score to Guardian Crusade by heart, but I at least remember the general theme and feel of the music. I don't have the same memory with F.E.A.R.

Despite all of that, what really shot this game in the foot was the level design. The level design is by far some of the most uninspired, monotonous, and downright boring level design I've seen in quite some time. This game came out during the mid to early 2000s where realism took precedence over style and creativity and it shows. I would honestly be surprised if the color palette of the entire game contained any bright or vibrant colors whatsoever. The architecture of each level is also a major detractor from the experience. If you showed me samples from each level without any information on the plot or narrative I would honestly think that half of the areas were in the same building.

In terms of plot and story, the second act of the game feels like a big ole bag of filler and it brings the narrative to an audible halt. You learn absolutely nothing of major importance during this part and its only purpose seems to be artificially lengthening the game so the developers can justify the fifty dollar price tag that it had upon release. There isn't much more to say, the plot overall could fit on a post-it-note and it brings nothing new to the table, except the concept of the impregnation of a pre-teen against her will, but honestly I could do without that.

Overall the experience was forgettable, but I don't feel like I want to rip my spleen out because of the time I spent on it. Was it a waste of my time? No, but I'm not going to remember it as a pinnacle of gaming either. Now if you will excuse me, I'm off to see Tim Curry rule Russia.

Ha!

I recently did a post about the negative impact of gift cards and wouldn't you know it the advertisement system on the blog caught wind of it and turned all my advertisement links into links leading to gift card sites! Oh the delicious irony!

Monday, January 25, 2010

Update!

Well I've decided to mindless ramble to fill a spot on my blog. Lets see what comes to my mind. Well I recently finished my walkthrough of F.E.A.R. and that is a tremendous weight off my shoulders. I don't think I'll touch another Monolith title for a good while, at least not another F.E.A.R. title! My time is pretty much spent trying to convince myself to focus on my studies and my finals which are starting tomorrow.

Secondly, I would like to implore my fans to check out Copper Chocobo's Youtube page, you can find the link to the page on one of my prior videos advertising his channel. He's been a very good friend of mine and I think his work is very under appreciated. He's released more videos than me on a ratio of about 1/4 and his effort alone deserves more credit.

Thirdly, I am contemplating perhaps starting a radio-play or simply a radio show of some sort. I'm not sure which yet, but if it is the latter it will probably be a free for all in which various friends of mine will discuss random topics with me. I'll probably develop the idea more later on, but that's just about as far as I've gone with that so far.

Finally, I enjoy comments and suggestions, so send them my way!

-See ya!

Wednesday, January 20, 2010

Salt

A government is like salt, a little bit helps you savor the culture, a moderate amount helps preserve a society, but too much will suck all life out of it surrounds.