F.E.A.R. #1

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Published on ● Video Link: https://www.youtube.com/watch?v=zezMkncHDso



Game:
F.E.A.R. (2005)
Category:
Let's Play
Duration: 29:29
71 views
0


Hello and welcome to my no commentary HD playthrough of F.E.A.R.!

F.E.A.R. simulates combat from a first person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.

A prominent gameplay element is "reflex time", which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled." He continued on to say that "defeating ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in making the player feel like they are an action movie hero."

The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "... a balanced arsenal where each weapon serves a specific function", rather than "... just going with a bunch of real-world submachine guns and assault rifles. "F.E.A.R.'s heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.

Compared to other shooters where melee is usually a last resort, F.E.A.R.'s melee is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of melee. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.

F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced, using an architecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped the game win GameSpot's "2005 Best AI Award", and earn the #2 ranking on AIGameDev's "Most Influential AI Games".

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Tags:
F.E.A.R. First Encounter Assault Recon
horror-themed
First-person shooter
Monolith Productions
Vivendi
Day 1 Studios
Single-Player
Point Man
Paxton Fettel
Armacham Technology Corporation (ATC)
Spen Jankowski
Jin Sun-Kwon
Delta Force
Alma
PANICS (Award-Winning Work)
Video Game (Industry)
720p HD
Walkthrough
Let's play
No commentary
Playthrough
Gameplay
Mission
Shooter Game (Media Genre)
Reflex Time



Other Statistics

F.E.A.R. Statistics For Rekvym

At this time, Rekvym has 192 views for F.E.A.R. spread across 9 videos. The game makes up 4 hours of published video on his channel, roughly 1.90% of F.E.A.R. content that Rekvym has uploaded to YouTube.