(PC) Let's Play F.E.A.R. Part 6

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Published on ● Video Link: https://www.youtube.com/watch?v=fba4zzYjB9s



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F.E.A.R. (2005)
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Remember how Mapes’s first encounter with you was genial, if ultimately disobedient? Expect his demeanor to take a sea change as you cross paths once again, this time in Armacham’s Research Department. Though deceit was always going to be a given with someone like him, there’s a silver lining in finally confirming the obvious between the bullet casings and hunting Replicas.

However, you can expect his conduct to further graduate to attempted homicide. Tucked in the ceiling of the laboratories are automated turrets, indubitably insurance in the event of corporate espionage. While you can easily turn the tables on your enemies should you gain access to the requisite terminal, it will require catlike reflexes and a copious amount of ammo to decommission them. There are increasingly corroborated accounts that Replicas have started deploying Powered Armors in the field, so consider these sentries to be your warm-up for the feature fight.

Still, state-of-the-art fighters aren’t the only startling thing that’s breaking news on the radio. Betters has deduced that Fettel is converging on the Executive Department to acquire the third employee, and a particularly valuable one at that. Alice Wade, Harlan’s daughter and co-worker of Bishop, has more than enough knowledge and archival savvy to make her more than just a nepotism hire in this hastening crisis. Expect stiff resistance, as you’re about to penetrate the chromatin of Fettel’s Armacham Replicas.

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