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F.E.A.R

 
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PostPosted: Sun Oct 01, 2006 12:10 pm    Post subject: F.E.A.R Reply with quote

.E.A.R. features advanced artificial intelligence, allowing computer-controlled characters a large degree of action. Various opponents often act as a team, taking back routes to surprise the player, in addition to taking cover if under fire or using suppressive fire. Enemies in F.E.A.R. have a variety of moves that allow them to navigate the game environment; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, jump down to a lower level, climb ladders, push over large objects to create cover, and flank players.

[img]http://upload.wOne of the game's most prominent features is "reflex time". This ability allows the player to slow down the game world while being able to look, aim, and react at normal speeds. This effect is used to simulate the player character's super-human reflexes, and is similar to "bullet time". F.E.A.R.'s presentation of reflex time includes visual effects such as air distortion caused by bullets in flight, and a significant interaction with the game's extensive particle effects, as well as reflex time being made a core component of F.E.A.R.'s gameplay due to the speed and skill of the computer artificial intelligence.

While all weapons may be used for mêlée purposes, the game also incorporates hand-to-hand combat. Through various key combinations, the player is able to utilize attacks including punches, stomps and roundhouse kicks.

Aside from the introductory movie, F.E.A.R. contains no cut scenes, and the entire game is experienced through the eyes of the protagonist. The protagonist's body is fully present, allowing the player to see the protagonist's torso and feet while looking down. During scripted sequences, such as the protagonist's rising from a lying position or his rappeling down a length of rope, the hands and legs of the protagonist can be seen performing the relevant actions.


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PostPosted: Sun Oct 01, 2006 12:12 pm    Post subject: Reply with quote

Gameplay
F.E.A.R. features both single-player mode and multiplayer modes for LAN or online play. In the single-player mode, the player takes control of the F.E.A.R. Point Man character, leading him through the game's story. Gameplay relies on level exploration and combatting artificial intelligence-controlled enemy soldiers. Levels consist mostly of structurally linear indoor environments, with rarely more than a single route to reach a specific location, and only one way to complete each level. While almost every object can be damaged or affected by gunfire and physics in general, the player can operate only a limited number of these objects, including a few specific laptops and several switches controlling locked doors or gun turrets.

Weapons list


--------------------------------------------------------------------------------

Descriptions:[ Show ]
Rakow AT-14: a .40 S&W semi-automatic pistol, also available for dual-wielding. Modelled after the H&K USP40.
Sumak RPL: a fully-automatic 9 mm submachine gun with incredible recoil. Modelled after the MP5SFA3.
Vollmer VK-12: a pump-action 12-gauge shotgun powerful enough to shear off body parts or tear people in half at the waist. Modelled after the SPAS-12.
Rakow G2A2: a 5.56 x 45 mm NATO chambered assault rifle capable of fully-automatic fire and good accuracy. Modelled after the HK SL8.
Baksha ASP Rifle: a 3-round burst-fire bullpup assault rifle equipped with a scope for sniping duties. Modelled after the TAR-21.
Armacham HV Penetrator: a fictional, semi-automatic firearm resembling a nail gun; it fires 10mm armour-piercing bolts capable of pinning bodies to walls or other solid objects.
Armacham Type-7: a fictional particle beam weapon, the Type-7 is the de facto sniper weapon of the game, firing a particle beam that can vaporize targets entirely.
Andra MOD-3: a fictional rocket launcher taken directly from Monolith's Shogo: Mobile Armor Division, capable of 3-rounds fire.
Obregon MP-50: also from Shogo: MAD, this entirely fictional "Repeating Cannon" is incomparably powerful, owing to its recoilless, absolutely-accurate and semi-automatic nature.
N6A3 grenade: a fragmentation grenade equipped with a 5-second timer. Modelled after the M67 grenade.
AT-S Mine: a fictional anti-personnel blast mine equipped with a proximity sensor, operating much like a bounding mine or "bouncing betty".
M77 Bomb: a fictional remote bomb that can attache to any object; detonation is controlled with an RC trigger.
F.E.A.R.'s weaponry is somewhat fictional, though some weapons are based on real-life equivalents. Each firearm differs from its peers in terms of ammunition type, accuracy, range, fire rate, damage and bulkiness; this latter characteristic has an impact on the agility of the player character, since wielding a light weapon, such as a pistol, results in better speed and smoother movements when compared to handling a cumbersome rocket launcher. Shot grouping is shown on the HUD via the size of the crosshair. Movements like turning or walking decrease accuracy, while taking time to aim increases it. F.E.A.R. limits the number of carriable firearms to three, in addition to the three types of different grenades available in the game. The player is forced to discard weapons in order to collect new ones, adding tactical detail in that the player is called to consider a firearm's effectiveness in the environment or situation he or she is about to face, the availability of ammunition, and impact on the Point Man's agility. Explosives are bound to a "lob" key that can cycle through the three available options in preparation for usage, while weapons must be selected individually
Multiplayer

F.E.A.R. Combat logoAll retail versions of F.E.A.R. available also include a multiplayer component, alongside the single-player campaign. On August 17, 2006 this component has been renamed to F.E.A.R. Combat and made available for download, through a free registration process, also to players who did not buy the full game.[6] The standalone F.E.A.R. Combat client includes all the updates and the additional official maps and gametypes for F.E.A.R.; its users will be able to play against the owners of the retail versions and other F.E.A.R. Combat players.[6]

The multiplayer of F.E.A.R. (and thus F.E.A.R. Combat) relies on the usual gameplay modes popularized by previous titles, such as Deathmatch, Team deathmatch, Capture the flag and Last man standing.[10] Additionally, the available gametypes have been extended by a patch, with the inclusion of the "Control" and "Capture All" gametypes, featuring rules similar to "Domination" as seen in Unreal Tournament. What sets F.E.A.R.'s multiplayer apart from similar games is the usage of the "SlowMo" effect, thus introducing multiplayer gametypes with the bullet time-like effect (SlowMo Deathmatch, SlowMo Team deathmatch and SlowMo Capture the flag) alongside the usual modes. Unlike the single-player mode, where players can activate the SlowMo feature at any time, a power-up must be collected to enable this ability in multiplayer. Since there is only one such power-up in each level, acquiring it give players, or their team, a large advantage over their opponents.[10]


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PostPosted: Sun Oct 01, 2006 12:13 pm    Post subject: Reply with quote

Descriptions:[ Hide ]
Rakow AT-14: a .40 S&W semi-automatic pistol, also available for dual-wielding. Modelled after the H&K USP40.
Sumak RPL: a fully-automatic 9 mm submachine gun with incredible recoil. Modelled after the MP5SFA3.
Vollmer VK-12: a pump-action 12-gauge shotgun powerful enough to shear off body parts or tear people in half at the waist. Modelled after the SPAS-12.
Rakow G2A2: a 5.56 x 45 mm NATO chambered assault rifle capable of fully-automatic fire and good accuracy. Modelled after the HK SL8.
Baksha ASP Rifle: a 3-round burst-fire bullpup assault rifle equipped with a scope for sniping duties. Modelled after the TAR-21.
Armacham HV Penetrator: a fictional, semi-automatic firearm resembling a nail gun; it fires 10mm armour-piercing bolts capable of pinning bodies to walls or other solid objects.
Armacham Type-7: a fictional particle beam weapon, the Type-7 is the de facto sniper weapon of the game, firing a particle beam that can vaporize targets entirely.
Andra MOD-3: a fictional rocket launcher taken directly from Monolith's Shogo: Mobile Armor Division, capable of 3-rounds fire.
Obregon MP-50: also from Shogo: MAD, this entirely fictional "Repeating Cannon" is incomparably powerful, owing to its recoilless, absolutely-accurate and semi-automatic nature.
N6A3 grenade: a fragmentation grenade equipped with a 5-second timer. Modelled after the M67 grenade.
AT-S Mine: a fictional anti-personnel blast mine equipped with a proximity sensor, operating much like a bounding mine or "bouncing betty".
M77 Bomb: a fictional remote bomb that can attache to any object; detonation is controlled with an RC trigger.
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PostPosted: Sun Oct 01, 2006 12:13 pm    Post subject: Reply with quote


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PostPosted: Sun Oct 01, 2006 12:14 pm    Post subject: Reply with quote


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