F.E.A.R. 3
The F.E.A.R. series
has long held a cult following since its initial release. The third installment promised to provide
some closure to the twisted story of Alma and her two sons, Point Man and
Fettel. But does this latest installment
provide more of the heralded psychological horror or has it devolved into yet
another generic FPS?
F.E.A.R. 3 picks
up with Point Man being interrogated in an Armacham controlled prison. The now deceased Paxton Fettel interrupts the
intense session and soon the brothers forge an uneasy alliance and escape. Along the way to the Project Origin facility,
the brothers discover that Alma is pregnant following her rape of Sergeant
Michael Becket. She is going into labor
and the paranormal activity has driven the local residents insane. The brothers must fight their way past
Armacham soldiers, paranormal monstrosities, and their own tortured memories to
their mother.
After overcoming all of the challenges before them, the
brothers must decide what to do with their mother and new sibling. There are unique endings for each
brother. When playing co-op, whomever
had the most points from the campaign will be the favorite son and their ending
will play. It’s an interesting dynamic
that encourages a healthy amount of competition.
The endings, much like the story itself, are lackluster. The entire experience rings hollow and there’s
no depth apparent for any part of the short journey. This is also true of the supposed horror theme. The game itself isn’t terribly scary. The environments are dark and brooding with
plenty of gore. But whenever there are
automatic weapons and giant robots involved, the fear a game can generates goes
down exponentially.
Thankfully, each brother plays vastly different from one
another, so replaying the game as the other sibling is like an entirely new
journey. Point Man plays as one would
expect any protagonist in a FPS to. He
can pick up and instantly use any weapon found like a veteran. He also has the ability to slow down time
which is infinitely useful in its own right.
While his brother is severely stunted in his originality,
Fettel is the real threat. Fettel can
fire paranormal orbs that deal moderate damage, hurl objects across a room, and
even provide a shield for Point Man. But
his greatest ability is to lock enemies in a form of stasis, keeping them
hovering a foot off the ground. From
there, he can make them explode into a cloud of gore or possess them
entirely. Each possessed enemy has their
own health bar and can then behave like Point Man, sans the slow time ability. And when the enemy is no long useful, Fettel
can make them explode with his own paranormal abilities. However, it’s far more destructive to save a
grenade and run the poor solider into a group of his allies before dropping it. This ability to hop from body to body with
what is essentially an infinite supply of life makes Fettel an extremely
adaptive and fierce combatant. Where
Point Man must be more reserved in his attacks, playing as Fettel is like
controlling chaos itself.
And when it comes to controlling each of the brothers, they
handle exceptionally well. There are no
instances of floaty aiming or buggy cover mechanics. Be it Point Man or Fettel, pressing a button
will elicit a precise response.
The AI provides enough challenge to keep players from
recklessly charging into each fight.
Squads will communicate with one another and try to flank the
brothers. Mini-boss characters require a
more concentrated effort to defeat. This
is where Fettel’s ability to shield his brother comes to play with great
effect.
From a visual standpoint, F.E.A.R. 3 is a decent looking game. It runs along the middle of the road and is
far from terrible looking, but won’t win any awards either. Pre-rendered cinematics play between each of
the eight missions and are rather bland.
The blank, Neanderthal face of Point Man is just as unexciting as his
concept. His lack of reaction to any
situation is a large contributing factor to the lack of any engagement for the
player.
There’s a bit of a draw to the visuals with most levels
being on the smaller side and the bigger maps being shrouded in a dense
fog. Maps are fairly linear with clearly
defined start and end points.
There’s a robust offering of multiplayer modes, but due to
my obtaining the game later on, there are no active lobbies any longer. This coupled with the short campaign provides
little replay value at this point. With
a competent co-op partner, the game can be plowed through in roughly five
hours.
F.E.A.R. 3 is just
different enough to make it entertaining for a couple of play-throughs. After that, there’s little in the way of
story, upgrades, or multiplayer to keep players coming back. The lack of promised terror also hurts if you’re
looking for a scary game. For those that
have played through the first two games, there’s enough merit to warrant
completing it. For everyone else, it’s
fun if you’re looking for something a little different in the FPS genre.
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