So, I grabbed this on my 360 'cause I'm sure my PC won't like it, and I was a bit dissapointed. The weapons feel weaker, and they don't generate as much smoke when they shoot as in the original. I know this sounds like a small complaint, but I just feel like the combat in this demo isn't as good as in FEAR.
Sadly, I just didn't like this incarnation of F.E.A.R. for whatever reason. I don't know why, but maybe it's just a random combination of assorted design choices among other things that just don't bold well for me when I try to imagine a sequel to "F.E.A.R."
The game runs in 16:9 on my 16:10 monitor. That's where the demo disappointed me the most.
Kinda disappointing, but I don't really mind that. It's the fact that the game just looked like a smeary mess most of the time. I just didn't know what the hell was going on as everything was shiny shiny explody smokey blurry blurry.
I found that a bit excessive too, but tolerable, might be the first game where I'm going to try to turn down the graphic settings to make it look better.
I like the demo really, I just wish game developers would stop hating PC gamers already.
I figure the resolution thing is just a bug or an oversight that ought to be easy for them to fix.
If not WSG will probably swamp their forums.
As seen here with their Assassin's Creed for PC report...
Adding black bars to maintain the correct shape for non-16:9 resolutions is not considered a mistake, flaw, or problem. Generally they approve of it because it shows that the game was made with widescreen in mind. It's when you cut off the top and bottom to get a widescreen shape instead of adding more to the sides, that the WSGF has a problem with it.
Of course, they will probably fix that anyway, in order to make the game work with triple monitors. Otherwise the triple monitor setups would have large black sections on the sides (ie, because it also means it probably can't get any wider than 16:9 either).
Yes, it's likely because of multiplatform development with the consoles. But I'd rather have a centimeter or two of letterboxing than some of the horrible stretching-to-fit and hud problems that some PC ports have.
Weird. As for me I don't like having extra black bars when my PC is perfectly capable of rendering what was there, it's not as if the game was filmed in a set ratio, it's being rendered. Apart from the HUD, they don't need to stretch to fit the image, and even the HUD is simple enough an issue to handle in various ways. As it stands the game is already going to be rendered at higher resolutions than those displayed on the 360 / PS3 (last time I checked 360 games are never 1080p, and often times even below 720p in order to get a smooth framerate) The first FEAR game was also happy with 16:10 (admittedly after they patched it).
Most devs seem to manage a 16:10 ratio just fine these days. Heck, when Capcom can port DMC4 to the PC and happily allow me full screen resolutions without any issues, I don't see why an FPS can't. I could understand pre-rendered cutscenes being letterboxed, but not so much regular gameplay.
Not that this is some huge complaint, but they know the audience in question makes use of 16:10 monitors, so it just strikes me as weird to not even allow the option of it. It doesn't make sense to me.
I liked the visuals, didn't like the combat, but most of all: man, I know ya'll probably played the original F.E.A.R. but I didn't. This demo scared the crap out of me. I was playing it at 4 am and I opened the door to the girl's bathroom and the alarm went off in the school at that precise moment... I turned off my console. :P
I liked the visuals, didn't like the combat, but most of all: man, I know ya'll probably played the original F.E.A.R. but I didn't. This demo scared the crap out of me. I was playing it at 4 am and I opened the door to the girl's bathroom and the alarm went off in the school at that precise moment... I turned off my console. :P
Alma doesn't like it when you sneak into the girls bathroom Organichu.
I mean, the girl (with the intensely reddish/orange pupils) isn't that creepy because she's such a stark caricature to me of the jap/kor horror movies of the past decade. It's the atmosphere in general, the music, the set pieces.
I'd like to see Alma show up and not wisp away. I'd kick her ass so hard the replicas would be calling child services.
I mean, the girl (with the intensely reddish/orange pupils) isn't that creepy because she's such a stark caricature to me of the jap/kor horror movies of the past decade. It's the atmosphere in general, the music, the set pieces.
I'd like to see Alma show up and not wisp away. I'd kick her ass so hard the replicas would be calling child services.
She uh, changes a little bit at the end of FEAR. Not in a pleasant way.
I mean, the girl (with the intensely reddish/orange pupils) isn't that creepy because she's such a stark caricature to me of the jap/kor horror movies of the past decade. It's the atmosphere in general, the music, the set pieces.
I'd like to see Alma show up and not wisp away. I'd kick her ass so hard the replicas would be calling child services.
She uh, changes a little bit at the end of FEAR. Not in a pleasant way.
Ok I just Wiki'd the plot. Wow.
I'm guessing her appearance changes near the end of the game,
There's a pretty blurry shot in the characters & organisations wiki page (never really see adult Alma for more than a second or two usually). Suffice it to say she was not a happy person.
I want a working flashlight. It wouldn't hurt the creepiness of the game at all, I just want to see where I'm fucking going. No game has a good flashlight (L4D comes close, but the light still only goes on for like 10 feet).
EDIT: I'm referring to the general ineffectiveness of the flashlight, not the flickering-during-creepy-parts bit.
Nightvision that fucking works would have been nice. But from what I played it's one of those retarded "locked until a tutorial pops up" things and the fucknut in charge of that shit forgot to put in the tutorial for it.
I know what you mean with the flashlight but if it worked too good it wouldnt be as creepy. If it cut through the dark like butter and you could see in front of you perfectly the whole time you wouldnt need to be too afraid. With it being a little shittier it means you need to move closer and check things out more, thus making you go to places you probably wouldnt. Or atleast checking an area a bit more than you normally would, which probably sets you up for something scary to happen.
mastrius on
"You're like a kitten! A kitten who doesn't speak Japanese." ~ Juliet Starling
I am not a happy camper regarding the weapons. They don't feel very conducive to the entertainment value of the combat (which is good anyway) and I don't want glowy bits on the shotgun. Metal Slug's SHATTGUHN has more oomph, and it has one dimension less!
Also, flickering lights and Alma walking around for a few seconds isn't exactly the scariest thing ever. I understand that creating different polygon models for variety is a bit time-consuming but... I hope this game mixes it up a bit more.
Also, there are office environs. What have we said about them office environs, Monolith?
However, FEAR 2's graphical effects are bitchin'. Let me rephrase that - Bitchin' is FEAR 2's graphical effects.
Keep in mind this is just a demo of the first level, and not even the whole thing. (maybe. It might end at the mech part) Im not buying this game by any means as, again, there are shiteloads of games coming out that I want and as much as I love this game, its not something that will last and I know it. Ill Gamefly it.
But anyways, my point is, dont judge a game solely by the demo. People like to judge the whole of a game, story/gameplay/everything, by a quick 15 min demo lately. I can see the gameplay part, but not the story, and not the scary stuff either. Im quite sure theyll mix it up later on. Its not as scary when they just keep doing it like they did but I guess its because shes more ...."around" now, so shes there more often. Its also a good level to show people who havent played the original. Itll scare them good, (a lot of em anyways), and keep them entertained. Although I must say the weapons have no feedback at all. It feels odd to shoot them.
mastrius on
"You're like a kitten! A kitten who doesn't speak Japanese." ~ Juliet Starling
I know what you mean with the flashlight but if it worked too good it wouldnt be as creepy.
The people who complain about the poor flashlight might be people who don't really find F.E.A.R scary at all and just play for the combat, so that wouldn't bother them.
That said I felt there was a little too much dark areas around soldiers, a fun part of F.E.A.R was always being accidentally spotted because your flashlight was on.
Zell on
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Magus`The fun has been DOUBLED!Registered Userregular
edited January 2009
I don't get how people thought this was nothing like the first game.
I don't get how people thought this was nothing like the first game.
It's incredibly similiar (though better!).
That just confuses me.
It could be that the weapons are so ineffective that urinating on the enemies would do more damage. I mean shit, the shotgun was godlike in FEAR. Now it's just... bad.
Or that the weapon effects in general are just not the same, even if they handle similarly.
It could be the mech. Which is awesome, by the way.
About the flashlights, having a functional flashlight wouldn't lessen the eeriness of the game at all. I don't want a floodlight, I just want to be able to see more than 5 feet ahead.
MegaMek on
Is time a gift or punishment?
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
edited January 2009
I thought in this game you were supposed to be the main character from the first one and not some random Delta guy?
I don't get how people thought this was nothing like the first game.
It's incredibly similiar (though better!).
That just confuses me.
It could be that the weapons are so ineffective that urinating on the enemies would do more damage. I mean shit, the shotgun was godlike in FEAR. Now it's just... bad.
Or that the weapon effects in general are just not the same, even if they handle similarly.
It could be the mech. Which is awesome, by the way.
About the flashlights, having a functional flashlight wouldn't lessen the eeriness of the game at all. I don't want a floodlight, I just want to be able to see more than 5 feet ahead.
I blew a guy in half with the shotgun. I also literally exploded another guy's head with the sniper rifle, and lets just say any of the soldiers killed in the walker part will be having soupcan funerals. I don't see how guns can get more effective than that, unless you want them reduced to ash or unbound on a molecular level.
I really hope we see a return of the uberweapons in Project Origin. We already have the laser from Extraction Point, so maybe we'll get the chaingun/cannon/rocket launcher/TYPE 7 as well.
The battle cannon is the greatest gun. So god damn satisfying, blowing a mans torso to mist and then just seeing the legs arms and head on the ground in a neat fashion....mmmmm
You know, I didn't have any weapon woes. The shotty blew people into arms and stomachs in one shot, which was fine for me, and the SMG did well enough of painting the school red. That sniper rifle is really strong though, ripping people into chunks in one shot. I wouldn't mind it being easier to hit something with a grenade though
Question: Is the 360 port of the original F.E.A.R. any good? I'm semi-interested in the sequel due to the demo but I'd like to play the first...er...first.
And my computer has a 512MB 8800 in it, but my sound is shit, so I'll be sticking with the 360.
Edit: I just downloaded the PC demo for shits 'n giggles. I have to say there's something very satisfying about hitting "auto detect video settings" and the game putting everything at maximum.
Question: Is the 360 port of the original F.E.A.R. any good? I'm semi-interested in the sequel due to the demo but I'd like to play the first...er...first.
I've played through both, and it's a good port - but the control system is pretty bad. I get used to most games having aim as the left back trigger, but in FEAR it's assigned to the right stick. One thing it's got over the PC version is instant action missions (and a bonus mission when you finish the game) which are neat if you just want to go in and shoot some stuff.
What's really bizarre in this one is trying to crouch kick on a controller. I don't think it's going to be possible in normal gameplay, but an octopus might be able to pull it off in controlled conditions.
I thought the 'boxing was just a really shitty attempt at a helmet effect, to be honest.
Since someone mentioned the ineffectiveness of weapons in the demo, did anyone else find the EPA's chaingun strangely rather weak? Dudes seemed to go down in the same number of hits as those I'm nailing with AR fire (albeit much more viscerally) despite the EPA lugging around what I'm assuming are massive-bore chainguns firing rounds the likes of which you find in stationary machineguns and anti-material rifles.
Since someone mentioned the ineffectiveness of weapons in the demo, did anyone else find the EPA's chaingun strangely rather weak? Dudes seemed to go down in the same number of hits as those I'm nailing with AR fire (albeit much more viscerally) despite the EPA lugging around what I'm assuming are massive-bore chainguns firing rounds the likes of which you find in stationary machineguns and anti-material rifles.
That's exactly what I'm talking about. You need to pump a ridiculous number of rounds into people to finish them off. Yeah, they still die in horrifically gory ways, but you waste so much ammo to get to that point.
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It just doesn’t feel like F.E.A.R. to me.
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If you can't live for the now, at least live for the future.
Weird. As for me I don't like having extra black bars when my PC is perfectly capable of rendering what was there, it's not as if the game was filmed in a set ratio, it's being rendered. Apart from the HUD, they don't need to stretch to fit the image, and even the HUD is simple enough an issue to handle in various ways. As it stands the game is already going to be rendered at higher resolutions than those displayed on the 360 / PS3 (last time I checked 360 games are never 1080p, and often times even below 720p in order to get a smooth framerate) The first FEAR game was also happy with 16:10 (admittedly after they patched it).
Most devs seem to manage a 16:10 ratio just fine these days. Heck, when Capcom can port DMC4 to the PC and happily allow me full screen resolutions without any issues, I don't see why an FPS can't. I could understand pre-rendered cutscenes being letterboxed, but not so much regular gameplay.
Not that this is some huge complaint, but they know the audience in question makes use of 16:10 monitors, so it just strikes me as weird to not even allow the option of it. It doesn't make sense to me.
Alma doesn't like it when you sneak into the girls bathroom Organichu.
She knows where you are now.
I'd like to see Alma show up and not wisp away. I'd kick her ass so hard the replicas would be calling child services.
In FEAR, those guys were the redshirts. And man did they die in horrorfying ways.
She uh, changes a little bit at the end of FEAR. Not in a pleasant way.
Ok I just Wiki'd the plot. Wow.
I'm guessing her appearance changes near the end of the game,
Is there a picture?
Jesus. She forgot to apply her makeup.
:x
EDIT: I'm referring to the general ineffectiveness of the flashlight, not the flickering-during-creepy-parts bit.
Also, flickering lights and Alma walking around for a few seconds isn't exactly the scariest thing ever. I understand that creating different polygon models for variety is a bit time-consuming but... I hope this game mixes it up a bit more.
Also, there are office environs. What have we said about them office environs, Monolith?
However, FEAR 2's graphical effects are bitchin'. Let me rephrase that - Bitchin' is FEAR 2's graphical effects.
But anyways, my point is, dont judge a game solely by the demo. People like to judge the whole of a game, story/gameplay/everything, by a quick 15 min demo lately. I can see the gameplay part, but not the story, and not the scary stuff either. Im quite sure theyll mix it up later on. Its not as scary when they just keep doing it like they did but I guess its because shes more ...."around" now, so shes there more often. Its also a good level to show people who havent played the original. Itll scare them good, (a lot of em anyways), and keep them entertained. Although I must say the weapons have no feedback at all. It feels odd to shoot them.
That said I felt there was a little too much dark areas around soldiers, a fun part of F.E.A.R was always being accidentally spotted because your flashlight was on.
It's incredibly similiar (though better!).
That just confuses me.
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Or that the weapon effects in general are just not the same, even if they handle similarly.
It could be the mech. Which is awesome, by the way.
About the flashlights, having a functional flashlight wouldn't lessen the eeriness of the game at all. I don't want a floodlight, I just want to be able to see more than 5 feet ahead.
I blew a guy in half with the shotgun. I also literally exploded another guy's head with the sniper rifle, and lets just say any of the soldiers killed in the walker part will be having soupcan funerals. I don't see how guns can get more effective than that, unless you want them reduced to ash or unbound on a molecular level.
Well to be fair.... they did have that in the first game.
http://www.youtube.com/watch?v=gzLBULdC4Zs
3 feet.
But not in the demo.
Actually it was in the demo. And it was glorious.
I really hope we see a return of the uberweapons in Project Origin. We already have the laser from Extraction Point, so maybe we'll get the chaingun/cannon/rocket launcher/TYPE 7 as well.
And my computer has a 512MB 8800 in it, but my sound is shit, so I'll be sticking with the 360.
Edit: I just downloaded the PC demo for shits 'n giggles. I have to say there's something very satisfying about hitting "auto detect video settings" and the game putting everything at maximum.
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Only problem: running it at 1920x1200 letterboxes it slightly.
Since someone mentioned the ineffectiveness of weapons in the demo, did anyone else find the EPA's chaingun strangely rather weak? Dudes seemed to go down in the same number of hits as those I'm nailing with AR fire (albeit much more viscerally) despite the EPA lugging around what I'm assuming are massive-bore chainguns firing rounds the likes of which you find in stationary machineguns and anti-material rifles.