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Frankly speaking, it is simply impossible to come up with something really new in the first-person 3D shooter genre. No matter what you can produce, what scenery you manage to create and how complex your scenes are, - everything has already been done before. So, even if the game is selling millions of copies, it will most likely be severely criticized by the press and reviewers for offering nothing new and out-of-the-box unique. A similar thing happened to the very first version of F.E.A.R. game.

F.E.A.R.: Evolution of Fear Therapy

Back in the busy year 2005 Monolith Productions released their title called First Encounter Assault Recon or simply F.E.A.R. The launch of this game coincided with a rebirth of the first-person 3D shooter games. The return of such masterpieces as Half-Life, Doom, Quake and Unreal Tournament undoubtedly encouraged the overall growing interest in this gaming genre. Sierra Entertainment couldn’t pass on the opportunity like that and started a massive marketing campaign teasing the anxious public with the atmospheric feel of the game, and then impressing them with the graphics twists of a pretty progressive engine.


The game resembled a combination of Max Payne, Resident Evil and Silent Hill, with the main character also resembling Neo from a popular Matrix trilogy. Moreover, intensive training combined with certain genetic predisposition allowed some players for a limited period of time to bring their concentration to a level when the world around them seemed to be in slow motion.

The graphics capacity of the new title also proved pretty remarkable. If you liked the “hall” scene in The Matrix most of all, then the first part of F.E.A.R. game could totally satisfy your destructive tendencies towards the marble walls. Of course, this “entertainment” set very high hardware requirements, but can anything compare with pieces of marble and concrete covering the mirror-shining floor of the super-market?


It was clear right from the beginning that massive support initiative like that wouldn’t stop at only one project. After a few relatively poor attempts in the form of Extraction Point and Perseus Mandate, they released a new sequel in 2009 called F.E.A.R. 2: Project origin. The game turned out pretty interesting, with even more complex plot, lots of horror and significantly improved graphics, even though they used a slightly enhanced engine from the first part of the game.

In some respect the story line in F.E.A.R. 2: Project Origin left more questions than answers and at the same time ended in full sync with the rules of science fiction genre combined with a few horror-elements. However, the producers from Warner Bros. Interactive Entertainment seemed to have a slightly different vision of the Alma’s world future.

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