31 Oct 2006
31 Oct 2006 - Xbox 360
31 Oct 2006 - Xbox 360
10 Nov 2006 - Xbox 360
20 Apr 2007 - PlayStation 3
24 Apr 2007 - PlayStation 3
26 Apr 2007 - PlayStation 3
The Xbox 360 port of F.E.A.R. contains an Instant Action mode for single-player. In this mode, players are dropped into a modified level and must get to a designated point as quickly as possible whilst simultaneously killing as many enemies as possible and being as accurate as possible. Graphically, this versions is equivalent to the PC version on maximum settings with an high dynamic range lighting, an advanced particle system and HD textures. It also features an exclusive bonus level not found in the PC original, which depicts Holiday's attempt to extract Bishop from ATC headquarters. These versions also features a new weapon, dual wielded automatic handguns. The PlayStation 3 port of F.E.A.R. features the same Instant Action mode from the Xbox 360 version. It also has its own exclusive additional weapon (a street sweeper shotgun) and bonus mission, which depicts the Delta Force recon team's journey through ATC headquarters prior to encountering Alma. Like the Xbox version, the game's native resolution was 720p, but the other enhancements were removed for this version.
An unidentified paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands. The government responds by sending in Special Forces, but loses contact as an eerie signal interrupts radio communications. When the interference subsides moments later, the team has been obliterated. As part of a classified strike team created to deal with threats no one else can handle, your mission is simple: Eliminate the intruders at any cost. Determine the origin of the signal. And contain the crisis before it spirals out of control.
Everything is so detailed, from the feel and sound of the guns, to the way the enemies will shout orders to each other and then scream when I melt the flesh off their bodies with my special laser gun I found hidden in one of the intricate levels. The lighting as well is so good at creating atmosphere. Too good, in fact, because the environments are often pitch black when the flashlight runs out of charge (this happens every 30 seconds (I timed it (yes, it is very annoying))).
If I had to change one thing about this game it would be to make the flashlight have unlimited charge. A limited flashlight for a horror game would work, but F.E.A.R. is 100% an action game, and the battery life just gets in the way of the fun. It is certainly tense, like a game of CS:GO or Rainbow Six Siege, but it's never scary like the name would suggest.
I also have a problem with the cartoonishly fat guy that can't be killed but that's neither here nor there.