Sujet : Re: Bye Bye, Monolith
De : candycanearter07 (at) *nospam* candycanearter07.nomail.afraid (candycanearter07)
Groupes : comp.sys.ibm.pc.games.actionDate : 05. Mar 2025, 23:20:02
Autres entêtes
Organisation : the-candyden-of-code
Message-ID : <slrnvshjbg.2mtdl.candycanearter07@candydeb.host.invalid>
References : 1 2 3 4 5
User-Agent : slrn/1.0.3 (Linux)
Spalls Hurgenson <
spallshurgenson@gmail.com> wrote at 15:35 this Saturday (GMT):
On Sat, 01 Mar 2025 03:26:15 +0000, ant@zimage.comANT (Ant) wrote:
>
>
I enjoyed FEAR 1 game after trying its demo. I never got its sequel
though. :(
>
"F.E.A.R." had its moments. It was an absolutely gorgeous game for its
time, rivaling many of its contemporaries. It had some honest (if
predictible) scares and generally maintained a good atmosphere. The
mechanics of its combat were excellent, with terrific AI, satisfying
gun-play and fun bullet-time. But it wasn't without its faults either;
a lot of the levels dragged on, good chunks of the backstory were
hidden in answering machine messages (which, if you stopped to listen
to them, slowed the game's pace even more) and there was a lack of
variety in level design.
>
It really was a very uneven experience, with some great highs followed
by a lot of slogging through 'more of the same'. So... a typical
Monolith game. ;-)
>
"F.E.A.R. 2" was utterly forgettable; its story went nowhere, its
gameplay was simplified for consoles, and it generally didn't do
anything too novel or exciting. It was more for the sake of more. It
didn't really help that the story and setting for the first game
didn't really take to being expanded into a longer tale; all the
additions made to the world just started to feel ludicrous, and this
cost the game a lot of its vaunted atmosphere.
>
And then there was "F.E.A.R 3" (or "F.3.A.R" if you want to be 100%
accurate). But at least that we can't blame on Monolith...
So the rule of sequels has been proven yet again :)
-- user <candycane> is generated from /dev/urandom