I fear the franchise is dead

Back Story

When the original F.E.A.R. released it convinced me to buy a new graphics card for my PC. Having stayed with an old card, with okay settings for the massive trio of FPS releases on PC in 2004: FarCry, Half-Life 2 and Doom 3, the performance testing mode in F.E.A.R. made me reconsider. The year was 2005 and the card was a XFX 7800 GS.

What a remarkable sight, while the aforementioned trio of shooters in 2004 had pushed the PC far ahead of everything on console, F.E.A.R. went even further. It didn’t have the massive open areas like FarCry, or the brilliant use of physics like HL2, but it pushed a visual fidelity unlike anything before it. Displaying the brilliant bump mapping we’d seen in Doom 3, though not as frequent, plus adding a whole new dimension of visual effects to spice up the impact of gunfights.

Added to the mix was horror with jump scares and a creepy girl called Alma, with long black hair. It blended horror and movie action, with slow-motion made popular by The Matrix and Max Payne. Cleverly blended to make a unique shooter of its day. Even more impressive, was the way enemy A.I. and it reacted to your attacks. Even though it seemed very dynamic to your actions, it was heavily based on clever scripting.

I played F.E.A.R. to death. Over and over on my PC. I just adored the gunfights in combination with the visual effect chaos of sparks, bullet traversal lines and smoke. Then I reached the point of being tired of it and left it to be.

I tried dabbling briefly in the Extraction Point PC add-on, but was kind of over it by then. Continued a few years later with F.E.A.R. 2 on my Xbox 360, a warm reunion of the series, and ended my love for the franchise with the forgettable and disappointing F.E.A.R. 3.

Although, I've played the first F.E.A.R. on Xbox 360 as a pass-the-controller speed playthrough years ago, I’ve kind of forgot the series since then.

Fast forward to October 2022, Halloween month of horror gaming, and I decided to replay the entire franchise on my Xbox Series X. All the titles are backwards compatible, some even framerate boosted, but sadly not all are available digital. It’s an overlooked and forgotten series in hindsight too, which is a shame.

Let’s dig into each one for a separate review!


Review

Played on: Xbox Series X
Released: 2006
Originally released: 2005 (PC)

Probably one of my most replayed games ever and this playthrough adds to that number. I just adore this title, but does it hold up? Especially considering I was a huge fan of the PC version.

A quick dip into my screenshot folder show me
 I used to play F.E.A.R. at 1280x1024, classic 4:3 format on a Samsung LCD I used back then, while the X360 version is a little lower at 1280x720, aka 720p, but 16:9 widescreen. While the visual quality and textures are set down a few steps on the X360 compared to the cranked-up PC version, I must admit the X360 visuals hold their ground well in comparison.

Even cooler, is the framerate boost. Meaning console players can finally play it at 60fps on an Xbox Series X/S. Sadly, it’s only backwards compatible through the physical disc version and not digitally. PC players, however, can get it on Steam and dial it up too much higher resolutions and framerates. Probably the best way to play this first title.



It takes some time for the gameplay to sit well with a controller, it features some odd button mappings, which can’t be altered, unless you remap them on the actual Xbox operating system. After all, this is an early title on the X360. However, once I got used to the button layout my instincts came rushing back.

Even though this is the console version, there’s something evidently PC about the way it plays, looks and controls. Clearly developed in the days of more hardcore PC shooters, a nice nostalgic throwback as such. There are even buttons to lean around corners, but I felt these were badly mapped on the controller and I ended up rarely using theme. On PC though, the leaning was something I very much enjoyed!

Centred at F.E.A.R.’s design is the slow-motion ability, this is key to overcome the brutally fast gunfights when you’re overrun. Enemies dodge behind walls and crates, running about, jumping over railings and forcing me to check my flanks all the time. It’s an impressive and challenging sight of clever enemies that find new angles to attack you.

Timing your slow-motion usage is essential to surviving. Sometimes a slow and careful approach is best, other times a close and personal attack is preferred. Hitting that slow-motion at the right moment, to jump down on enemies or slow down as you’re standing in open area to avoid oncoming bullets.

It’s ballet of shooting, moving and tactics, which still feels as fun as it did back in 2004. Even the A.I. still impresses, even though its heavily script based it puts modern titles to shame.



Aside from the controller layout, the main ageing aspect are the visuals. F.E.A.R.’s strength always lay in its amounts of visual effects when a gunfight heated up. Bullet traversal lines, explosion waves, smoke, fire, debris and sparks fly around and transform the empty and generic environments into a cool visual treat. 

However, when it calms down it evident the visuals have aged. The environments are so damn dull. especially their locations with factories, warehouses, open office buildings and underground bunkers everywhere. I haven’t seen so much concrete in a game for years. They could've gone with a few, less mundane environments!

While this aspect was criticised, even back in 2004, it’s even more clear now when the visuals no longer can make you forgive the generic environment design. It's a game engine built for gunfights and visual effects, lacking the finer detail of the environments with basic interior modelling.

The story is presented in a cool way, especially the intro is memorable, but this replay reminded me that it lacks cohesiveness, with long gameplay sections never explaining anything. The jump scares are further in between than I remember too. It’s definitely a creepy title on your first playthrough, but not the overall longevity of scariness you find in a typical horror title. It’s mostly a shooter, with some jump scares here and there, tons of blood and a few creepy cutscenes.

What keeps F.E.A.R. fresh is the amazing gunfights and smart A.I., combined with the slow-motion ability that brings the mayhem to a pace where you can enjoy the destruction. I’m still amazed at how well it plays, especially when you get into the flow of using the slow-motion cleverly, turning it on and off when needed the most and mastering the technique of manoeuvring quickly about.

Back in the day, I’d give this a five without hesitation. Gameplay has kept its quality, without doubt, most other aspects have aged considerably though.



Review

Played on: Xbox Series X
Released: 2007

Before we move on to the sequel, we need to swing by F.E.A.R. Files. It’s an Xbox 360 exclusive, standalone, collection of the two add-ons the first F.E.A.R. received on PC. While they’ve been made non-canon in hindsight by F.E.A.R. 2’s story, they're a cool addition to the rather short lifespan of the first game. If you want more of the exact F.E.A.R. 1 look and gameplay, these are a nice addition.

Sadly, F.E.A.R. Files sees a miss on being FPS boosted on the Xbox Series S/X. As such, you're locked at 30fps on console. Consider this when you can easily get these add-ons for PC.

Both the Extraction Point (2006) and Perseus Mandate (2007) add-ons look exactly like the first F.E.A.R. visually and only slightly better at varying the environments. We have some new and interesting locations like a church and subway from Extraction Point, while a sunken city and high-tech laboratories come to mind from Perseus Mandate.



What’s mostly interesting here, outside of a non-canon story arc, are a few new weapons, more challenging gunfights and new enemy types. These add-ons ruthlessly throw enemies and tricky situations at you, understandably, as they take it for granted that you're experienced with the first game.

So, while F.E.A.R. 2 made this story arc obsolete, they’re an interesting development of the engine and a cool alternate reality of what happened after the first game's ending.

Overall, it’s a release for the hardcore F.E.A.R. fans, collecting them together like this in a standalone release is neat and put together they clock up the same length as F.E.A.R. 1’s playtime.



Review

Played on: Xbox Series X
Released: 2009

A much anticipated sequel back in 2009, although clearly developed towards consoles, I recall really enjoying F.E.A.R. 2 a lot. Back then, and very much so still, F.E.A.R. 2 is perhaps the one game to play if you want to get an idea of what F.E.A.R. is all about in one title, with a more modernised, console friendly approach.

Sure, it feels like a lighter FPS than the hardcore PC look and style of the first game. There’s more auto aim, the leaning feature is removed, easier combat and narrower field of view. All trades of the era of consoles it released in. However, F.E.A.R. 2 really gets the whole franchise concept together in a well rounded package, catering for all aspects of story, horror and gameplay.

The story is better presented, more cohesive and kept at a consistent pace. Gameplay is tight and varied, with gunfights occurring more often, while at the same time allowing for periods of atmospheric build-up. The horror aspect is more consistent, keeping the player tense with more jump scares and creepy new enemies. They've blended all these aspects together in a more successful way. No easy task, as shooters don’t easily go with horror.



What lacked in visual variety for the first release, F.E.A.R. 2 makes up for immensely. The colour palette is massively improved and the environments are more detailed too. Even though we have places like a hospital, they manage to alternate between wards, reception areas and laboratories for uniqueness. There’s much more detail in each room, with a lot of furniture and objects to blow to bits in gunfights.

Same goes for the typical F.E.A.R. locations too: underground bunker locations bring variety in lighting, colour and detail. With high-tech, glass walled rooms and cool lighting. The school comes to mind as especially unique and scary. F.E.A.R. 2 even dares let the player wander into large street scenes, allowing for some violent sniper fights, although I feel the engine doesn’t show its prettiest side in larger open areas.

A cool new, and diverse, gameplay mechanic are the parts where you control a large robot. Jumping into one feels like an early prototype for Titanfall, complete with a boot up sequence on the screens! Stomping about, gunning soldiers on the ground and being attacked by other robots is an entertaining break from the normal gameplay.

Speaking of robots, just like the first F.E.A.R., being attacked by them while on foot, is scary and intimidating. It’s one of the few game franchises where I’m generally scared of large robots. They feel incredibly powerful and are ruthless in their overwhelming rocket attacks.

Much like the first game, F.E.A.R. 2 is a short experience. And yes, it feels more console orientated in its shooting mechanics, but then again it's closer to a modern shooter in terms of animation and feel.



Neatly, alongside the more colourful visuals, this game has no framerate cap. Back on the Xbox 360 it ran around 30fps, however, on the Series X/S it goes all the way up to a stable 60fps! A neat upgrade in responsiveness and sharpness. That said, man, this game has an overdose of motion blur. Smearing out the visuals more than one prefers at 60fps.

There’s even a small story DLC to mention, before moving to the third title. The Reborn DLC, an incredibly short and forgettable addition. While an interesting story angle, playing as one of Fettle's controlled replicas, it ends up going through a lot of uninteresting environments only for it to end abruptly. It’s by no means obligatory to play, but I guess it’s a neat way of extending F.E.A.R. 2 by an hour.

Overall, regardless of the downgrade in advanced shooter controls and gameplay, F.E.A.R. 2 is more successful as a well rounded product, catering for all the three aspects of gameplay, horror and story.

For newcomers, curious to the series, it’s a neat way of experiencing F.E.A.R. for the first time, while not suffering too much from ageing visuals and controls on console.



Review

Played on: Xbox Series X
Released: 2011

I won’t go into detail of F.E.A.R. 3's difficult development. In short, development was shifted away from Monolith to Day 1 Studios and at one point was meant to be F.E.A.R. 2. Postponed and shoehorned into featuring more action and Call of Duty styled modern warfare, a craze at the time it released. Suffice to say, the quality suffered. I gave it an average three out of six back here.

Nevertheless, I decided to replay it in my franchise playthrough, regardless of my first experience. This time, I went in knowing what to expect, in hope that my experience would be better.

At first it didn’t help. The prison and Favela looking opening levels are generic, ugly and incredibly bland locations. However, after this disastrous opening it actually picks itself up and comes closer to the experience of F.E.A.R. 2.



Sure, there's much more shooting here, and a considerable ramping up in difficulty, testing even experienced shooter fans to their max. The game manages to pull off some solid horror elements too, while not quite as balanced as the second game. Featuring some creepy scenes and zombie-like enemies that attack in larger numbers.

There are some tell-tale features from a bygone era of shooters though, a bad first-person cover mechanic, bringing Killzone 3 flashbacks to mind. Being locked on to a wall of cover never has sat well with in first person shooters and this is no exception. It also tries to fit in two gameplay styles. After all, the story about the two Fettle brothers. Yet, you need to play through the entire game once as one brother then start over to play as the other, rather than letting you swap during play or between levels.

A feature that typically looks cool and diverse on paper lacks the foundation to make it fun by locking it away behind a playthrough. Luckily, the brother you play has the beloved slow-motion, reflex ability from the previous F.E.A.R. games. While the other brother uses a possession ability, allowing him to take control over enemy soldiers, throw and pick up objects to use as weapons, as he wields no guns. The latter brother sounds so lame I haven’t even played him!



Disappointingly, while FPS boosted from 30fps to 60fps, this badly optimised title does not hold the 60fps locked. It fluctuates and falls in crowded scenes with lots of effects. The result is uneven framerate, spoiling the flow of the combat. Probably best played locked down at 30fps or on PC.

It takes a few levels to get going, but after that F.E.A.R. 3 isn’t such a bad experience, mimicking what F.E.A.R. 2 did well. Even with some interesting locations like an airport and a solid robot level.

Not a must play, or bad game, just average and a rather different approach to the F.E.A.R. formula that sadly ended the series and popularity.



Summary

I miss this franchise. I’d love to see it rebooted these days. I tried a demo of similar indie title called Peng 2 on Steam, look into that if you want some of that old F.E.A.R. gameplay style.

For those that have never experienced the series, I’d say try the second game. It's more modern and probably is the best alternative for console players these days, but  do go back to the first game with it's great shooting gameplay thereafter if you enjoy it!

The third and the add-on packages can easily be skipped!