Well obviously that's PR, they have to say it's scary when the question is worded like that. Like I said, it should lose points for trying to be scary when it isn't, but reviewers are overwhelmingly focused on that aspect when there's also terrific gunplay not being given enough credit. I never said it was a minor feature, but it is less significant than the game's core mechanic.Slycne said:See I just can't buy that wholly. That might very well be where the series is now heading, but you don't bring in big names like John Carpenter and Steve Niles to work on such a minor element of the experience.Hobonicus said:I think they should have just stated that this is not meant to be that scary of a game. The devs said before, even with F.E.A.R. 1, that the series is always an action shooter first (they even referenced John Woo films on multiple occasions) and the horror aspect is just meant to make the plot a little more interesting instead of doing something generic.
Also
The devs still very clearly think they have one of the scariest games on the market.From Silent Hill to Project Zero and Dead Space, the games industry has become pretty good at terrifying its consumers. Could F.3.A.R be the scariest game yet?
Yes. We indeed do believe F.E.A.R. 3 will continue carrying on the franchise's tradition of scaring the pants off players in unsettling atmospheres and through unpredictable events.
In fact, we have developed a generative system that allows players to experience the scares of F.E.A.R. 3 in a fresh and dynamic way each time they play. Whether playing co-operatively with a friend or alone in the dark by themselves, the generative system will keep the players on the edge of their seats.
FPS has become a very crowded genre. Are you confident F.3.A.R can compete with the likes of Halo: Reach, Crysis 2 and CoD: Black Ops?
The FPS genre certainly is a competitive market but we are quite confident that F.E.A.R. 3's unique take on co-op will enhance the F.E.A.R. games' hallmark features of paranormal horror, intense close quarters combat, and immersive story-telling to make it stand out from the crowd
Alright but how is "we wanted to recreate the feel of the tea house scene in Hard Boiled" any less PR speak?Hobonicus said:Well obviously that's PR, they have to say it's scary when the question is worded like that. Like I said, it should lose points for trying to be scary when it isn't, but reviewers are overwhelmingly focused on that aspect when there's also terrific gunplay not being given enough credit. I never said it was a minor feature, but it is less significant than the game's core mechanic.
It's difficult to hype up a firefight with PR, it's easy to advertise horror. I feel that most reviewers were biased by FEAR 3's marketing to the point where 75% of every review is dedicated to how the game lacking in scares. Yeah it didn't quite live up to it's marketing, but can't we get beyond that at least a little and review the whole game?
That's kind of the gist I picked up from the written review, and the video pretty well stamped it in gold. Which is a pity, because the first FEAR did a great job with tension (not so much with actual fear, but hey) and the second one at least had its moments. Also, mandatory-for-all-intents co-op does not sit well with me (see: Resident Evil 5).Nurb said:TRANSLATION: It's COD: Haunted house
lol, dead space isnt scary. it was in the first 2 levels but after that it was over. you saw the monsters already from a distance. cant say thats scary. nothing surprised me or created a tense atmosphere. the sound was good though. always hear here and there something (if you have a surround sound system).Subject7 said:I have a confession to make. I'm actually grateful that they toned down the horror cause I can't stand being constantly tense. Heck the only reason I played Dead Space was because I'd already seen a walkthrough of it on youtube.
Shameful I know
It's not mandatory-for-all intents like RE5. The game never makes you pause at a door, call your AI partner to come help, have her get stuck on a rock and make you restart checkpoint. And then force you to manage inventories together and shit.The Rogue Wolf said:Also, mandatory-for-all-intents co-op does not sit well with me (see: Resident Evil 5).
thats a good point. id imagine maybe point man would just be moving extra fast during that time or something...in fact i hope thats the case, because thats a damn funny mental imageMetzeten said:How does the co-op work? If the point man can slow down time/accelerate his perception, wouldn't that then cause the same affect for the fettel player if he was even remotely close?
Does not compute.
Except the issue I see with that solution is that the bullet time causes the enemies to move slower, grenades, bullets (and the contrails), seeing the point man move faster wouldn't account for that....00slash00 said:thats a good point. id imagine maybe point man would just be moving extra fast during that time or something...in fact i hope thats the case, because thats a damn funny mental imageMetzeten said:How does the co-op work? If the point man can slow down time/accelerate his perception, wouldn't that then cause the same affect for the fettel player if he was even remotely close?
Does not compute.
as i understand it, the only reason bullets and everything else are moving slower is because youre activating your heightened reflexes. i dont think youre actually slowing down timeMetzeten said:Except the issue I see with that solution is that the bullet time causes the enemies to move slower, grenades, bullets (and the contrails), seeing the point man move faster wouldn't account for that....
Anyone who's played the game care to shed a little light on the matter?
In fairness, FEAR 2 was a good 12-14 hours. I felt ripped off by the FEAR 3 campaign too.LordOfInsanity said:What did you play it on? Easy? Or not at all? /facepalm
It took me at least 8 hours to play. Standard fare on Normal difficulty.
They really should have kept this exclusive to the co-op. Or just not had fucking co-op at all. I loved the first two games but felt very let down by this one.GrimSheeper said:I played both sides in single player. What I really found to bring me out of the experience was the point system, as mentioned in the video.
Time slows for Fettel as well in co-op.Metzeten said:How does the co-op work? If the point man can slow down time/accelerate his perception, wouldn't that then cause the same affect for the fettel player if he was even remotely close?
Does not compute.