Audio, Graphics, & Visuals
From the opening cut scene to the completion of the final interval, the combined audio and visuals are a jaw dropping experience.
At first look the environments are gorgeous and have a seemingly endless attention to detail. After the first few intervals however, you will begin to notice the there's not a lot of variety between them. Sure, objects are in different locations, corridors maze through a complex in different directions but you still get the feeling that you've been in same room/environment more than once. Even so the visual effects of fire fights makes up for this lack of variety.
Combat has a truly cinematic feel, raining fire from above, down upon unsuspecting clone soldiers creates a hectic scramble. Between the flying sparks and blood spatters your enemies can duck for cover, flank and attempt to regroup for a counter attack. The rag doll physics engine provides a realistic effect on what can happen after unloading a clip from your assault rifle.
Multiplayer
The multiplayer portion of F.E.A.R. supports games of up to 16 players in two separate team modes. Capture the Flag and Team Deathmatch. Each game incorporates all of the weapons found in the single player campaign as well as the Slo-Mo ability. In multiplay, this ability works at the team level, when activated everyone in the game is affected. The team activating acquires the enhanced slow motion reflexes enabling them maneuver around incoming fire, seek cover, or move in for easier shots at normal speed while the opposing team seems to move in slow motion. The opposing team is not stuck in syrup and can move around normally but will find that their aim and reaction time seems to be off by a fraction of a second.Bottom Line






