
F.E.A.R. 3 delivers all the hallmarks that define the F.E.A.R. brand: terrifying paranormal experience, frenetic combat and a dramatic storyline.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Italian*, Korean, Polish, Portuguese - Portugal, Russian, Spanish - Spain**languages with full audio support
Engagement
Hours played at review time, across 59 reviews with recorded playtime.
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
One of my favorite horror games.
Рофл, а не игра Проходить онли в коопе, чуть веселей будет. Сюжет, лвл дизайн, музыка, персонажи - сплошная неудача. 2 туповатых брата из 10 Let me crack Alma
No está mal, pero por debajo de las primeras dos entregas. Después de jugar toda la saga F.E.A.R con sus dlcs seguidamente, puedo decir que primero junto a sus expansiones me parece el mejor, quitando su ambientación, que es demasiado repetitiva.
Интересная идея запуска кооперативной третьей части про двух братьев. Но реализация - ужасная; постоянные вылеты, проблемы с сервером во время игры; и в тот же момент соперничество, ибо кто лучше играет, набирает больше очков - тот в конце побеждает. С одной стороны напарники должны помогать друг другу, с другой - мы противники, играя на эффективность. Сложности, даже на самом высоком уровне нет. Сценарий неудачный, шутерная механика, локации нормальные. Враги, сравнивая с предыдущими частями тупые, неинтересные. Максимальный и неправильный уклон в COD. 4 акушера из 10.
Нарешті я зіграв та пройшов цю гру та взагалі всю трилогію. Ось і закінчилась серія FEAR. Та чи назавжди? В тому сенсі, що перша гра задала планку і стала класикою "хоррор-шутерів", друга частина просто була "шутер з елементами хоррору", а третю можна описати: "шутер, який хоче здатися хоррором". Третю частину розробляла зовсім інша студія і команда, і це відчувається в усіх аспектах гри. Сюжет продовжує історію ГГ із першої гри разом із його братом. На цей раз їхні стосунки трохи більше розкриті, трохи розбавили лор та пояснили деякі деталі. В цілому історію можна вважати закінченою. Щодо хоррору: тут дійсно є моменти і сцени які змушують напрягтися, але вони вже не так вражають як в попередніх іграх. Гра в жодному разі не є поганою, але очевидно, що вона слабша за попередні. Тут менше різноманіття зброї. Тепер тут відсутні аптечки та броня. Тепер ти не збираєш прокачку "здоровя" чи "рефлексів", а замість цього знаходиш і збираєш... душі вмерлих. Різноманіття ворогів ніби і є, але вже менше ніж раніше. Зовсім інший звук, музика і атмосфера. Гра така ж коротка як і попередня 2-га частина, тому її можна пройти за 6-7 годин. Тому на один раз можна спробувати і зіграти. Добре, що всю трилогію можна взяти одним комплектом та ще й за невеликі гроші. Грі даю 6,5 із 12-ти, а трилогії 9-ть.
I lament what the game could've been... Years of wanting to know what happened after F.E.A.R. 2 had payed off when the first trailer dropped for the game. The return of F.E.A.R. 1's Point Man paired with Fettel's resurrection from the end of F.E.A.R. 2's short but sweet DLC, what could go wrong? https://www.youtube.com/watch?v=QMcHxdbnFqo A lot went wrong though with the game's long production. No longer headed up by Monolith, WB Games passed the development to Day 1 Studios; who had previously worked on the console ports for the first game and its expansions over to Xbox 360 and PS3. Day 1 worked closely with Monolith to make the game as faithful to F.E.A.R. as possible with its story, settling on the suggestion of focusing on the relationship between the Point Man and Fettel as brothers. Working off of both sequel ideas between Monolith and Vivendi however had early burnout set in for Day 1. With the script unsettled. WB took charge and hired Steve Niles, a comic author and novelist, to write for the game's story and cutscenes against Day 1's objection. Niles recommended getting famous horror director John Carpenter of 'The Thing' fame to help with the game's horror aspects after a failure with another project the two were working on. Unfamiliar with video game design, Niles' approach to the script was more filmic. Day 1, however, was unsatisfied working with the two writers. Associate producer Chris Julian claimed that Carpenter had little involvement with the game and merely stood as a "licensed" selling point and Niles not being as involved with the studio's designers and caused a severe displacement in ideas between the groups, resulting in several years of crunch and delays in development that dragged the game's quality down on release to average and middling reviews. https://www.youtube.com/watch?v=gQ5l19ZzLD8 The story leaves so much to be desired and, at its worst, feels like an insult to both the senses and respect for the original Monolith plot with how dumbed down and Hollwood-esque it is. Before dipping into the plot summary, there is a prelude comic available that takes place right after F.E.A.R. 1 that you can read through quickly here at the game's Wiki page. https://fear.fandom.com/wiki/DC_comic The game takes place nine months after F.E.A.R. 2, seeing the Point Man in Armacham custody and miles away in South America being interrogated by ATC mercs (which imho is the dumbest idea this script has with a mute character). Paxton Fettel manifests into the room and possesses one of the mercs to free him and the two escape to regroup with Jin Sun-Kwon to figure out a way to stop Alma and her "contractions" from tearing Fairport apart and manifesting her nightmares into the real world. All while a familiar figure known as "the Creep" looms over the brothers that forces the two to confront their past. [b]<(SPOILERS)>[/b] [spoiler] This has to be the most contradicting plot I had to wrap my head around when I initially played the game on my old PS3. Where is the F.E.A.R. organization, coordinator Rodney Betters, or other key figures to the story? Why is Fairport completely intact with an mentally insane civilian population when a nuke-worthy explosion occurred at the center of Project Origin? Why is Jin so useless to the plot? Why does Fettel need to yap in my ear with quips and family like he's Vin Diesel? How do you write a guy like Harlan Wade into a villain like the Creep when he wanted to redeem himself for his abhorrent experiment on his daughter in F.E.A.R. 1??? With all these flaws in the writing, it amounts to just being a short comic action romp with little payoff and middle finger to people who remotely think with the game series. [/spoiler] [b]<(END OF SPOILERS)>[/b] Compared to the Lithtech Jupiter EX engine, the game is visually unremarkable. Using the Despair Engine that Day 1 used for their previous underrated console-exclusive game, Fracture, which utilized physics-based destruction and terrain displacement with weaponry and gadgets. None of the sort is put to use in the game, mainly relying on DirectX 11 exclusive features like 4x MSAA support, better shadow filtering... that's it. For a DX11 era game, it's underwhelming without advancements like tessellation. Results in a game that relies so much on post-processing to hide the ugly texture quality, even at the highest settings, which may as well be a result of console hardware scaling. While the physics retains its use of Havok, the utilization is underwhelming with ragdolls flopping around more than flying off. The AI does make a slight comeback; utilizating the famous GOAP technique from previous games, but the execution is pretty poor as enemies that act like the game is a cover shooter. They'll get stuck in certain spots, stand in place to shoot, or charge the player into their deaths without real coordination as a team. Upsetting to see a great piece of gameplay boiled down into a slo-mo shooting gallery. At least up until the game lets you use various EPA models which ramps up the tensions of being overwhelmed even in heavy armor as your enemies are prepped to deal with it by rocket launcher or other EPA's. The sound design is commendable though with the weapons giving off great punch and music, while not as remarkable as Nathan Grigg's work, gives off a higher budget feel to the game that slightly unnerves and spooks players, but not inherently scare players at all. https://www.youtube.com/watch?v=7uQ6-85irow Gameplay-wise, it feels schlocky to play solo. You can feel how picked apart the game is when there isn't a second player involved, of which the game shines more in co-op with a friend. The multiplayer modes, while disappointing to see the old modes gone, do provide a fresh take with its unique modes and might need a whole group over Discord to organize a chaotic server. You're better off buying this game on a sale than at full price. You will be disappointed if you go in with your brain turned on and fresh off of the F.E.A.R. 1 and 2, but at least will have fun with the multiplayer components. [spoiler]Great use of Danzig's Mother though for the credits. Still the game I think of when hearing that song now. [/spoiler] [spoiler]The state of Monolith Production's IPs (F.E.A.R., No One Lives Forever and Blood) in a nutshell: https://www.youtube.com/watch?v=VjZ8hJ3jokg[/spoiler]
Nice Game =)
Edge boy Fettel
[i] «Название F.E.A.R. всё портит)» [/i] В этом весь парадокс данной части: Нет гнетущей атмосферы хоррора, линейный тир с тупым ИИ (в первой части он ощущался лучше), слабый сюжет на шесть часов, нет физики расчленения от убийств, кровь и враги пропадают спустя пару секунд, в общем — возникает мысль, словно это отдельная игра. Если отключить мозг и воспринимать её просто как CoD-like шутан - возможно, даже кому-то и понравится (судя по отзывам), но правда такова: данная часть в 2011 году продалась неудовлетворительно. Студию закрыли, серию заморозили. Вот и думайте. [b] 3/10 [/b]
По геймплею как какой-то паршивый F2P шутан типа Warface или Crossfire. Если хотите ознакомиться с серией, то это не та игра, на которую стоит тратить своё время. Зачем этот буллшит с наградами? Зачем прятать за прокачкой абилки, которые в предыдущих играх были по умолчанию? Почему дизайн уровней такой тупой? Что со звуком, почему он такой плоский? Почему катсцены такие всратые? Много вопросов, а ответ один: потому что WB отдали разработку студии, которая до этого занималась только портами серии, и они, ожидаемо, выпустили посредственный продукт.
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