![]() |
F.E.A.R. 3 |
FEAR 3 follows on the heels of FEAR 2 is the surprising conclusion, but returns us to the protagonist in the original FEAR, the genetically engineered super-soldier known as Mon point events at the end of FEAR 2 set off a catastrophe of proportions Biblical paranormal in the town of Fairport, and the point man is eager to make his way there and help a fellow former platoon caught in the chaos. Point Man is not alone, however. His brother murderer, Paxton Fettel is along for the ride. Point one can have a bullet in the brain of his brother in fear, but Fettel is not about to let a little thing like being dead keep him down. The brothers form an uneasy alliance, but despite tensions between them, beyond the predictable story. There is a nice feeling of closure to see what will the brothers deal with the painful reality of their shared past, but there are no surprises or fear that will stay with you when the story has run its course.
Point man and Paxton Fettel are playable, but when addressing a campaign alone, you have to play in every phase of the point man opened the opportunity to play Fettel. Regardless of the character you play as a FEAR 3, inside, shooting in the hallway, which shuttles a small area to another, and you see groups of enemies constantly trouble. Although the core business does not improve much during the game, came to an exciting battles remain. Selection of pistols, rifles, assault rifles and other weapons, you can rent ourselves strong, and smooth controls make the goal and the pleasure of shooting. And melee attacks, which have a sliding kick that can send enemies flying like rag dolls, make it fun sometimes to abandon the use of weapons and a lot of enemies.
Most of their time is dedicated to fighting the soldiers of the private army of evil Armacham society, and these enemies will remain alert flanking your position, but sometimes do stupid things like getting stuck going down the stairs. All areas where the shooting took place to provide many opportunities for coverage, but many of the hedge is destructible, and it's a thrill to throw wildly from one position to another as their cover is blown to smithereens. FEAR 3 prevents more shots and more tedious, with periods between aerial combat. For example, a minute spent quiet a few making their way through a supermarket building tension before dirty bullets. And despite the Point Man and Paxton are killing machines occasionally featured opportunity to take control of a literal killing machine and make things very unpleasant for your opponent is very funny.
As the point man, you have a natural advantage in the battle of reflexes unnaturally fast. These can trigger a short period of time in slow motion, it is true that much easier to perfect headshot or manage a huge number of attackers. None of the novel's ability to go into slow-motion shots more, but it's still nice to see the air vibrating in the wake of a bullet whizzes past your head or what remains of the enemy seem to explode into a bloody chaos. Paxton is missing his brother, but increased reflexes to compensate with other skills. Like a ghost, can not pick up weapons (even if he is still vulnerable to bullets), but may suspend the enemy helpless in the air and fly towards the deadly explosions of energy from his hands. It can also be detected by soldiers, even at considerable distance, and it is liberating for zapping the body of the enemy across the room.
Graphics does not work its way into your subconscious. FEAR 3: The graphics are simple, and behind the existing standards. Consequently, living horrible, the streets, and fields from food to fight your way through are not as gruesome as they should be in an environment lacking a convincing level of detail in full you pull in, the sounds are more powerful, loud explosions increase the intensity of the gunfire and gun battles, and the ethereal laments that included spectral visions may disturb you a little ', not even the sight of them.
At certain points during the campaign, you can control the two types of armored power suits. These powerful, heavy contraptions make ridiculous attacks Armacham soldiers, helicopters, and shooting from the sky in these machines is a delicious taste of destructive power.
A counter drain while you live in a body, and if it runs out, you have returned to the spectral shape. But the enemies you kill leave the psychic energy that you can use to charge your meter and extend your time of ownership, encouraging you to take risks and to hide behind cover for too long.
No comments:
Post a Comment