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From: candycanearter07 <candycanearter07@candycanearter07.nomail.afraid>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: Bye Bye, Monolith
Date: Wed, 5 Mar 2025 22:20:02 -0000 (UTC)
Organization: the-candyden-of-code
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Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 15:35 this Saturday (GMT):
> On Sat, 01 Mar 2025 03:26:15 +0000, ant@zimage.comANT (Ant) wrote:
>
>
>>I enjoyed FEAR 1 game after trying its demo. I never got its sequel 
>>though. :(
>
> "F.E.A.R." had its moments. It was an absolutely gorgeous game for its
> time, rivaling many of its contemporaries. It had some honest (if
> predictible) scares and generally maintained a good atmosphere. The
> mechanics of its combat were excellent, with terrific AI, satisfying
> gun-play and fun bullet-time. But it wasn't without its faults either;
> a lot of the levels dragged on, good chunks of the backstory were
> hidden in answering machine messages (which, if you stopped to listen
> to them, slowed the game's pace even more) and there was a lack of
> variety in level design. 
>
> It really was a very uneven experience, with some great highs followed
> by a lot of slogging through 'more of the same'. So... a typical
> Monolith game. ;-)
>
> "F.E.A.R. 2" was utterly forgettable; its story went nowhere, its
> gameplay was simplified for consoles, and it generally didn't do
> anything too novel or exciting. It was more for the sake of more. It
> didn't really help that the story and setting for the first game
> didn't really take to being expanded into a longer tale; all the
> additions made to the world just started to feel ludicrous, and this
> cost the game a lot of its vaunted atmosphere. 
>
> And then there was "F.E.A.R 3" (or "F.3.A.R" if you want to be 100%
> accurate). But at least that we can't blame on Monolith...


So the rule of sequels has been proven yet again :)
-- 
user <candycane> is generated from /dev/urandom