game dev technical designer/systems designer/tools designer/unreal generalist on other people's video games and also my own video games

also on tumblr and mastodon and bluesky and whatever, same name

I have a friendly game dev chat discord server you're welcome in if you don't be a fuckwit

I made a website for people fleeing Unity called Ugh I Guess I Want To Move From Unity To Unreal (Dot Com)

I made a website for documenting obscure Unreal engine information called Unrealscoops.com

I have an internet forum at IMPROMPTU DOT ZONE



joewintergreen
@joewintergreen

The video game called F.E.A.R: First Encounter Assault Recon gets a bum rap, even though everyone knows it rules. The bum rap is that everyone thinks it's just the AI and the guyshoot that rule in F.E.A.R: First Encounter Assault Recon, when actually a ton else about F.E.A.R: First Encounter Assault Recon also rules.


joewintergreen
@joewintergreen

I really wish Steam Deck had a Shadowplay equivalent... a guy pushed this shelf over to take cover behind it, then when I threw a grenade behind him, he frantically crawled underneath the shelf to escape and got blown to bits. FEAR never stops surprising me.

I mean this is a set dressing shelf, which is actually a cover object that a guy can push over, which is then also a contextual traversal thing for him?? Get absolutely fucked this was 2005


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in reply to @joewintergreen's post:

The horror was something that built up for me over time. It was a nice contrast to horror games where the scares peak and then it turns in to a lukewarm action game. FEAR felt backwards in a good way -- great action where you slowly feel the atmosphere creep over you. Great vibes of being somewhere you're not supposed to be after hours.

I feel like whether horror elements land or not comes down to player interpretation: It's either "this little girl isn't scary, I just took down a whole army" or "I just took down a whole army and I still can't frag this little girl, I'm terrified"

I played F.E.A.R when it came out, I was a late teen who hadn't played any horror games before that (and there hadn't been any horror FPS games like that before). It was a visceral experience - I was so immersed it was like I was there. The graphics blew me away at the time, but I had only just gotten an upgraded PC around that period; I would stand under a light and turn my viewpoint around, mesmerized by the bump mapped textures on the guns and the mind blowing parallax mapping from the decals.
The story kind of flew over my head mostly, but I loved the sense of being in a X-Files like setting. The scares genuinely terrified me (especially the one where you go down a latter and the animation makes you look up, if you know you know), but I kept pushing driven by morbid curiosity.
Weirdly enough, I wasn't initially blown away by the combat. I found it tedious and it interrupted the part that I actually liked most - the suspense, mystery and horror. While I really enjoyed shooters, I wasn't very good at them, so what I tended to do is abuse the slomo ability. I would just hide in a corner until it recharges, then activate it and gun everyone in the head. Years later I learned a more "proper" way to play the combat for a much better experience - ignore the slomo! The (still awesome) environmental destruction and John Woo "if you shoot a stack of paper it must explode into 10 stacks of paper" particle effects create an amazing action set piece every time.
I love F.E.A.R. I still replay it once every few years. Every time I gain an appreciation for some elements that don't notice or completely take in with each consecutive playthrough. And while the scares don't phase me as much as they used to, the final escape with the ghosts still gets me a bit tense. It aged like fine wine.