F.E.A.R. Extraction Point Review
Don't be afraid.
Version tested: PC
What an interesting idea! Remember where F.E.A.R. left off? With the First Encounter Assault Recon team flying away from the mushroom cloud that buried the corpse of Paxton Fettel, apparently about to be thrown back into the rubble as Alma crawled threateningly into the cabin? Well it turns out it was all a misunderstanding. She just wanted to come round for tea. So after going home and having a warm bath, everyone turns up again refreshed and sets out on a new mission, laughing and dancing with Alma, off to investigate another paranormal siege under different conditions, exploring other areas of the horror story spectrum in the process.
Reader, reader! Wake up! Time to go to school!
F.E.A.R, but with wheelchairs!
Were you dozing? I'm sorry - I was just explaining how, in Extraction Point, the chopper went down, you woke up in the rubble, it was night again instead of day, and you were thrust into another trek through the broken city of the first game, off to reach a hopefully safer extraction point in a hospital on the other side of town. The Replica soldiers are back, Alma's back, there are a couple of new guns and some invisible enemies scampering about, and Paxton Fettel's making no apologies. "I know this doesn't make sense. Nothing much does any more," he says, as he comes back to life in the first five minutes. It's alright, Pax - we knew what to expect.
We knew, because single-player first-person shooter expansion packs are always, always, always more of the same. Quake had Scourge of Armagon and Quake 2 had The Reckoning; Half-Life had Opposing Force and Blue Shift; Medal of Honor had Breakthrough and Call of Duty had United Offensive. Half-Life 2 is sort of an exception, but even Episode One was structurally similar, carrying on Half-Life 2's tactic of reinventing itself at intervals to keep the player engaged.
And this is okay. I buy them and I'm rarely disappointed. Extraction Point has lots of corridors, warehouses and industrial bits; lots of slow-mo gunplay separated only slightly from the battles of the main game, with the same excellent AI and well-weighted mechanics; a vaguely palatable extension of the original plot, and not a lot else. And so TimeGate Studios - drafted in to continue where Monolith left off - delivers half a dozen enjoyable hours of the same.
F.E.A.R. hasn't aged a huge amount, graphically, because it looked really nice in the first place (although it's a shame there's still no official widescreen mode). In terms of what you get, it's a monomaniacal sort of shooter, with one big trick that it loves pulling because it knows you'll never get bored of it.
It still looks great played on the best settings.
That of course is the slow-mo gunfights. As you waltz into a new area you hear the crackling radio voice of a Replica troop, and spin in his direction crashing the base of your left palm into the Ctrl (Slow-Mo) and Shift (Zoom) keys as you do, directing a stream of gunfire into his leaden frame. As the game moves through the gears, you'll need to switch weapons to tackle tougher enemies (the Penetrator being better for the armoured troops, while the shotgun or the assault rifle's best for grunts, and the new chaingun's better for pretending you're Jesse Ventura in Predator), practice restraint as you marshal the slow-mo meter, which recharges slowly and needs to be put to good use, and try and avoid over-exposure.
F.E.A.R's enemies are extremely potent, obliterating you in seconds if you try to tackle them in the open without the Ctrl-crutch, and they're not stupid either, moving ably through the deliberately open and maze-like settings, coordinating and generally only worse off than you because they can't meddle with time the way you can. The new, semi-visible enemies and giant mechs of the first game's latter stages make things difficult, forcing you to be even more careful and conservative, and the chances are you'll be fast friends with the quick-save key, and not to the game's detriment either - played out efficiently, a well-managed quick-loaded action sequence is engaging, balletic and not a small bit stylish.
The main thing that F.E.A.R. does well away from the gunplay is the eerie spook sequences - the little screams and flashes that make you jump, and the horrible lucid-dream bits where you're at the mercy of Paxton or Alma or some other disquieting force, blood filling the corridors and weapons useless. F.E.A.R. had lots of these and used them well; when you mount a ladder you turn around as you grab hold of it, rather than doing the silly FPS thing of moving down it apparently head-first, and the third or fourth time you did this Paxton materialised right in your face as you turned, and you almost fell off the ladder. Extraction Point has these bits too, and TimeGate has little trouble adapting to Monolith's lead.
Like Mark Hamill, ED 209 has always been a slave to his best role.
That said, it never quite works the same way for the obvious reason: F.E.A.R's a bit demystified now. If you finished the original game (and you'd have to be a bit silly to buy this if you didn't), then you already know what happened, who's who and why you're able to act like something out of the X-Files. Extraction Point has its own story, of course, and it's fine, but it suffers from the usual rule of expansion packs: they have to make excuses for their lack of plausibility.
Extraction Point also feels a bit contrived for another reason; we're not bored of the combat, which is the main reason it's fun, but the places the game takes you, the events that occur and the way the characters behave is rarely more than expected. New locations, like the church, just blend into the general dark, grey, industrial look of the thing, with little effort made to distinguish them. Only the hospital, reached toward the end of Extraction Point's new run of "Intervals", really offers anything different, and that's mainly because it's the revelation bit.
None of this will be a problem if you simply want a single-player first-person shooter expansion pack, of course. Extraction Point ticks all the boxes. But with everything including the multiplayer modes largely the same, you could achieve much the same effect just by playing the original game again. After all, it's been a year, and you've probably half-forgotten what the story was about anyway. Basically this is still worth a go if you're obsessed with what happened in F.E.A.R, and must know more, but otherwise you'd be better off buying an FPS you haven't played yet, or renting a few horror films instead. Anyway, go back to sleep.
7 / 10
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Comments (47) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Meh for me, I like it
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That said, I couldn't bring myself to finish FEAR, which is a shame. I gave up after I got lost in an office block for several hours, trying to find a way out, trying to find which hole or ladder I had missed, which door switch had escaped my attention, or which piece of tile I had not tredded 75 times before. Why? Because everything, everywhere looks the same in FEAR. It is always night so you simply don't know which directiion you are going, and when you stare out the window you see the same dimly lit landscape.
So in end, I abandoned the idea of trying to progress in the game. Why bother at all? The story has been given away by thousands of websites, and there is (sorry) precious little to go on besides the gunfights.
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I still think Half-Life 2 and Far Cry are better than FEAR, but there are really traces of true greatness in there.
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1) the 'scary' sequences. 9 times out of 10, they weren't scary. Secondly, apart from right near the end, you could never be hurt by any of these encounters. For me this meant when the 'scary' bit came up, I'd think 'great, I can relax for a second'. I'd sorta stretch my arms, yawn, that sort of thing. Not be in any way scared.
2) There were what, 3 enemy models? The AI is pretty clever, but I don't want to see it used in the same squad of grunts throughout the entire game.
3) I liked the slowmo/aiming mechanic but what I didn't like is having it forced upon me. What I mean is that sometimes, I'd like to have fun and take on these soldiers on even footing - that is without slomo or any other nonsense. As the review rightly says it's almost impossible. You HAVE to use slomo all the time to win fights. I'm sorry, but I just found having to do the same thing for whole game very, very boring.
But this is just me isn't it?
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That pretty much sums up the experience of all of us posting here. In fact, most games struggle to keep the gamer engaged till the end - I guess that comes from more emphasis these days of getting games out the door rather than playtesting them in entirety.
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Surely your asking for it?
Although spoilific reviews are annoying I think here it's fair to assume that whoever is considering the expansion has played the first and it's hence not spoiling much really.
Well clearly not then.
:-/
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Well done UL.
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Also I pretty much managed to plug my way through the game by running into a room, slow down, shoot, run out of room, re-charge slow-down, run back into room, repeat.
Less said about the scares the better, I actually ended up laughing at alot of them, cliche Jap horror rip-offs that they were.
*Jumpy bit!* *Men with guns* *Jumpy bit!*
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Monolith have shown in the past that they can create fantastically original levels (namely in NOLF), but that wasn't what FEAR was about. They needed a simple environment they could exploit for the AI.
Complaining about the lack of setpieces is a bit like complainign about a lack of setpieces in Tetris, in my opinion. Hence missing the point.
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FUCKING SPOILER WARNING!!!!11!!!!!!!!11111111111!
Still, thats one game to cross off the christmas list at least.....
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Nah, I disagree. Finally we have a game that brings the genre forward, and now people complain about the lack of setpieces (which are in 99% of all other FPS games).
Personally, I found the lack of good AI in Half-Life 2 a lot more worrying than the lack of interesting levels in FEAR. HL2, while having fantastic design, felt a lot more dated to me than FEAR.
The dream game would be a combination of the 2. Story and design of HL2, AI and combat of FEAR.
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I also never mentioned Set-pieces, I just wanted more variety, to truely bring the genre forward FEAR would have had to have created a way to out-smart the AI instead of just blasting them with whatever comes to hand. That will make FPS games better, clever enemies and clever ways to subvert them. The only way to progress in FEAR was to move into an area and shot everything until dead, then move on.
Basically FEAR got 2 things massively right, and neglected nearly everything else. If those 2 things struck a note with you then FEAR became great, like a big playground filled with guns, if you wanted something more than that then FEAR started lacking.
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On the other hand, the intelligence of AI in FEAR was ALL there was to it. I think here our disagreement is purely based on personal preference, so there will be no end to the discussion. But to your credit, you DO understand why many people (myself included) ended up abandoning the game, and that's fair enough.
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I can definitely agree with this.
I'd also like to add that FEAR's levels become better in the second half of the game. Not a lot more varied, but it becomes one continouus journey (like in Half-Life 1) rather than seperate missions.
Talha: not quite, I was missing a better AI in HL2 nearly all the time, and couldn't help thinking about how much better HL1 had been in that respect. Just like you missed more original levels in FEAR, probably, while I completely forgot about them in the shootouts.
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But then again, it didn't leave me craving more - the story (cliff-hanger aside) wrapped everything up quite nicely - I don't necessarily want to play more levels of the same just because... it's a shame it seems (from the review) that they didn't take things on a stage further.
So I will be getting this, but only when it hits the bargain bins for a sub-£10 price.
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a) You weren't going to win at the end of FEAR
b) That final cutscene as described is that inspired or original
c) It gives away that much of the plot
is it?
Furthermore:
d) You could easily skip a paragraph when you read "Remember where F.E.A.R. left off? With the".
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Have you ever been able to resist looking into the forbidden closet of mystery? If someone posted a link with the title NAKED PICTURES OF HAOWANS MUM!!!11!1 you wouldnt be able to resist clicking on it.
Unfortunately, human nature isnt an easy thing to beat....
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Spoilers Below for lost series 3
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The Smoke Monster pretends to be Ekos brother then kills him but good.
If you are reading this, dont feel angry with me. I just put the information there. I didnt make you read it.
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Am I glad I haven't watched that show then...
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I hope you don't mean *spoiler* that last half hour with all those flying zombies spawning out of nothing? */endspoiler* That was as lame and boring as the HL2 jumpy-platformy end part. The end in-game cutscenes were nice of course.
At least EP has somewhat of a nice last fight, although that's all there's to it. I really saw nor heard anything new of/about the story, you just move to another place and lots of people die (in a very bloody and enjoyable way though) underway. That's my biggest disappointment, and the occasional return of the lame flying zombies of course.
And I don't really feel that slow-mo is necessary all the time, how the hell would you otherwise survive for more than 5 seconds in F.E.A.R. multiplayer (which is completely free but sadly doesn't feature the new weapons)? Really, you'll get used to it very soon.
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I quite liked half life 2...
And I liked fps's when they were new and different, so doom, quake, duke nukem.. all good.
I'll resist the urge on this one though..
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Second, it's definitely fair to say that if FEAR's techniques don't work for you, you will care even less for the expansion. But in the context of single-player FPS expansion reviews, you sort of have to assume that you're talking to people who /do/ already care about the original. Otherwise, why pay attention?
Those things aside, I really enjoyed playing the harder parts of FEAR on repeat because I enjoyed trying to outfox the smarter bits of the AI. It's definitely one of those games where if you play it in a straight line you'll probably come away really liking it, but if you like going back to games you'll enjoy it even more. Which is one of the reasons I'm quite excited about the "Instant Action" arcade-style mode (Sin Episodes-style too, I suppose). I like playing with FEAR; it'll be nice to do it some more even outside the plot bits.
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I urge you to do the same - at least try the demo. It is no masterpiece of immersive storytelling, but man, the firefights are best evah.
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Anyway... it's a bit late to make this comment now but you can play fear without the slo-mo, at least in the original game. It does take a bit more patience. I preferred it that way and it means no more hanging around waiting for the slomo meter to fill up.
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I have played through FEAR 3 times, each on a higher difficulty than the last, and I am still not tired of it. I enjoyed every minute, except for the cheesy horror bits. I could've done without those.
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As for FEAR, like Doom 3 the later stages of the game had all the action IMO. Not Scary really, Doom 3 was scarier in the later stages iD have some really warped people working for them.
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This made a nice change from the usual "your mission is to go to this cool place for a gunfight, have a gunfight, then go to point X, wherupon you'll warp to the next level, which is a totally different cool place for a gunfight" business FPS games usually do. The familiarity of all the offices and car parks and stuff also helped, as I wanted to shoot them all the more =P
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Wouldn't get the expansion pack 'cause its just more of the same........been there done that
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and when you want to get scared turn on the news.