3.03.2009

F.E.A.R. 2 Full Review



Intro

Let me say that I loved the original F.E.A.R. It's pace, atmosphere, visual flair, immense tension, action, use of slo-mo, complexity and air of quality completely drew me in (and scared the shit out of me). While the expansions did add to the story a bit and certainly gave me more gore, ass kicking and goosebumps, they could never capture the immersion of the original game in the 4-6hours. A sequel was a much needed and welcome installment and obviously, it had a lot to live up to.


Atmosphere

As with the original, F.E.A.R. 2 retains the overall feeling of a dark, gloomy, broken world with massive super human activity going on. Frequent encounters with supernatural forces are presented in both a way that flows with the story, but often times completely spontaneous to keep a certain amount of paranoia in the back of your mind. Horror games and movies are very much alike in the way they create the tension and thrill of fear in them, but some simply do it better than others. F.E.A.R. is one of those. Creating an amazing, collectively engaging atmosphere, Monolith used a combination of smooth visuals, impressive audio and events to maintain that level of immersion you simply do not find very much anymore. Every time I played the game, I was glued to the screen.

There are many little things, as well, that really put you in the game rather than leave you feeling like you're just sitting at your desk pushing buttons. Stuff like being able to see your feet clear the railing as you jump over, the first-person view moving uncontrollably as a grenade explodes next to you, or the surprisingly smooth transitions to cut scenes. It's certainly one of those games that you prepare to play. Turn off all lights except your desk lamp, get comfortable, close your IM clients, get rid of any distractions, fire up F.E.A.R. 2.


Audio & Visuals

There's no better way of saying that this game simply looks amazing. It may not push the envelope like Crysis did (keep in mind the graphics engine was based off the original Fear), but I was honestly impressed with how it looked. The world's level of detail was exceptional throughout from start to finish which was further complimented by crisp textures. The lighting was another aspect that stood out to me. Chiaroscuro lighting is used quite a bit in the game to add depth and emotion to the scenery.

It's all nice and dandy having mind-blowing graphics, but they're worthless if a majority of the people buying the game, can't enjoy it due to low frame rates. My machine specs include a AMD 3800+ X2 S939, DFI Lanparty nForce 4 ultra, eVGA 8800GTS 640mb, and 2gb of G.Skill ram,
so certainly not the latest and greatest. I was expecting some pretty poor FPS during graphicheavy scenes, the game rarely dipped below 35 fps....at max settings with 4x AA!! I was very relieved that the old age of my computer didn't stop me from enjoying a game I've been very much looking forward to. It's safe to say this game has been VERY well optimized and will run great on most hardware out there. I experienced no glitches or hangs when playing.

Along with the stunning graphics, some very impressive audio was put in. As I mentioned earlier, you get a sense that Monolith really put its focus into creating a captivating atmosphereto keep you welded to the game; and the audio further represents this. First of all, there is almost always a sonic backdrop of ambient noise depending on which environment 
you're currently in and gives the game a very movie-like feel, as opposed to a game like Half-Life 2 that goes for a more real and isolated atmosphere instead of dramatic, always-being-watched feeling. The gun and assorted sounds were very high quality and well done. I noticed a considerable variety of footsteps as you crunch, crackle or break whatever is underneath you. Music was also top-notch and actually playing a good portion of the game. Not only was there a substantial amount of music, it was also very well timed to flow with the action or suspenseful moments. All of these work together to create a marvelous sensory feast to compliment the shear excitement, uncertainty and mood the story itself supplies.

I did have a few minor complaints about the visuals. One of which would be the slo-mo. This could be personal preference, but in the original FEAR during slo-mo, the center of the screen sharpened, bullet sparks were exaggerated, tons of smoke and blood, bullet trails tracked through the air, and lots of peripheral blurring. In FEAR 2 however, it didn't seem to bring as much joy in pushing the slo-mo button other than making tough times a bit easier. Also, I think they could have made the environments a bit more destructible with a greater number of reactive objects. My only complaint about the audio was that some of the cut scenes seemed to unnecessarily jack up the volume at times.


AI

While the graphics and atmosphere were exceptional, the AI was pretty standard in regards to tactics, but rightfully so. In a game like FEAR 2, you want to be able to round-house kick enemies in the face, shoot two more with the shotgun and finish off with a slo-mo kill to the head. Everyone loves feeling like a bad ass in a game, and you certainly can in this one thanks to the basic AI. In the game, you can to turn larger objects (desks, vending machines, etc...) into cover by flipping or moving it. The AI also possess this ability and use it quite well. They also will aggressively try to flank you, as well as hide behind walls and structures. They will rarely stay together which often makes it tough to keep track of 2 or more in a object-filled room. I was playing on normal difficulty and it was a bit easy at the beginning, but struck a good balance between being challenging while letting me enjoy the game after about a 3rd of the way through.


Overall Impressions

I can't think of many fictional FPS games beyond the F.E.A.R. series and the Half-Life series that offer up such a deep sense of story and atmosphere, but comparing those two would almost be ridiculous, because they both take a vastly different approach to what the gamer will experience as the game progresses in front of them. While HL projects a very raw, connected, and straight-forward story and world, F.E.A.R. 2 simply leaves you knowing that there is so much more going on beyond what you are witnessing, so you're always slightly confused. Every bit of the game helps bring out that dramatic, high tension feeling that we all loved from the original F.E.A.R.

Steam clocked about 8.5 hours of gameplay which doesn't sound like a lot, but didn't feel like it really needed more. I can happily say that this is a sequel that doesn't drop the ball and ruin a great franchise. Any problems or complaints I had while playing the game were minor and hardly affected the gameplay, if at all. The graphics were fantastic, the audio complimented everything beautifully, the story was captivating, and the atmosphere simply locked you into the game. I loved it.






P.S. Go easy on me....this is my first full game review :P Please Comment below though!!

2.27.2009

Global Web Browser Stats

I'm in the middle of making a website for a client and I wondered what the current wave of browser stats looks like and I happened to stumble across a cool page. W3Counter.com has a Global Web Stats page that collects data from some 20k+ websites that use their software. This is probably about as broad as it gets for web stats collection that I've seen. Referring to stats based off of one site like W3Schools.com Statistics pages are helpful for a certain niche, but those are only collected from that one site and the disclaimer at the bottom of the page presents a fair point in the case of W3Schools...

"W3Schools is a website for people with an interest for web technologies. These people are more interested in using alternative browsers than the average user. The average user tends to use Internet Explorer, since it comes preinstalled with Windows. Most do not seek out other browsers."

Oh how I can't wait for IE6 to disappear off these stats lists ;)

2.25.2009

Take Gmail with you when Offline

Web-based Email clients have been around quite awhile and with many renovations to the technology, very few have added substantial features to it. Google, as usual, is one of those and their most recent upgrade is a welcome one.

While web-based email is fine and dandy with the fact that you can hop on any computer, type in your password and access all your messages, is has a major issue. You must have an internet connection. Most of the time, you're just checking or reading new emails, which obviously must have a connection, but what if you need to refer back to an old email? Until now, you'd be out of luck unless you used something like Outlook or Thunderbird. Thanks to Gmail Offline, you can access your inbox (only what you've previously received) without an internet connection.

"Gmail Offline is still experimental and limited to synchronizing a maximum of 10,000 messages. It does not yet provide offline access to other Google features such as Calendar and Documents, but that capability is rumored to be in the works. It is not yet a perfect solution, but it does work rather well."

- Jack M. Germain

For the rest of this in-depth review on TechNewsWorld follow the link below:

http://www.technewsworld.com/story/With-Gmail-Offline-Googles-Package-Is-Almost-Too-Good-to-Pass-Up-66288.html

Link to Google's blog as well:

http://gmailblog.blogspot.com/2009/01/new-in-labs-offline-gmail.html

2.06.2009

Microsoft "Fix It" Solution

What a brilliant idea from Microsoft. Should've thought of this sooner!
The premise is simple: Microsoft will be adding the Fix it button pictured above to various knowledge board articles, enabling users to download an executable file in order to solve common problems. I can't imagine I'm alone in considering that a real stroke of genius.
Via - Trusted Reviews

Call of Duty: Modern Warfare 2 confirmed

Great news. CoD4 was such a great game. I'll be awaiting the new installment from Infinity Ward.
Infinity Ward community manager Robert "fourzerotwo" Bowling has confirmed that the developer's next Call of Duty entry, due this fall, will be subtitled Modern Warfare 2.

"Reviewing some radio-chatter VO we just finished recording for Modern Warfare 2 today," read Bowling's Twitter. "'Cujo Two-One this is Vulture, solid copy on all.'"

Via - Shacknews

2.05.2009

Burnout Paradise PC demo out; entire game

Well this certainly is an interesting way to release a demo.
Less of a demo and more of a trial version, the 2.92 GB download actually contains the complete game, allowing players to check out a few cars and the racer's entire open-world setting, complete with the option to upgrade to the full version.

Alongside 120 single player challenges, the demo packs 8-person online multiplayer.

"You can go anywhere in Paradise City and check out everything on offer," developer Criterion previously explained. "Rather than restricting what you can do, we're letting you play through the start of the full game for a limited period."

Via - Shacknews

Left 4 Dead DLC Detailed

Good news. The first DLC for Left 4 Dead is coming this spring. Valve is releasing a new campaign mode - Survival, along with two new campaigns. Also to be released is the SDK for L4D.
The first L4D DLC - dubbed the L4D Survival Pack -- is due for release this spring and introduces a new multiplayer game mode entitled, Survival, plus two complete campaigns for Versus Mode . A Critic's Choice Edition of the game is also heading to retail stores this spring, and will include access to all the content introduced in the L4D: Survival Pack.

In addition, for PC gamers and aspiring developers, the first Left 4 Dead release for the Source Software Development Kit (Source SDK) will allow the creation of custom Left 4 Dead campaigns that will be discoverable via L4D's matchmaking system. The SDK update is also due for release this spring, and is free of charge to all owners of L4D on the PC.

Via - VE3D

2.04.2009

Starcraft 101 at UC Berkeley

What a class. Too bad they haven't started doing things like this at an earlier age to get kids into various subjects and make learning fun.

It's 6:45 and class is about to start. Throngs of students are starting to crowd the hallway in front of room C230 at the Haas School of Business, deep in the heart of the UC Berkeley campus. There is a noticeable buzz in the air and it looks as if most of the students are about to enter the doors of a rock show, not a two-hour night class.

It's every college gamer's dream: get credits for learning and playing a video game. GamePro was first on the scene at UC Berkeley to attend the inaugural class on the world popular real-time strategy game Starcraft.

Via - GamePro

Games Missing in Action

Good list from VE3D of games we've heard little off lately. All of them look to be great games too.

Sure, we could rattle off some easy picks like Duke Nukem Forever, Diablo 3, StarCraft 2, Alan Wake or Half-Life Two: Episode 3 to fill up some more space, but we're going to be digging a little deeper. Here are our top-5 picks for games we think will get delayed (even after they get an official release date):

Via - VE3D

Windows 7 on Netbooks

Interesting Q&A from Microsoft on how Windows 7 will take advantage and work on netbooks.

PressPass: Almost everyone seems to have an opinion on how netbook PCs will evolve in 2009. What is Microsoft’s view on small-notebook PC prospects in the coming year?

Brooks: The term “netbook” was coined by Intel to define notebook PCs that run on their Atom processor. They’re also sometimes referred to as “mini-notebooks” and “sub-notebooks.” But at the end of the day they are just small, portable PCs, and we’re committed to delivering the same exceptional Windows experience on these machines as any on other notebook or desktop PC.

Over the last 10 months we’ve seen pretty strong demand for these PCs and we expect that to continue in 2009. In fact, research firm IDC recently increased its initial mini-notebook sales forecast for 2008 to 11.4 million, and predicted that number would climb to 42.2 million by 2012.

Via - Microsoft