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/vr/ - Retro Games


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7766463 No.7766463 [Reply] [Original]

F.E.A.R. holds up like gangbusters. The crisp, dark shadows and dynamic lighting really make it a standout. It ran like shit on my PC back in '05 but now I can enjoy the game in all its glory and boy is it a treat.

>> No.7766483 [DELETED] 

Imagine a board called "retro" allowing this fucking game to be posted and discussed.
Fuck 4chan and their stupidity listening to a bunch of snot-nosed kids thinking their childhood is somehow "retro".

>> No.7766517

>>7766483
This board never used "retro" in the correct term anyway. Retro means something new that imitates something old. R-type Final 2 is retro. R-type is not.

>>7766463
If you want a real challenge try playign the game with no SMGs and no ARs. You have to realy relay on pistols, shot guns, and really ration the grenades and super guns. Totally changes the tactics you use. Accuracy and melee kills also matter more because you have less ammo.

>> No.7766526
File: 147 KB, 1000x750, 1621228152326.jpg [View same] [iqdb] [saucenao] [google]
7766526

>>7766463
F.E.A.R. was one of the first games to use parallax mapping. It was also the first FPS I had played with full-body awareness.

>> No.7766701

>>7766517
Never did really experiment with the melee combat back in the day so I'll definitely give it a shot now.

>> No.7766843

>>7766517
How is that a challenge? The pistol and shotgun are strong as fuck. Even limiting yourself to not using slow-mo is easy as fuck on extreme. The sequels are much harder.

>> No.7766878

It's all flash. The gunplay is awesome and the destructible environments and the lighting look amazing when there's a gun fight. But then the whole game is repetitive with barely any enemy variety. Monolith's best shooter will always be Blood

>> No.7766883

>>7766878
Blood is easily the most overrated boomer shooter. It doesn't even come close to the level design and gameplay of Duke. Even Shadow Warrior, which is a fucking meme game, soundly trashes blood.

>> No.7766898

>>7766883

Weird I always thought the opposite. Blood > Duke 3d and Shadow Warrior

>> No.7766902

>>7766878
The variety comes from the depth of enemies ai.

Boomer shitters have piss for ai so they need compensate with variety

>> No.7766914

>>7766902

AI totally changes the fact I fight through dark offices with a bunch of hallways 95% of the time

>> No.7766923

I'm still waiting for Shogo 2.

>> No.7766927

>>7766902
>the depth of enemies ai
This is a meme. There is no special AI in fear, it's very simply scripted and highly verbose to give the impression of complex AI.

>> No.7766930

>>7766923

I'd like a shogo 2 also. But get rid of critical damage from enemys. Makes the game so random

>> No.7766932

>>7766914
And Doom consists of the same fucking environment too.

Serious Sam has two environments: dessert and stone interiors

etc.

>> No.7766937

>>7766463
What about fear in 4k

>> No.7766939

>>7766927
It's still more advanced then any boomer shooter ai and nearly all modern shooter ai.

>> No.7766940

>>7766932
Serious Sam 2 has greater environmental variety than any other FPS.

>> No.7766945

>>7766939
No, it's really not. It's very successful at tricking brainlets into thinking it's advanced, but it's no more complicated than half life 1's marine ai.

>> No.7766951

>>7766463
Environments are too ugly and samey, level design basically doesn't matter in the game, encounters are basically the same enemies 90% of the time, weapons feel a little limp and sound pathetic for all the chaos they're flinging around. I have no idea why Fear is dicksucked so much.

>> No.7766987

>>7766927
>they programmed the AI to act intelligent so it isn't real AI!
based retard

>> No.7766994

>>7766932

Play the build engine games

>> No.7767004

>>7766987
>program AI to spout random lines that often have no bearing on what is being done from either party
>wow bro it's so realistic!
Non-based retard.

>> No.7767008

>>7767004
People like it because the enemy is smart with cover, terrain, tries to flank you, spreads out, etc.

You're attacking a strawmen that only likes the game for the audio.

To this day the behavior of fear enemie is still rare. Enemies just pick one spot to use as cover and more or less remain there.

>> No.7767018

>>7767008
>the enemy is smart with cover, terrain, tries to flank you, spreads out, etc
That's inaccurate. You're misunderstanding how the system functions.

>> No.7767020

>>7767008

Fear AI seems good cause of the level design and smart objects. Every arena has like 3 ways to go around to the same place so if the ai meets an obstacle it just goes to another route.

>> No.7767270

>>7767018
Would you care to enlighten us?

>> No.7767285

>To understand Goal Oriented Action Planning – and in-turn how it is used in F.E.A.R. and many other games – we need to take a look at the theory from which it derives from: an existing AI technology known as automated planning. Automated or 'AI Planning' is a process whereby a system attempts to figure out a sequence of actions that will achieve a distant goal set upon it by a designer: this is called a plan. To do this, we model the problem in some sort of language or encoding that tells us all the information that can be true about the world at that time. These are known as facts or predicates. Where a simple fact tells us something we might need to know at a later point in time. We store all of the predicates we have about how the world looks like at any point in time within what’s known as a state. For example, consider a closed Door we label as ‘Door1’. I might want a non-player character to open Door1, so I need to know in a predicate whether it’s open or closed. So the current state of our world is one closed door. Now given I have this information I can build an action that allows me to open it.

Imagine having a debate about a well documented part of a games development

>> No.7767294

>>7767020
That complexity is part of why the game can work with only a few enemies.

The objects and level are much more impactful on then boomer shooters. I'm not saying boomer shooters are bad.

>> No.7767303

>>7767285
>Goal Oriented Action Planning – or GOAP for short – adapts STRIPS planning – the Stanford Research Institute Problem Solver planning system from 1971 – for use in games. Leading development on this project was Dr Jeff Orkin, the AI lead for Monolith Produtions. Detailed in Orkin’s 2006 publication at the Game Developers Conference whilst studying his PhD at MIT Media Lab, the GOAP system is driven by a Finite State Machine. A Finite State Machine is a system whereby an AI exists within one state of behaviour and then based on an event occurring will transition into another one. However, the FSMs adopted in Half Life, have over 80 unique states exist in the codebase. Although whether that state was available was determined by the type of character that the state machine was controlling. However here in GOAP, the Finite State Machine has only three states:
Moving into a position in the world.
Playing an animation.
Interacting with what is known as a smart object: an item in the world that AI characters can interact with.

Now you might be a little confused how this works, but it’s all based on a really clever observation of how non-player character AI works. If you consider an enemy in a game, all they do is play animations in certain circumstances. It’s when that animation is played in the right place at the right time it appears clever and when several clever animations are played in a sequence, it appears intelligent.

>> No.7767305

>>7767285
You see, the FEAR AI knows where the player is at all times. It knows this because it knows where the player isn't...

>> No.7767317

>>7767303
>So let’s take a deeper look at how GOAP is applied in FEAR. Portions of the games C++ codebase have been publically available for some years now. First with the original FEAR SDK being released by Monolith, followed by the FEAR public tools as modders have continued support for it. And with very little effort you can crack it open in Visual Studio and read through the AI source code. So let’s walk through how GOAP is applied within the codebase and for those wanting to try their hand themselves I’ve left links in the description for you to check it out. Each AI character in FEAR that has any sort of AI, needs to have goals assigned to it. These goals are ones that the planner will run a search through the action space in order to find a plan of action for that character to execute. This applies to all active non-player characters in the game, from the soldiers and assassins to the nightmare spectres at the end of the games and even the rats that are running around on the ground, which is a super important point I’ll come back to in a minute. This means that the other characters, such as Jin Sun-Kwon and Jankowski, and even Alma herself are all scripted by designers.

>> No.7767342

>>7766878
I don't understand this mentality. You just described the perfect game and said that that's bad because of lack of "enemy variety". Is this doomfag brain? I guess so. The last thing I give a fuck about in my shooters is "enemy variety". I can only think that would detract from it.
Like when john woo action is the dream... how stupid would it be to have special fat slow guys appear who are immune to bullets...
FEAR would be better without the tank cunts

>> No.7767371

>>7767285
People talk about two different things. Some people think "AI" means the character doing the tip-over-shelves-to-make-cover animation. Other people understand that shooting game AI is actually the environment design and enemy behaviour working together to fight the player in a way that feels responsive.

God knows what this block quote wall of text person is trying to say since 90% of the quote content is prevarication. State a claim, cunt

>>7767305
kek. that meme is how orientation really works though

>> No.7767420

>>7766914
While Duke went for the sleazy environments, Fear devs consciously picked the most boring environments like offices and warehouses to juxtapose the weird shit. It's not an excuse, it's just really weird that they wanted 90% of the game to be in the same two areas.

>> No.7767442

>>7767420
Doom repeats environments.

>> No.7767447

>>7767342
The biggest failings of FEAR are the absolutely fucking embarrassing weapon animations, and the bafflingly poor level variety. I wouldn't be surprised if the former was related to engine limitations, but there's no excuse for the latter. Fortunately, FEAR 2 fixed both.

>> No.7767469

>>7767442
...Yes and? Doom is a 1993 game whose maps were nonsensical labyrinths. I'm not sure what this has to do with Monolith deliberately picking boring everyday environments as an aesthetic.

>> No.7767478

>>7767447
But FEAR 2 was just Call of Duty with a spooky story. That's what happens when you make a game so successful that a AAA company wants a piece of it. FEAR 1 may lack variety, but it's infinitely more replayable than FEAR 2.

>> No.7767487

>>7767478
FEAR 2 is better in every way, and is much more challenging.

>> No.7767489

>>7767469
Be consistent. Either repetative environments are bad for a game and its a huge mark against Doom or its fine and its not something to bitch about in FEAR.

>> No.7767494

>YOU SEE THE AI ONLY PLAYS ANIMATIONS AT SPECIFIC POINTS TO APPEAR LIKE REAL AI HERE'S A SNIPPET OF A NORMALFAG-FRIENDLY EXPLANATION OF HOW THE CODE WORKS TO PROVE I DON'T KNOW WHAT I'M TALKING ABOUT
you don't even deserve a (you). ask me how i know you don't know what the fuck you're talking about, faggot. kys.

>> No.7767498

>>7767447
>embarrassing weapon animations
Product of the limitations of having a full player character body I imagine.

>> No.7767502

>>7766878
As much as I love Blood, its average enemy variety is only partially improved in Plasma Pack. For cultists, obviously.

Blood's strongest points are weapon variety, level design, visual and sound design and setting in no particular order.
There is one other thing I'm struggling to put into words which is probably best described as feedback and interactivity. When underwater with a diving suit on you see some of the diving suit's helmet, not just a filter on the player character's viewport. Similar with being set ablaze. Or being choked by a disembodied hand. A lit dynamite bundle's fuse is visibly burning out. But this is not limited to weapons or Caleb's states because this "things must be intuitive for the player whenever possible" approach is everywhere. I wonder what could be created if Monolith had modern technological capabilities 24 years ago. Although perhaps it would have died due to mismanagement and featurism instead, like some ambitions projects actually did.

>> No.7767513

>>7767489
Well, first of all, I think you're forgetting that more than one person can browse a thread. As to your dumb point, I have different expectations from a floppy DOS game, you retard.

>> No.7767526

FUCK!

>> No.7767532

>>7767487
I believe that taste is subjective. But I also believe that your taste is bad.

>> No.7767539

>>7766526
>F.E.A.R. was one of the first games to use parallax mapping
Hitman 2 did it 3 years earlier

>> No.7767541

>>7766902
It's cool the first time the enemies kick a table out for a makeshift cover. It's less cool the fifth time realizing that you're just going to grenade and bullet-time through every encounter anyways

>> No.7767713

>>7766463
quintessentially retro

>> No.7767735

>>7767532
It's as close to a perfect sequel as a game can get.

>> No.7767812

HE'S TOO FAST

>> No.7767885

>>7766517
>This board never used "retro" in the correct term anyway. Retro means something new that imitates something old. R-type Final 2 is retro. R-type is not.


Finally someone else who's not an idiot

>> No.7768009

>>7767885
>>7766517
it wont matter though. retards will still keep insisting on using it the way it always has been here, and we will surely all have this discusion for the umpesth time

>> No.7768241

>>7766463
>Buy FEAR Complete Pack
>Includes 6 items: F.E.A.R., F.E.A.R. 2: Project Origin, F.E.A.R. 2: Reborn (DLC), F.E.A.R. 3, F.E.A.R.: >Extraction Point , F.E.A.R.: Perseus Mandate

>Package info 54,99€

I'll take your word for it.

>> No.7768646

>>7766517
>>7767885
Any other terminologically correct retro games besides Bioshock?

>> No.7768780

>>7767487
I gave up on Fear 2 after like an hour. It just felt like I was playing a heavily downgraded Fear, with less controls and less decent encounters. Especially coming off of Extraction Point it felt like a huge leap down in level design.

>> No.7768790

>>7766463
Stalker. Splinter cell and fear. Have the same good lighting.

>> No.7768792

>>7766463
I dont remember fear being a ps3/xbox 360 game. I thought it was earlier than that.

>> No.7768962

>>7768792
It was original xbox

>> No.7768973

>>7767487
fear 2 is dogshit, and you're a retard.

>> No.7769107

>>7767539
I think you might be confusing normal mapping with parallax mapping. The latter having not been used in games prior to 2005.

>> No.7769117

>>7767487
I'm sorry anon but no. FEAR 2 is not a bad game but it lost a lot of what made the first game so timeless which is why no one remembers it.

>> No.7769126

>>7768792
It was ported to ps3/360 shortly after release by a different dev team.

>> No.7769137 [DELETED] 

In addition to parallax mapping (pic related) F.E.A.R. was one of the first computer games I can recall using post processing effects like blur and depth of field. I remember stuff like that being more common on the PS2 than the PC.

>> No.7769148
File: 123 KB, 1024x768, fear_pm_03.jpg [View same] [iqdb] [saucenao] [google]
7769148

In addition to parallax mapping (pic related) F.E.A.R. was one of the first computer games I can recall using post processing effects like blur and depth of field. I remember stuff like that being more common on the PS2 than the PC.

>> No.7769156
File: 64 KB, 1024x768, fear_blur.jpg [View same] [iqdb] [saucenao] [google]
7769156

>>7769148
Example of the blur effect. This killed my performance on release.

>> No.7769160
File: 99 KB, 1024x768, fear_volumetric.jpg [View same] [iqdb] [saucenao] [google]
7769160

>>7769156
Also the first game I played with volumetric lighting. Truly a game of the future.

>> No.7769534

>>7769117
You're thinking of 3. 2 is very well-loved.

>> No.7769745

>>7769534
I'm sorry anon I couldn't take 2 seriously with its dumb glowing enemies during slow-mo mode.

>> No.7769838

>>7769745
Sucks for you.

>> No.7769858

>>7766517
>You have to realy relay on pistols, shot guns

Literally the best weapons in the game... pistols somehow have a better head shot kill % then any another weapon

>> No.7769884

>>7766902
>The variety comes from the depth of enemies ai.

Maybe console fags thought it had great AI, but on the PC it's nothing special and very basic and easy to break. The enemies literally just spawn in place and wait for you to get to their section before becoming active, they don't any have real intelligence or tactics, it only seems that way because of the corridor level design and the devs knowing the player will have to move down each hallway to progress. Once you get to an area with stairs the AI shows itself to be the retards they are because they do not react well to having the player either being above or below their height. And there are plenty of sections where you can simply turn around and run away and the AI will backtrack themselves and reset in the their original spawn positions again, because that's all they are, robots. Very dumb robots who don't know what to do when the player isn't in their designated spawn hallway section

>> No.7769927

>>7766463
I can agree Fear is good, unlike RtCW or Far Cry 1.

>> No.7769934

>>7769884
Sounds like you just went out of your way to have no fun.

Go in guns blazing and its one of the best campaign experiences of it's time.

>> No.7769940

>>7769884
>Maybe console fags thought it had great AI
Expert, veteran PC gamer here. I think FEAR has great AI.

>> No.7769945

>>7769934
>Sounds like you just went out of your way to have no fun.

You can't have it both ways, you cant say the AI is super intelligent and smart and then never actually test that theory. Also if you never broke the AI even on accident in the stairwells or any area where you're above them on a balcony then you might not be very intelligent yourself, that just shows you weren't using tactics from your end

>> No.7769968

>>7769945
Whether the ai is good is a comparative question. Its is objectivily better then the vast majority of games that came before it and even modern games. The fact that it has flaws does not negate this.

You seem like you are just trying to 1up the FEAR fans by harping on about this stuff like. You've already starting telling people they are not "intelligent" if they don't share your opinion. Did FEAR developers kill your parents or something?

>> No.7769992

>>7769968
>The fact that it has flaws does not negate this.

The only reason you ever thought it had good AI in the first place is because of the level design. It's funny that you could actually be properly praising the devs for something they did do correctly, but instead you're still being duped into thinking it was the AI that was smart all along. The devs did a great job with the map design and AI spawn placement/spawn triggers. So much so that's it's still tricking people 15 years later, lol. But no, there's nothing special about the AI.

>> No.7770040

>>7767342
It's not just enemy variety. It's the environments that are pretty much the same the whole game through. It gets boring seeing almost the same shit the whole game. The gunplay isn't mechanically pleasing. It's aesthetically pleasing and that gets boring after a while.

>> No.7770042

>>7769945
>you cant say the AI is super intelligent and smart and then never actually test that theory
But that's literally every single FEAR thread.

>> No.7770046

>>7769927
RTCW is really good until the catacombs, and FC1 is really good right up until the trigen appear.

>> No.7770127

>>7769992
The reality is that all game A.I. ever do is move around and play animations. A.I. going for cover is just moving to some position, and then playing a duck or lean animation. An A.I. attacking just loops a firing animation. Sure there are some implementation details; we assume the animation system has key frames which may have embedded messages that tell the audio system to play a footstep sound, or the weapon system to start and stop firing, but as far as the A.I.’s decision-making is concerned, he is just moving around or playing an animation. In fact, moving is performed by playing an animation.
>But no, there's nothing special about the AI.
It literally is special in how it manages the complexity of the environment and animations.

>> No.7770325

>>7770127
If you had a background of playing real milsims like OFP/Arma where the AI literally has to think in a dynamic environment with no scripting and can be behave completely randomly depending on what's going on around them, or even played any tactical shooters before like the old R6, original Ghost Recon, SWAT, then you would not be as blindly retarded as you are about FEARs AI. The fact that you never even tried to use tactics against them in the first place and just ran directly towards them, which you claim is the 'correct' way to play just shows what a fucking moron you are who is incapable of thinking outside the box and challenging the AI at all. If you behave in any way that the devs didn't intend for the player to behave, or use real tactics that you be using by default in any other tactical shooter then the AI of FEAR completely falls apart. The AI itself turns off once the player is far enough way, the entire gameplay experience is based around close in meticulous scripting and spawn placement. I'm not saying this a BAD thing, this is just what the devs did to achieve a believable experience, the AI itself however is not intelligent.

>> No.7770348

>>7770325
>real milsims like OFP/Arma where th
boring shit

>> No.7770360

>>7770325
>The fact that you never even tried to use tactics against them in the first place and just ran directly towards them, which you claim is the 'correct' way to play just shows what a fucking moron
Woman moment? I'm not the anon who made such claims. Also, I never played OFP or Arma (because they're shitty games). I did play Rainbow Six, Ghost Recon and SWAT - all of which I enjoyed immensely.
>this is just what the devs did to achieve a believable experience
This is what matters in an action game.

>> No.7770452

>>7770360
>I'm not the anon who made such claims.

You're the one that keeps responding and thinks the AI is intelligent. The enemies in the original MoH on the psx behave exactly the same way. The AI in fear is not special

>> No.7770529

>>7770452
It's painfully obvious that you don't know what you're talking about. You believe FEAR's AI is all script when, in fact, it's complex and dynamic. Anyone who has played the game knows this.

>> No.7770629

everything in every video game is scripted. what the fuck am i reading?

>> No.7770874

>>7770529
It's not.

>> No.7770908

All I want from a game's AI that makes it "smart" to me is not running into my fire/running into where I obviously will fire.
And they have enough sense not to do that so it plays about as realistic as I can conceive of a shooter playing

>> No.7770972

>>7770908
Tarkov has good AI.

>> No.7771423

>>7770046
RtCW is great after the catacombs too. I didn't even find the catacombs that bad but the drop in enjoyment is very real, no argument here.

>> No.7772036

>>7766463
I played FEAR for the first time about 2 years ago... and it has really ruined my love for FPS games, because others dont even come close to how great FEAR is.

>> No.7772045

>>7769126
The PS3 version is absolute shit, but still awesome because It's FEAR.

>> No.7772540

>>7772045
It's kinda cool how some of those advanced shooters of the mid 00s actually got ported to console. Like HL2, for example.

>> No.7773054

>>7769148
>completely immersed in FEAR
>after Intense firefight marvel at the environmental carnage I have wrought
>notice that the wall holes all look similar
>can see how they did it after looking at it from every angle
>even more impressed with this game

FUCK ME IN THE ASS that is some premium technology nostalgia

>> No.7773173

>>7766526
>It was also the first FPS I had played with full-body awareness
iron storm

>> No.7773180

>>7769534
>2 is very well-loved
imagine believing this

>> No.7773184

>>7770046
>>7771423
I like the catacombs, what's the problem?

>> No.7773209

>>7773184
Fighting a bunch of copy-pasted damage sponges through brown corridors isn't fun.

>> No.7773210

>>7773173
That reminds me. Halo 2 did it as well.

>> No.7773450

>>7773209
I like how they explode

>> No.7774479

>>7773184
Second anon from the reply chain here. The catacombs were good for about 2 or 3 rooms while it was still new and unexpected, also when you meet the flamer guy. Everything else was really dull and repetitive. I do not hate them but I do not relish the prospect of returning there either.

>> No.7774510

I replayed FEAR recently and I agree that it holds up well, however it does begin to fall apart near the end mainly because you barely have any fights at all in favor of more walking and those gay ghost "fights". I wish the final elite replicas were a bit more than just a recolor, you fight so few of them you'd think they'd change something.

>> No.7774798

>>7774510
FEAR is always at its best with the straight fights, yeah. The game's attempts at spooks were real half-hearted, and the expansion packs doubled down on it real poorly.

>> No.7775206

>>7774798
Yet another reason why 2 is so much better.

>> No.7775216

>>7775206
>2 is better
>with its annoying emaciated enemies that crawl out of the woodwork to try to strangle you
no

>> No.7775228

>>7775216
>enemies that are both spooky and combat effective
>non-animated "ghosts" that float towards you in a straight line and poof into smoke when they collide with you or are shot
Pick one and only one.

>> No.7775597
File: 380 KB, 1296x1584, 1610395579159.jpg [View same] [iqdb] [saucenao] [google]
7775597

>>7769160
>>7769156
>>7769148
>Let's plaster on all these cool effects that no PC on the market could ever dream of handling well

It was a different time.

>> No.7775839

>>7767442
t.never played past Episode 1

>> No.7775843

>>7775597
>sub 30fps at 960x540, medium settings, no AA
Ahhhh brings back memories.

>> No.7776240

I used to play this on a 6600 and it wasn't /that/ bad unless smoke was involved. Smoke particles tanked performance to single digits.

>> No.7776247

>>7775597
Despite it's impressive tech and wonderful lighting and shadows, Riddick is a very ugly game. That screenshot looks like something out of Quake 4.

>> No.7776251

>>7766463
The game is boring and repetitive

>> No.7776268

>>7766878
"Enemy variety" would spoil gameplay. Try imagining what that would look like. Guys with weak spots? Eh, they have guys with flamethrowers you shoot in the napalm tanks in the sequel, they aren't that fun. Enemies with projectiles? That's the robots, otherwise it wouldn't make sense in the setting. Enemies that teleport around or have weird telegraphed attacks? Shit idea -- you already have perfectly suitable cloaking ninjas. So, Monolith did the best for what this game actually is.

>> No.7776272

>>7766940
And it's extremely superficial compared to the original games. Fewer secrets, fewer forks on your way, exploration is very boring.

>> No.7776273

>>7767420
And I love fear for that. What other game does offices well? I can only think of Condemned. The emptiness with the ambient soundtrack feels excellent.

>> No.7776372

>>7776273
The sound design is really good. I've been replaying the game with an Audigy Rx sound card and the EAX HD option sounds awesome.

>> No.7776725

>>7776272
Nah, the level design is vastly improved.

>> No.7777952
File: 110 KB, 1000x750, 1595815611349.jpg [View same] [iqdb] [saucenao] [google]
7777952

>>7776247
Speaking of ugly games.

>> No.7777958

>>7767270
No.

>> No.7778079

>>7766927
>It's scripted
>Even though it's infamous for playing out differently every time
k

>> No.7778108

Reminder nothing else is worth playing after Extraction Point.
>>7766526
>F.E.A.R. was one of the first games to use parallax mapping
No it fucking wasn't. Butcher Bay did it a year prior, on the Xbox no less.
>>7766883
>boomer shooter
Opinion discarded.

>> No.7778116

>>7778079
>it's infamous for playing out differently every time
Which youtuber told you this?

>> No.7778920 [DELETED] 

>>7777952
That doesn't look ugly.
>>7778108
No it fucking wasn't. Butcher Bay did it a year prior, on the Xbox no less.
Yes it fucking was, retard. Butcher Bay does not use parallax mapping. It uses normal mapping.
>>7778116
>load map
>enemy goes that way
>reload map
>enemy goes the other way
No youtuber required.

>> No.7778924

>>7777952
That doesn't look ugly.
>>7778108
>No it fucking wasn't. Butcher Bay did it a year prior, on the Xbox no less.
Yes it fucking was, retard. Butcher Bay does not use parallax mapping. It uses normal mapping.
>>7778116
>load map
>enemy goes that way
>reload map
>enemy goes the other way
No youtuber required.

>> No.7778928

>>7778116
>enemies in FEAR
>react to seeing an ally get shot in front of them, choosing to stay back and camp the corner or use grenades instead of doing a conga line like a bunch of retards in every other FPS.

>> No.7778958
File: 35 KB, 320x320, Fear_pointman.jpg [View same] [iqdb] [saucenao] [google]
7778958

Is there ANY way to make blood decals permanent?

>> No.7778984

>>7778958
It's got to be possible but I'm not sure how. Maybe try looking through the config file. There's at least one mod that makes all the decals stick around but it also adds a bunch of other bullshit to the game.

>> No.7779024

>>7778079
It doesn't play out differently each time per scenario, the AI has a few things it will do set to triggers that the player Hiram if the player is given three paths forward in a firefight the ai will have 3 positions it'll take in response. You could actually do this in a lot of games from ~1998 onward. Unreal had similar triggers and pathing for instance.
It is fake, but that's what "artificial" means.
Half life 2 actually has some dynamic AI that does similar things without the same preconfigured paths, but the enemies are so weak you pretty much don't notice. They just get plowed over before they have a chance to impress you.
Their call outs are too garbled too so you can't hear them say "he's flanking us" or "I'll take point" or whatever like FEAR has.

>> No.7779030

>>7779024
>Hiram
Absolutely...
Phone posting.
That the player hits.

>> No.7779036

>>7766463
One of my favorites!
Personally, I love walking through the same god damn corridor the entire game, walking through empty sections, only to hear radio chatter. See enemy, slow-mo

>oh shiiiiiiiitttttttttttttttttttttttttttttttttt
>flank!
>Retarded attempt to flank
>Ahhhhhhhhhhhh!

Rinse and repeat the whole game with cringe "scary" story that fails miserably.

>> No.7779049

>>7779036
Wow you really captured that /v/irgin vibe

>> No.7779074
File: 158 KB, 1024x768, fear_14.jpg [View same] [iqdb] [saucenao] [google]
7779074

>>7779036
>cringe
This post reeks of estrogen.

>> No.7779075

>>7779036
t. aspie that got spooked by the little girl then stopped playing

>> No.7779089

>>7766517
The pistol and shotgun are the best guns in the game though

>> No.7779097

>>7779089
I thought the railgun sniper rifle was honestly the best despite ammo shortages.
Is it viable to try to take down power armor with a shotgun or is it suicide?

>> No.7779493

>>7778924
>That doesn't look ugly.
I too love the plastic action figure aesthetic.

>> No.7779508

>>7779493
>muh plastic
I don't care about your shit opinion. I know, firsthand, that F.E.A.R. looks good.

>> No.7779554
File: 484 KB, 2560x1024, orange.jpg [View same] [iqdb] [saucenao] [google]
7779554

>>7779508
Not an opinion, that's just a straight fact. I don't even hate it, but it is what it is.

>> No.7780386

>>7778928
That's not how the AI works lmao.

>> No.7780472

>>7766463
Thanks for the thread, anon. Got me to replay it again.

>> No.7780498

>>7780386
>lmao
This is literally how the AI in F.E.A.R. works:
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf

>> No.7780652
File: 363 KB, 1440x2160, new retro game.jpg [View same] [iqdb] [saucenao] [google]
7780652

>>7767885
Oh ok in that case Door Kickers is a good game.

>> No.7780697

>>7780498
You said that it plays out differently every time. Literally nothing in your link supports that assertion at all. You just fucked up your own argument, nice job.

>> No.7780913
File: 92 KB, 682x394, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
7780913

>>7780697
Oh really?.

>> No.7780997

>>7778958
Rivarez mod

>> No.7781050

>>7780913
That doesn't support your claims even in the slightest. Why do fearfags always choose this hill to die on?

>> No.7781051

i'm not reading the whole argument between you two but I just want to give my anecdote - i've mentioned on here before - i played one single corridor in the demo something like ... at least 500 times. 10x per day for several months.
versing the same 5 guys who spawn/activate as i pass the same point.
And i never found it boring because I could never just kill them by lining up where I knew they'd go.
There's some movie where someone does that - just replay (including performing your own actions the same) until you have foresight of how enemies are going to react and so you place your next shot where they're gonna go - you can't do that in FEAR

>> No.7781691

This thread finally got me to play a little bit more of FEAR, got bored instantly within 10 minutes. Doesn't matter how "smart" or "reactive" the AI is, the world is boring as shit. FEAR's combat is the only thing it has going for it, and even that gets stale quickly.

>> No.7782018

>>7766463
FEAR 4 early access webms

>>>/wsg/3944838
>>>/wsg/3944845
>>>/wsg/3944848
>>>/wsg/3944852

Not long now bros.

>> No.7782247

>>7782018
>sprinting
>stamina bar
>no sign of leaning around corners
Fucking dropped

>> No.7782371

>>7782247
That ain't Fear. Looks like Trepang2.

>> No.7782747

>>7780697
>You said that it plays out differently every time
You're replying to the wrong anon.
Besides.
>>7778924

>> No.7782760

>>7782747
>enemy goes left
>enemy goes right
>it's different every time! :^)

>> No.7783162

>>7782760
>Enemy takes cover
>Enemy flanks
>Enemy knocks over object
>Enemy tosses a grenade
Yes.

>> No.7784206

>>7783162
Reality:
>player enters scripted activation radius
>enemies approach and start spouting off voice lines as player activates slow-mo and instantly guns them all down
Wow.