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Unreal is a good game and worth a buy and play but between the two get Fear. Its a better game and a newer one. It pioneered the destruction of walls like out of The Matrix...even having a lobby shootout. Fear and the sequels...which were not as good as the original...were very good games. I m guessing there isn't any multiplayer to speak of now but that was great fun back in the day wit ha shotgun :)
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rtcvb32: Double Ditto. Things more horror themed have never mixed well with me. Kinda funny that if a game hits a certain level of tension or stress on me, i'll quit without looking back... alright i'll look back unhappily, but i haven't yet touched a game that stressed me too much. Curiously FPS's in general usually stress me out, which is why i don't enjoy them usually that much.
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HunchBluntley: It's not that I dislike horror themes in games; I literally don't care one way or the other about them being there, as long as the gameplay's good. One problem is that the "horror" is usually really cheap (jump scares and gore), and frequently they go for really far-out/absurd sources of horror, or leaven the horror with really cheesy dialogue. In short, it's a hard genre to do well. (I'm not a fan of horror movies for the same reasons -- I'm usually either rolling my eyes and cracking wise through the whole movie, or it's "gore porn", which I don't even understand the appeal of.)

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Strijkbout: Both games are good imo and agree with the posters here, maybe you want to add S.T.A.L.K.E.R. too on your wishlist.
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HunchBluntley: Oh, it's on there. =)
Even if you removed the horror elements and jump scares from F.E.A.R., what you'd have is still an extremely reflexive, high action and adrenaline pumping FPS with extremely satisfying gunplay. Not to mention, the time slow mechanic is just fucking COOL, man. There's nothing like beasting through a darkened room full of Replicas with a tactical shotgun, while the lights go haywire and bodies go flying in slo-mo, or playing peekabo with a massive mech firing rockets at you in slow motion, while you wonder if your healthpacks will even hold out for this fight, or kick yourself for not grabbing that grenade launcher or rocket launcher. Even if you took out the genuinely creepy elements, the base of the game is wrapped up in high action moments that go from zero to 60 at the drop of a hat, with enemies leaping from platforms to flank you, while some take cover to lay down suppressing fire on you, once they realize that you're there. Don't get me wrong, Unreal is a classic, but it's also mechanically limited by its age. F.E.A.R.? Not so much.
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jefequeso: Well, STALKER 1 and 3 are my favorite games of all time, so you won't get any disagreement from me. However, they aren't really comparable to FEAR, which is a much different style of game. It's an ego shooter with a tacked-on horror element, whereas STALKER is a survival RPG/FPS hybrid.
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CharlesGrey: That may well be the case, but they're both FPS games, and thus appeal mostly to the same audience and I think it's fair to compare them. And when you do that, FEAR just does not compare favorably to the STALKER series. Without going into detail ( especially since you know the games yourself ) STALKER provides a one of a kind experience, while FEAR, no matter how well executed the gun fights and AI are, at the end of the day is still only a scripted, linear modern style FPS. If you've played a few modern FPS, then you've basically played 'em all. And I've played through my share of them, so it's hard to find anything impressive about FEAR. STALKER even does a better job at the horror elements, without the overdose of jump scares you encounter in FEAR.

I find FEAR is at its best when it doesn't try to scare you, but just goes completely bonkers. You know, those strange visions and flashbacks you encounter occasionally, pools of blood on the ceiling of a room -- that sort of thing? Psychological horror and mind-fucks, basically, rather than cheap "Boo!" scares. I hope there's more of that later on, if I decide to continue playing some time.
I'll be honest with you, the suspense and psychological shit, compared with sudden environment shifting was way more effective horror than the actual OMG FOUL BEASTIE IS ATTEMPTING TO DRAG ME THROUGH THE FLOOR. Fear of the unknown is always so much more scary than what any dev can actually show you, in my opinion.
Post edited February 25, 2015 by LiquidOxygen80
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uxtull: I think the were at least two canyons at different points in the game, you mean the gutter-shaped one with a large structure built into a cliff at the end? Yeah, it looks like a rocky gutter at this point, nice skybox though.
By the way, you wouldn't happen to remember which level that is? (name, number, how far in the game roughly, anything...) Just so that it would be easier to locate it in all those Unreal walkthrough videos.
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timppu: Next comes the low polygon counts on characters (less important with other objects), but it depends how the few polygons are used. Detailed textures are usually the most important to me.

I had forgotten how "confusing" Quake 2 is to play, ie. you keep going back and forth between different levels, it is not that linear in the sense that when you exit a level, you are completely done with it. Or maybe it is just that each level is just divided into several parts which are loaded separately, as the game can't keep all the them in the memory at the same time? Still, quite different from e.g. the first Quake where loading a new level meant you were done with the earlier level.
I don't like to use any visual overlays, for better or worse I tend to play games the way they were made. I could try some occasionally if they had some exceptional gimmick in them, but graphics in Quake 2 don't bother me, I'd say Id used their polygon budget for characters really well, overall the models appear to be pretty well rounded.

Yeah, I remember really liking those sudo hub levels, I never saw anything like it in a video game before (then again Q2 was one of the first games I've played on my own PC), it was probably new idea for FPSs in general. Unreal on the other hand was originally planed to be one huge seamless level.

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timppu: By the way, you wouldn't happen to remember which level that is? (name, number, how far in the game roughly, anything...) Just so that it would be easier to locate it in all those Unreal walkthrough videos.
The Trench is the one I was talking about. There's also one level where you sail through a canyon in a boat (Serpent Canyon), can't recall ever getting to that place in my playthrough.
Post edited February 26, 2015 by uxtull
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timppu: Probably the same to me. I overall enjoyed Unreal, but already back then felt its main selling point was the flashy graphics. It wasn't an exceptional FPS games in other ways, as I recall. At times it was even somewhat boring.
Been a long time since I played it, but I have mostly positive memories of it. Of course its technology is very dated now, but I thought the game had a lot more going for it. It has a rather original and well fleshed out game world, you travel through a wide range of different settings, all with their own unique graphics and atmosphere. I remember it had a variety of interesting weapons, all with at least one alternate mode of attack. Enemies were quite varied and nicely designed as well, and I seem to remember it also had a nice soundtrack. Also, the levels were well built, with lots of secrets and things to discover.

Overall, I'd say if it wasn't for the outdated technology, this would still be on par with many much more recent FPS games.