Australia’s embattled construction sector could benefit from cloud based information systems that can be switched on and off in lockstep with individual projects – with the exception of those organisations based in remote areas like the Kimberleys.
read more
Mike Bantick
Thursday, 30 June 2011 12:59
Not sure how you should pronounce F3AR, the original title for this game. F-thear perhaps? Or maybe just stick to F.E.A.R 3. Either way, the third (kinda) instalment of the F.E.A.R franchise is a satisfactory shooter with co-op play on its mind, but the thrill has gone in the story.
| F.E.A.R 3 |
||
![]() |
Developer |
Day 1 Studios |
| Publisher |
Warner Bros Interactive Entertainment |
|
| Rating |
MA 15+ |
|
| Xbox 360, PC, Reviewed on PS3 | ||
And so it has been for a number of iterations, mainly from developer Monolith who returned to the series in 2009 producing F.E.A.R 2: Project Origin, a satisfying shooter experience. Much of the things we had to say about that title can be carried over to this new version. In terms of the majority of game-play, the weapons used and the diluting of the fear factor through familiarity, can be levelled at F.E.A.R 3.
This is not a criticism, by any stretch. F.E.A.R 3 is a solid, fun shooter that unfortunately is just wheeling out the scares a little too much. Fans of the series will already be aware of Alma (the little scary girl-weapon thing), her rise to woman-hood, her paranormal-psychic activity that is breaking the world apart and of course her offspring(!) Point Man and the deceased (yet still playable) Paxton Fettel - the main villain of the original game.
In this game we see another angle to the Alma/F.E.A.R story, playing initially as the taciturn, silent Point Man using conventional guns, the game moves through a series of settings that parallel the previous game, though not in a completely coherent way. There is some story line about Point Man wanting to either join with or stop his 'mothers' psychic birth contractions destroying everything.
The ghostly Paxton Fettel is along for the ride with his own hidden agenda. Basically the story feels confusingly contrived, an excuse to flit around to a number of locations and battle soldiers (of varying realities) and paranormals (as they are called in the game). But that doesn't matter for the battles themselves are quite fun.
Carried over from the previous game is the excellent AI, it takes a number of missions before you will understand the rhythm of the Armacham soldiers moves as they out-flank, lob grenades and withdraw or shoot from cover as appropriate. It is too bad the majority of level designs don't allow the AI to flex its muscle as much as it could. The Paranormals and the Commanders, with their ability to appear from walls, and move behind you provide a different challenge again.
CONTINUED on PAGE 2
Think again. Most businesses only have PART of a DR plan - and this spells business disaster in the event of an IT disaster.
Download The Seven Sins of Disaster Recovery White Paper now and find out how you can prevent this happening to you.