Character Progression in F.E.A.R.

An enemy from F.E.A.R. seen through the scope of a sniper rifleI’ve resumed writing for GameSetWatch. My latest column just went live; it’s called Character Progression in F.E.A.R., and it’s about how increasing the player character’s options instead of increasing their strength can prevent a game from feeling flat.

F.E.A.R. was an odd game for me. The shooting part was fun and pretty and it was just the right amount of difficulty (or sometimes a bit too hard), but the rest of the game was… not very interesting. The horror elements rarely grabbed me, the story was almost pastiche, and the dramatic twists were clear to me after the first level. That’s not even bringing up one of the most offensive video game characters in recent memory. Hey, it’s a fat guy! And he’ll get bumbling clown music! And you’ll know that you’re about to meet him again when you see food wrappers scattered around. Seriously.

So while F.E.A.R. is technically advanced for its time and well-designed from a gameplay perspective, I was ready for it to be over about halfway through. And that’s never a situation you want a player to be in.

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2 thoughts on “Character Progression in F.E.A.R.

    1. When I write for GSW, I try to follow the more-standard convention of alternating the pronoun gender of my gender-neutral antecedents: “he” in one paragraph, “she” in the next. It’s a publication, so I’m more conventional.

      Here on my own blog where I set the style, I choose to balance out English’s (and gaming’s) implicit bias by using “she” exclusively.

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