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F.E.A.R. Demo in 30 minutes, who will have it?

For those having trouble with d/l speeds, try 3dgamers.com. You have to register and if a popular file is too busy you might have to wait in a que for 5 minutes, but Ive never had a d/l from there go under 300k/s.
 
OK, i've been stuck at a loading screen after the initial talking scene (with the two guys and the girl) for like 5 minutes.

WTF is going on?
 
Ecrofirt said:
OK, i've been stuck at a loading screen after the initial talking scene (with the two guys and the girl) for like 5 minutes.

WTF is going on?
Lower your settings :P Just for screenshot purposes I set everything to MAX, the game did not recommend it, and the loading screens were very very long.
 
My PC is more than capable of what I set it for. It's above the system specs. I left it at that loading screen for 15 minutes or so, and the bar didn't move a friggin milimeter.

I even reduced all the settings and it still froze at that screen. I suspect it's because I didn't install it to my C drive, but who knows.
 
Very nice! I ran it decently...and i too had a problem trying to get the controls down...it did feel kinda slippery...but the atmosphere, environments, audio and visuals give this game a different vibe to it. It's The Ring meets Doom III.

DCX
 
Ecrofirt said:
I even reduced all the settings and it still froze at that screen. I suspect it's because I didn't install it to my C drive, but who knows.

I doubt that's it. I didn't install to a drive labelled C...
 
Minimum:
fearspdemo20050806215452371hd.jpg


(My) Maximum:
fearspdemo20050805174852735uf.jpg




:lol :lol :lol
 
The game engine is nice to fool around with the options, however a few wierd things I've noticed

1) turning shadows on slowed the game down tremendously, probably more so than any other option that I tried

2)Playing at 1024x768 ran faster than 800x600

I liked the demo
 
Wow, I thought that my computer would have a hard time with this, especially after I heard all the stories here. But suprisingly it worked very well and I didn't notice too much slowdown. Of course, I was busy fooling around with the slow-motion effects and shooting stuff to watch things fly to notice maybe.

I may not have to buy a new computer for FEAR after all, especially if Monolith can further optimize it in time for its release.
 
Well just played through the demo, and well.. I'm pretty unimpressed with it. It felt shonky from start to finish, the physics weren't nearly as immersive as HL2 was, I would shoot a computer monitor that was lieing on the table and nothing, just a puff of smoke would come off it, and the shadows were definitely out of wack, other than the fact that they were pitch black the angling on them felt wrong all over. Also, I would look down at my feet and would be walking on air, what is with that..

As for the gameplay, I'm sorry Monolith, but iD were here first, this is pretty much a rehash of what they did with Doom 3 (move from section to section of a linear game with a shock and fright here and there). I like that slow-motion effect they had going with those bad guys but hell.. if that's all there is that I enjoy in the game, I think I'm going to give this one a miss.
 
Looks like the demo works better with Ati cards =/

I have another complain. I don't like those corpses, more exactly the sounds they do when you step on them. A little noise is good, but they sound like if they just fell from a 24th floor. It strikes me, as Monolith was the first company to implement sound effects for "stomped corpses" in Blood and they were really well done (*squish* *squish* jumping on some zombie's guts was lots of fun :lol)
 
I like how the AI will always prioritise diving through windows above anything else. The best moment I had was watching a soldier smash through one window, immediately jump back through the unbroken one next to it, then make a break for the last window before getting a shotgun round in the head.

And it's a mess of a game, but that's the Monolith touch!
 
I wasn't enthralled with the demo. Just didn't have anything I haven't seen before. Static environments, school of warehouse and sewer level design, faceless enemies, unimpressive graphics. With the rail gun and slow mo the game is rediculously easy... And I hate the way Monolith handles gun fights since the blood 2 and shogo days. Very unresponsive.

Impressive AI however.
 
D2M15 said:
I like how the AI will always prioritise diving through windows above anything else. The best moment I had was watching a soldier smash through one window, immediately jump back through the unbroken one next to it, then make a break for the last window before getting a shotgun round in the head.

And it's a mess of a game, but that's the Monolith touch!
The dev said they will never do the same thing twice. In the demo, the 2nd emeny ALWAYS umped out of the window. :lol I know it is a demo.
 
Dr_Cogent said:
640*480,
800*600,
1024*768,
1280*960,
and
1600*1200 all have something in common.

They are all the exact same ratio

640/480 = 1 1/3
800/600 = 1 1/3
1024/768 = 1 1/3
1280/960 = 1 1/3
1600/1200 = 1 1/3

1280/1024 = 1 1/4 != 1 1/3

And there you have your answer.

Yes but 1280x1024 is extremely common, 1280x960 is not. Probably the most common resolution for lcd panels right now is 1280x1024.
 
Pimpbaa said:
Yes but 1280x1024 is extremely common, 1280x960 is not. Probably the most common resolution for lcd panels right now is 1280x1024.

It is common, but how common is it? More often than not, I don't see the 1280*1024 option.

I would venture it's something between like 40/60 or 30/70 on who supports it and who doesn't.

I remember NWN supporting it. Uh, does WoW support it? I think it does. Other games simply don't. I think its related to scaling ratios and how it impacts images/text. That's just a guess though.
 
I've wasted some minutes to rip the intro theme, which happens to be motherf*cking great. I wonder if the arabic vibe has something to do with the plot or if it's there just because of the composer's tastes.

Enjoy it

It is common, but how common is it? More often than not, I don't see the 1280*1024 option.
It is so common that I play most of my games at that res :)
 
It is common in the games I play. Rare that a game doesn't support it. Only ones I can think of off hand are monolith games :lol
 
jett said:
Is that real? You made the game look like Duke Nuke'm 3D. :P
Well I did not edit the phot at all, It was the game at Min settings.

Here are a few more, unforunately I just used the last save and did not take any pics of a firefight.

fearspdemo20050806215435893mp.jpg

fearspdemo20050806215502679ul.jpg

fearspdemo20050806215503424oc.jpg
 
Plus, I'd trade in the ability to slow down time if I could take running dives through windows, vault barricades or kick over scenery to use as cover myself (I know you can do the standard LOOK WE HAVE IMPLEMENTED PHYSICS! ramming into things and hoping they'll collapse in a vaguely useful direction, but still). The bad guys get all the swell moves.
 
You can do some cool moves using run+crouch/jump+melee. There are a couple of neat kicks and jumps but you can't use them properly because the demo has too many obstacles and it is more oriented towards shooting. I bet they'll be handy for sneaking/close combat situations in the full game.

I've read the demo is the same one that was showed @ the E3, is this true?
 
jett said:
Is that real? You made the game look like Duke Nuke'm 3D. :P

You know what's cool? That even when this game looks as shit you can have kick-ass physics that just weren't there when Duke Nukem 3D launched.

It looks... weird - 96 graphics, 320 res and all this fancy physics shit happening.
 
Finished the demo, as I thought, it was the E3 demo with an intro. But this was cool because I couldn't get into the game at E3 due to all the stuff happening around me. Anyways, I was very impressed with it, especially the gunbattles and using grenades. The plasma gun was way too cool, as it disintigrated people into skeletons and one time it blew up one guy into pieces.

I was sad when the demo ended cause I wanted to play more of course, but I guess the game isn't too far away from release now. I was very suprised how it ran on my system as I only have 1 gig of memory and didn't think that having almost everything on max at 1024*768 would run well, but it did.

I seem to be one of few people around here who's had no major trouble with PC games. I ran Steam and HL2 without any problems too which was the opposite of most people here.
 
FEAR is the perfect example of why parallax mapping is going to be the next big thing. Just look at how those bullet holes have some fantastically faked depth on them.







Crappy decals are a thing of the past, all hail the power of parallax mapping.

I've found some interesting touches toying around with the demo, like different colours for the sparks depending on what the bullet hits (body armour -> indigo sparks, metal ->yellow sparks) AI is definitely brilliant, some events are scripted but I saw something really neat: a trooper kicked over a shelve to create a barricade and fired against me. I took cover to heal myself and instead of taking the alternative path, getting stuck trying to run over the barricade or keep firing, the soldier approached to my position quickly crawling under a hole, like this

crawling2fv.gif

Take that, combine troops.

I can't wait to see the real thing.
 
Just played the demo, major thumbs down. Graphics are screwy with the shadows and all, and the game looks like garbage without AA turned on. Also the overexaggerated decals look like shit, since when does pistol round leave a 2x2 feet hole in a wall? Gameplay is straight out of 1998 and the bullet-time knock off makes the game extremely easy. The enemies shout awesome Far Cry like phrases such as "DIE MOTHERFUCKER" and "OH SHIT". I do like the gibbing though. Also the so called scary elements had me rolling my eyes.

Fuck this generic shit. Hopefully SiN: Episodes will be good and fullfill my over-the-top violence needs.
 
Funky Papa said:
FEAR is the perfect example of why parallax mapping is going to be the next big thing. Just look at how those bullet holes have some fantastically faked depth on them.

YES!

They are really, really awesome. Bumpmapping should be a thing of the past with next-gen of graphic cards and consoles. Cause, you see, those decals can even shadow themselves! 2D texture that selfshadows itself when viewed (with flashlight) from different angles! (not on your screens though - you forgot to turn flashlight on).

AWESOME

(The slow-mo sharpen filter also kicks-ass!)

Thumbs up for F.E.A.R. graphics!!
 
F.E.A.R. Demo gets thumbs up from me in all departments. Graphics are stunning, gameplay is generic yet still fun thanks to the amazing enemy AI, the sound is just awesome... What an experience! Can't wait for the final. And I'm not some Monolith whore... I thought NOLF sucked.
 
Wow. What a demo. There is no way I'm missing out on this when it is released. The graphics run very well on my Radeon 9600, and the AI blows me away. The physics, the effects, everything.

This is definitely going to be a AAA shooter when it is released. Don't miss it PC gamers!
 
Again, what impressed me the most about it was how smooth it ran on my computer considering that I didn't meet all the requirements (especially the 2gig ram thing). But still, I had a great time with it and I'm looking foward to all the scenarios and stuff that Monolith must have thought up for the entire game as we've only seen just a snippet of a level so far (and the level from E3 2004 which has no doubt been changed since then). The demo succeeded for me in that it made me want more.
 
Heh, I just love the way that the game really conveys (though overdone) the "concusion" of bullets and other ammo hitting things (like people). My first kill caught me by suprise as I aimed my pistol at an enemy's head and POW, the head flew right off. I was laughing. :lol

And of course, using the nail gun to "nail" people to walls and the plasma cannon to disintegrate of combust them was really fun too. And of course, nothing beats watching a grenade (or other explosion) go off in slow-mo. :D
 
Pimpbaa said:
It is common in the games I play. Rare that a game doesn't support it. Only ones I can think of off hand are monolith games :lol

I was reading this link that shpankey posted Pimpbaa and it seems you may be able to get the res you want by editing the .cfg file
 
YES!

They are really, really awesome. Bumpmapping should be a thing of the past with next-gen of graphic cards and consoles. Cause, you see, those decals can even shadow themselves! 2D texture that selfshadows itself when viewed (with flashlight) from different angles! (not on your screens though - you forgot to turn flashlight on).

AWESOME

(The slow-mo sharpen filter also kicks-ass!)

Thumbs up for F.E.A.R. graphics!!

Just because things are displacemnet/relief/parallax-mapped doesn't mean they shouldn't also be bump-mapped. :p

But yeah, I'm absolutely drooling over displacement mapping. I love it when huge elements of prerendered CG finally make it into realtime. All we need now is more widely-used subsurface scattering (AND global illumination AND final gather AND...) until more breakthroughs come up.
 
OK. Just finished the demo.

F.E.A.R. demo gets a huge thumbs up. The demo has convinced me to get the full retail game.

Man, after being dissapointed with Doom3 and being sorta diasspointed with HL2 I thought the FPS genre had seen about all the improvement it could see. The bullet time and special moves you can pull off are awesome and the enemy AI is pretty amazing. I was using my tried and true techniques of FPSes (hiding around corners and popping dudes as they come in with slo-mo)when after the first guy went down to that tactic they send in another guy but had also flanked two guys who were previous outside the door the long way around behind me. All the while laying down supressing fire so I wouldn't suspect they were moving...I dunno if that was scripted or nomal game AI but I was indeed shocked...
 
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