F.E.A.R. multiplayer movie(awesome)...

WOW
Those particle effects own tho i recon after a while all the funky stuff will get annoying. But oh my it looks pretty.

I wonder how they are gonna handle the slow mo stuff over the net hmmmm
 
This was... AWESOME!!! :D

I wonder how they are gonna handle the slow mo stuff over the net hmmmm

Answer: Taken from Gamespot

In multiplayer, this ability will actually be triggered by an item that is carried by one player (or one player on a team in team deathmatch). The slow-motion item runs on a limited meter that gradually fills up over time, and the item can't be used until the meter is completely full. However, when the fully-charged item is used, time slow down in the entire game--for everyone. In the early version of the game we played, the slow-motion ability slowed all enemies down to about 20 percent of their normal speed, while players using it were able to move and shoot at about 40 percent of their normal speed. These advantages and disadvantages apply to both teams in team deathmatch, which makes protecting the carrier of the slow-motion item a real priority (and a lot more interesting than straightforward deathmatching). The version we played had handy onscreen markers for friendlies and already sighted hostiles (tiny floating green and red flags that are superimposed on the world as you play), and it also used a slightly larger flag to indicate the slow-motion carrier (also green for a friendly, red for a hostile). And in order to reduce confusion, F.E.A.R.'s team-based multiplayer modes always make all friendlies on your team appear as Delta Force troops and all enemies appear as terrorists, regardless of which team you play with or whether or not you switch teams.
 
Wow! Sweetness!

Element, if you enter this thread, check your PM.

EDIT:

"reduce confusion, F.E.A.R.'s team-based multiplayer modes always make all friendlies on your team appear as Delta Force troops and all enemies appear as terrorists, regardless of which team you play with or whether or not you switch teams."

I didn't know that about this game. But that sounds like a great concept for people who don't play a game 5 hours a day and aren't dialed in instinctively with who's side they're on.
 
Enigma said:
"reduce confusion, F.E.A.R.'s team-based multiplayer modes always make all friendlies on your team appear as Delta Force troops and all enemies appear as terrorists, regardless of which team you play with or whether or not you switch teams."

I didn't know that about this game. But that sounds like a great concept for people who don't play a game 5 hours a day and aren't dialed in instinctively with who's side they're on.
Doesn't America's Army do the same thing? I agree, though, it's a nice feature.
 
I only have two complains; animations are a little off and it is hard to differentiate enemies from friends because of their similar color scheme. Other than that it looks fantastic, specially that last shot with the meaty chunks flying all over the place :D

Roll on the mods!
 
BugCatcher said:
Doesn't America's Army do the same thing? I agree, though, it's a nice feature.

Well if that's who they ripped it off of, fine by me. My experience with AA was short lived, so I have no idea if that game features it (Makes sense though. I doubt the government wants you playing as terrorists killing US soldiers).
 
Here are 2 "new" screenshots found on Gamekult.com (I made a quick search for F.E.A.R, FEAR, MONOLITH and it seems they weren't already posted).

me000054518126wv.jpg

me000054518226ka.jpg
 
The animation is so awkward and youd think theyd capture it from a machine that could run the game at a smooth framerate.
 
olimario said:
The animation is so awkward and youd think theyd capture it from a machine that could run the game at a smooth framerate.


The game needs a lot of optimization. The problem is that it ran at bad frame rates at E3 2004 and the frame rate still look bad.

Damn I hope this comes to Xbox 2, no way can my Radeon 9800 pro handle those depth field effects.
 
Hmm, not sure what to make of this. The effects are technically impressive, the particle system etc. but some of it looks rather strange, and the animation isn't so good. Still, it's a thorough use of shaders, which makes it automatically appealing, but I can't help but feel it can look better than this.

That game itself sounds interesting, the slo-mo mechanic sounds cool in a MK-lightning bolt kind of way..
 
I disagree with the "awesome" description. For all the pretty graphics, the players look like they're skating around. It's like Quake 1, only with shaders and Matrix-style special effects.

Nathan
 
The game needs a lot of optimization. The problem is that it ran at bad frame rates at E3 2004 and the frame rate still look bad.

...and since this is Monolith we are talking about, it will have a bad framerate at launch as well.
 
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