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Next playthrough on hard. Section: Code: 1. A Brief Foreword 2. Controls CON 3. Intel Locations INT 6. Reflex Boosters REX 7. That may sound odd because I don't like games that stay the same, but FEAR has always done a good job of offering a nice and engaging story while highlighting combat. I know that in COD5 there was next to no variation in how to get through a level. But in FEAR the enemies are always smart, slo-mo instantly changes a fight, and there are always many options in weapons and melee.
I honestly believe that while many would dog FEAR's lack on innovation and somewhat cliched story, this series does combat better than any FPS. I'll admit, to start this game it felt different and a little clunky, not to mention the game starts a little slow.
But by the end it felt just like all the other FEAR games and even more satisfying. I don't agree with some levels being so long, but that's just a small complaint. It would be interesting if FEAR 3 took on a much more focused approach and expanded into a cover-based shooter more so than this game did, but then again that might ruin what makes this game great. I don't really have an interest in Resistance or Killzone, but any FEAR game and I'm there, not as a game guide creator, but as a gamer.
Of course you can use the book or check in the options if you need something. Slo-mo is the key to getting through this game much easier than if you didn't use it. Early on I would say it's easy to over-look it with the fights being simple, and even missing the time you have it like I did, but later you can't get through without it, especially on the creepers and other fast enemies.
Tapping the weapon change button will swap to your last used gun. This is key for balancing not wasting big ammo on small enemies and using your rifle on small groups. It's just a good tactic when trying to save ammo for your bigger guns, and just in anticipation between fights. You have four grenade types: frag, flame, shock, and mines. It's easy to overlook the other three, but mines are power allies.
Shocks flush out and stun enemies. Incendiaries also flush out hiding enemies and if not kill them at least takes them out of the fight for a time. You have four gun slots to carry any four you want. The Missile Launcher is odd because it's only used a few times, and after it can be dropped or used up. The Laser gun is okay for the assassins. The Flame Cannon is trash and doesn't get ammo beyond the early stages. The Pulse gun is the best, so use it sparingly for big groups. The Sniper Rifle is one gun I feel can be used to great effect as a close combat gun.
Either shotgun can be held at any time. The Hammerhead is nice, but does not get much ammo late into the game. Finally, leave the pistol alone unless desperate. Melee is much weaker than I remember, but you still have jump and kick to great effect. It's just not used as much, especially with slo-mo and strong guns being very effective. Still, you can kick as you see fit. Of course some standard tips. Collect ammo after fights and reload whenever you can. Armor is key to not using your med kits.
When you find one it's a good idea to move around a bit to see if there are enemies, and if so pick up the armor after the fight. The flashlight is only needed like twice for 5 seconds. Along with this you can anticipate scary moments when your screen flickers, and usually just moving faster speeds you through the creepiness. Although during the ghosts scenes it's a good idea to move with haste while also taking out the ones that charge at you. A quick tip for mashing melee, just put the controller on your knee and tap the button like a jack-hammer with you index finger.
Aside from the rate of fire you can change while selecting a gun, you can also either hold the fire button to lay out sustained fire or tap to fire in bursts.
Burst fire while help get hits on an enemy's head, but with moving enemies it's probably better to just go slo-mo and hold the trigger on an enemy until dead. An enemy isn't dead until he drops his gun. One time a dude fell and played dead. So if an enemy has not dropped his gun, keep firing at him. I left it in the middle, which was three levels above the symbol barely being visible. The reason is because there's a fine line between spooky gameplay and not being able to see.
I prefer not to cross that line. Enjoy the scene until you get out, and when in control either find out what the buttons do or look it up, like in the options menu. Go up and open the doors on the right, then hop over the rail and take the next door to be introduced to your flashlight.
Move into the lobby and hear the scene out. After they are done hop over the desk and grab the intel on the file cabinet, and you can press the switch on the monitor to see a tiny scene of what happened. Hop back over and get into the elevator. You also tab the aim button to do a quick lock onto a nearby enemy.
Crouch and waste the guy in front, the one further back, and then the one to the right from the door. Note that they use cover and will flip over light objects to make cover. Collect their ammo and move into the next area to fight more. A few up high and some more down low, and out here you can test out the flip cover by pressing the button shown when near a table.
Around and on some boxes is a health pack, and in the corner by Stokes is another intel. Go through the door she opens and nearby is another intel. Move along and by in the window-ed hall you need to sprint to avoid the chopper fire.
Pick up the vest and ammo, then go through the door, listen to the chat, and then pick up another intel. Go through the door, hop over the wall, and pick up the med kit, something you can use whenever. Like through the next door in this big fire fight, but make sure you pick up those frags.
Use them when the enemies are hiding behind cover. There are about eight or so of them, but not many more than two at a time.
Collect the ammo and go out the doors they came in to learn of the adjustable fire rate of your guns. Ammo, grab the armor behind the bar, and then duck under the gate to the left in the back to get out. There is another fight with another group of four dudes in the kitchen. Pick up the med kit, move on, pick up another, and then kill the lone enemy on the roof. If you pass a gun because you're full and then do a battle nearby, come back and get that ammo before you move on, that way you get the ammo furthest back and leave the more forward ammo open to picking up if you get into another fight or something.
Not a big deal, just something to think about. Duck into the vent and crawl to the other side, a dark area. And when it's this dark and your flashlight flickers you know stuff is weirding out on you. Walk around the pool, to the other side, then hop in the water. Hope the little scare got you! Nice and sunny isn't it? You can even see the city profile on the balcony.
Take the door out, pick up the armor in the towl room, use the door nearby to look back over the pool, and then turn around to pick up the nice little ammo and health Take the door by the sinks to get out and soon you come to the next fight in the penthouse. You may want to toss frag at the two enemies in the back, then kill the rest who are all around. Pick up the intel on the counter top, and there is nothing else in here so go up the stairs, kill the enemy that pops out of the door, and go through it.
And when the hallway is this long you know something is going to happen. Around the corner use the box and go inside - the bathroom door on the side of this bedroom has nothing. Pick up the two intels and check the marker board to see if those faces look familiar to you it's your team.
Go down the steps for a scene. Turn around and basically return to the piano in the penthouse.
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