Stanley Kubrick and Gore Verbinski
have had an obvious influence on the
Day 1 Studios’ creation with Alma
– a phantasm of a young girl with
supernatural powers and a thoroughly
sadistic bent on any living thing. She’s a
hybrid of a spook, sometimes popping
up briefly like the twins in The Shining,
other times confronting you directly
just like the spirit from The Ring. Every
single time though, her presence will
send your pulse racing absolutely
sky-high; you will rarely expect her to
appear when she does and even if you
do, you can guarantee that her timing
is perfected to coincide with your next
bowel movement.
Somewhat further down in the
fear-factor leagues is Paxton Fettel, the
deranged psychic commander of an
elite force of telepathic cloned soldiers.
He’s a little more verbose than Alma
and projects a psychic image of himself
to you on the odd occasion, taunting
you and sometimes feeding you small
snippets of plot in brief sentences. It’s
probably the fact that he does speak,
you’re given an idea of his agenda and
you know some of his background that
makes him that much less frightening
than Alma, of whom you know
absolutely nothing about before your
first encounter with her.
Both of these characters, coupled
with a gloomy set and appropriately
strung musical score create F.E.A.R.’s
chilling ambience. During the quieter
phases of the game, you’ll be tiptoeing
around corners expecting – and
sometimes even hoping – to be scared
witless just to get the next inevitable
encounter with Alma out of the way.
This anticipation completely dominates
the game, which is why F.E.A.R. is so
appropriately named. It could almost
pass as a survival horror of Resident
Evil’s ilk, if it wasn’t for the fact that
the object of your fear isn’t a direct
threat to you and the basic gameplay
mechanic is very much that of a firstperson
shooter.