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Another voice is beckoning you; contradicting orders from Replica command. Find out the answer to this, and many new questions, in the DLC campaign F. There are no refunds for this item. For more information, see www. Download the demo today and get a taste of F. This all new single-player campaign lets you experience events in the full game from an all new perspective: that of Replica Soldier Foxtrot Fight through brand new environments and uncover the paranormal secret surrounding your Replica Squad.

Free Download to Xbox Download and collect the latest batch of F. You will be able to select from a variety of the Replica Forces: including the sinister assassin, robotic powered armor, and even Paxton Fettel himself!

Style your background with ominous vistas encountered from the new single-player campaign. Watch your friends occupy some of those same spaces as their avatars are unwittingly thrust into the nightmare. And beware… Paxton Fettel is watching! Expand your F. This set includes the light and heavy-armor variants of both factions. Additionally, you can select from the new skins: Vanek, Halford, and the unmasked Replica! Style your Xbox Dashboard in true multiplayer fashion with the F.

Enjoy new featured backgrounds, including faction-based insignias of the Replica and ATC, as well as wallpapers from the new Armored Front maps. Continue the mechanized mayhem in this new map pack! Experience two new battlegrounds for F. After accidentally hitting the Windows key a few times and getting dumped to the desktop during firefights, I eventually decided to dump the lean keys altogether to place the Medkit and SlowMo commands within easier reach.

The early levels do a great job of setting the mood, with plenty of story and creepy moments and visions that get you wondering what's really going on. You also get a feel for the pace of the game: there's a good deal of exploration in between fights as you try to find your way from place to place, and there are a lot of hidden spots where you might find boosters that permanently increase your health reflex levels.

Showing Monolith's sense of humor, I counted exactly one "monster closet" in F. The game's lone weak spot -- and it's a significant one -- is its middle act at the Armacham offices.

For these mid-game chapters, F. All the firefights begin to look the same, all the offices and maintenance passages all begin to look alike there's almost no outdoor combat , and since the enemies are clones, they all look and sound alike as well, save for a few tougher mini-bosses.

Phone messages and laptops provide some backstory, and there are some jump-out-your-seat moments, but there's just not enough meat to these levels; you feel like you're being strung along, that it's all a big tease that can't possibly have a good enough payoff.

And then, amazingly, F. Huge revelations are made, and pieces begin to fall into place in ways you probably hadn't imagined. There's still combat against some new enemies in these final missions, but it almost takes a back seat to the story, which wraps up with an eye-popping sequence and a memorable epilogue before cutting to the credits.

Be sure not to quit too fast; there's an important nugget after the credits are done. It's one of the few videogame stories where it's worth rewatching earlier scenes for meanings that finally come into focus, and I suspect it's a story gamers will be talking about for a long while.

Of no small consequence is the new graphics engine Monolith created for F. With dynamic lighting effects similar to DOOM 3, sparks fly everywhere during combat and dark areas are light up as if with a strobe.

In SlowMo, bullets carve their way through the air and blood hangs in space. Physics effects cause enemies to flail and jerk about when about when shot, and debris to go flying in every direction. Explosions are particularly enjoyable - the entire screen lights up every time you throw a grenade or something flammable goes off, and it all adds up to the kind of combat that gets people gawking anytime someone passes by.

In terms of multiplayer, it would be easy to dismiss F. There are several modes available, including deathmatch, Capture the Flag and elimination, all of which can be played with or without the SlowMo powerup enabled. Deathmatch recalls the heyday of Action Quake 2, fast and furious with lots of headshots.

Player speed changes depending on which weapon you're carrying, so it's not uncommon to see players racing around with their weapons holstered, going for nothing but melee kills; there's something uniquely satisfying about doing a flying kick and watching your feet flail directly into someone's face for an instant kill.

So these two little boys have their array of little toys Day 1 refuse to speculate on wooden drums and it's genuinely rather exhilarating to see them in action. The gameplay I bore witness to in a behind closed doors session at the recent GDC took place on a broken transport bridge, into which Point Man and Fettel crash-land a rocket pod, having escaped from a unnamed battle elsewhere in Fairport.

Originally flying alongside many other pods, looking somewhat like Star Trek: TNG shuttles, an explosion knocks the brothers' craft from the sky - and a cutscene unfolds in which the corporeal and always silent Point Man struggles with the G-force and the ethereal Fettel perches on the dashboard unaffected by the plunge - commenting on how it's just like old times, and berating his brother for fratricides of times past.

In the distance, meanwhile, blood-red skies swirl around an oval of light above a set of skyscrapers - the dilation of which must surely represent the imminence of the birth of the previously mentioned 'something horrid'. The bridge the brothers will soon be fighting through and over is of the double-decker variety - on the lower-evel corpse-strewn underground trains lie piled up, while top-side Armacham troops have secured a motorway where broken concrete and burnt-out cars are the primary scenery.

At first it's a slow-paced trek along empty train carriages, but soon suspiciously chewed corpses appear, and it's not long before FEAR3 first entry in Alma's mind menagerie make their appearance.

Bursting through a buckled metro door with flames issuing from their primary orifices, these scuttling chaps are Scavengers: an ape-like variant on the dogs that Sigourney Weaver and Rick Moranis turn into in — Chostbusters. They're pock-marked with fiery scars and are some heftily nimble foes: hanging from door-frames, leaping spread-eagled at your screen and crawling on and around most of the surfaces around you. When they appear and which doors they barrel from, you'll never be able to tell.

FEAR 3 runs on a policy known as a Generative Scare System - meaning that the timing and placement of enemy appearances, and often the number of them, will change from play through to play through. Whether this will prove as organic a system as Left 4 Dead s Director is unlikely - but it will mean that upon quickload or checkpoint rebirth former leaps from the darkness become randomised and can happily become scary once more.

Day 1 won't comment on just how far the system will go, but it seems likely that it'll be expanded into environmental hazards, individual appearances to either player and to the various in-mission cameos made by an angry pregnant woman.

Then it's up to the top level of the double-decker bridge, thanks to a scripted event in which a Scavenger leaps on board a passing Armacham helicopter, meaning that it veers down into the exposed corridor you're moving through and has its blades whir and chomp through the air directly in front of you. Up top various human villains are awaiting your presence - and it's here that both Fettel and Point Man can show off their newfound abilities in hiding from bullets.

Essentially the Gears of War cover system has been funnelled into the first-person of FEAR, meaning that at a tap of a key you can slide into cover, and at another you can leap over it. If you're being rushed from behind, meanwhile, you can hold the backwards key while you're pirouetting over said street furniture and find yourself facing your foes after an entire about-turn.

It's interesting, but it also seems faintly unnecessary when taking into account that it's a game we'll be playing on mouse and keyboard and are fairly used to taking cover without stabilisers. Hopefully the gameplay won't rely on using it. FEAR 2's action was fairly frenetic, but in terms of sheer on-screen mayhem FEAR 3 has it trumped - above all in co-op where double the players may not scientifically create double the fun, but it certainly multiplies death, blood, explosions, sparks and FEAR visual tomfoolery by a factor of two.

Throw into the mix a new brand of Armacham baddie - one with phasing and portal technology who can not only warp around the place in a shiny laser beam, but also magic up new troops through the power of teleportation -and you've got quite the light show. Fettel, permanently shrouded in a slight red mist, can possess any of them perhaps even the more powerful enemies as the game goes on using the action key. When the meat sack he's inhabiting dies, it simply falls away -leaving Fettel standing there freshly exposed to bullets, but with something of a smirk on his face.

It's all a bit like Rentaghost really, just with a man with an entry wound on his forehead instead of a jester, witch and pantomime horse. To gain access to FEARSs more stompy arsenal, however, Fettel needs a host - since mech combat is making a substantial return to the game, and these bots don't come with ethereal ghost controls.

We're injecting that into this game: you have to play defensively, you have to play strategically. Whereas in FEAR 2 the mechs closed you off from the world, cocooning you in heavy armour and computer read-outs, those in FEAR 3 are designed for more elegant combat than the simple gut-drilling and constant rockets of times past.

The mechs are slightly smaller for a start, slightly reminiscent of ED in Robocop but probably better equipped when it comes to stairs, and come with a shield that you can activate when under heavier barrages of enemy fire. Their moment of glory atop the broken bridge comes in a dual-pronged assault down the motorway - with one brother taking one branch of the motorway, and the other taking the parallel route against what would once have been oncoming traffic.



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