games-pc fear-strategy 사용자 설명서

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In F.E.A.R., you find yourself  trapped in an office complex full of assas-
sins and a supernatural horror that dogs your every move. You must
rely on your instincts and cunning to make it out of here alive.
F.E.A.R. follows the exploits of the First Encounter Assault Recon
team, an elite force tasked with cleaning up messes that possibly
have origins beyond the fringe. You are a highly-trained soldier given
full access to a vast arsenal of weaponry (including some high tech
gear that will blow your
mind). In addition, you also
have full clearance to use
any means necessary to stop
your enemy.
The only catch in F.E.A.R.
is that you know little about
your opposition, save for its
terrifying ability to kill. To put
it bluntly, something has
gone awry. It seems that Fettel, a psychic commander, has caused an
uprising, making short work of his minders and overrunning a secret
complex with mind-controlled clones. His agenda is a mystery and his
methods are...extreme. That's where F.E.A.R. comes in. You haven't
spent any time in the field with the team, but it's up to you to get down
there and put a stop to the situation. They may not have much confi-
dence in your experience but at least one teammate thinks you can
get the job done. Now you just have to prove it....
Fearful Features
F.E.A.R. certainly capitalizes on its name. Developer Monolith's goal is
to create an experience that transcends the traditional first-person
shooter. There is certainly no shortage of action, but the infusion of
horror movie elements serves to heighten the tension and drama that
unfold alongside the spiraling plot.
In order to create the atmosphere of dread, Monolith is employing
some tricks from the classics of horror cinema. Sound plays a particu-
larly large role. A droning soundtrack inspires dread—creating the ulti-
mate in mood-setting music. Distorted voices linger in far-off hall-
ways, confusing you as to where you think it originated from. Was that
the sound of a tormented man in his last moments of agony? Or the
giggling of an innocent child? Aural tricks like these keep you on your
toes, and turning up the volume on your PC ensures that you absorb
every last bit of the tension.
The visuals work in tandem with the audio to further 
intensify the madness. The sights you see are not always real,
so you cannot completely trust your eyes. Why is there a lake of
blood on the ceiling? Did you really just see that little girl round
the corner, only to vanish into thin air moments before you catch
up with her? Even your on-screen head's-up display (HUD)
flickers in and out of view, furthering the mind-tweak.
Sometimes the best chills come from straight-up
horror, and F.E.A.R. has no shortage of this. Your ene-
mies have long since left the realm of the sane
behind, and it appears that some of them aren't
even human anymore. They attack with
frightening skill and in dizzyingly erratic
patterns. Just when you think you have
a bead on a foe, it rethinks its strategy.
The thrill-ride that is F.E.A.R.
ships this fall, but to whet your
appetite for destruction, mayhem, and
otherworldly madness, we will discuss
some of the features and weapons
you'll find in the final game. In addi-
tion, we also have two maps from
F.E.A.R.'s multiplayer game, which
is currently undergoing a success-
ful closed beta test.
Welcome to F.E.A.R.
Welcome to F.E.A.R.
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