F.E.A.R./Nightmare Fuel: Difference between revisions

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* The basic premise of the F.E.A.R. games, but one deserves special mention. In the second expansion, there are these things, called Scarecrows, that show up as dark puddles on the floor. When you walk on them, these massive claws come out and drag you into this dark watery void inside the floor, while a horrific spiky frail demon thing claws the crap out of you, killing you in seconds unless you unload massive amounts of ammunition in it. They're also placed in ways that mean you can't avoid them unless you take things slow and pay very close attention. It's their introduction, though, that's the worst. You watch your lieutenant walk over one, where his leg is first frozen in place, and then it gets worse. He's slowly dragged in, screaming and begging you for help, clawing fingermarks in the ground, as his lower half is ''shredded'' with blood flying everywhere. You can either leave him, and watch him die horribly and he pleads with you for help and screams in agony until he goes fully under and blood explodes out, or you can grab his hand and try to help, which ends up with his arm being ripped off as the rest of him is shredded anyway. This is, unsurprisingly, the point at which many gamers simply can't play the game any more.
{{quote| '''Steve Chen:''' Uh, some..something's got my leg. ... SOMETHING'S GOT MY LEG! ''FUCK, '''HELP ME!''' (screams)''}}
** And if you're not careful about where you stand at that moment, the ''same'' Scarecrow will make ''you'' join your shredded lieutenant.
*** There's something much worse than that. For most of the game scarecrows are fairly easy to spot, and can be dealt with by emptying a clip of ammo into any black hole in the floor you can't walk around. Even the ones that try to disguise themselves as harmless bloodsplatters on the floor can be dealt with via the "better safe than sorry" approach. But during interval six you'll run into one scarecrow that is located {{spoiler|under-f***ing-water.}} Unless you're paying incredibly close attention to the floor there's no way that you're going to see it coming till it grabs you.
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*** The final cutscene with Alma, where {{spoiler|she rubs her belly, and then puts Becket's hand on it, and he can ''hear'' the baby inside crying.}} And then she ''smiles''.
*** And right before then, fighting a horribly disfigured {{spoiler|Keegan}}, and you're forced to {{spoiler|struggle with him hand-to-hand and point your pistol at his head.}}
{{quote| ''' {{spoiler|Keegan:}}''' "Becket....''help me!''"}}
*** I found the section where you pursue the dazed Sgt. Keegan through the underground tunnels leading to Still Island much more unsettling. That weird, deep, buzzing voice in which he started singing is highly unnerving.
*** The ''really'' creepy part about that? He's singing the ''exact same'' song that you've been hearing Alma singing, or coming from the music boxes.
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* The church in ''Extraction Point''. First, Fettel returns. Then in catabombs, random replicas get slaughtered and something keeps movimg inside the catacombs. When you finaly get out, Fettel appears again and says he is leaving you with Alma. Cue Alma appearing in hallway you just came, destroying scenery as she slowly walks towards you and summoning Nightmares to kill you.
* The TV room in ''F.3.A.R.'' Made even worse by the fact that you can hear the insane cultists lurking around behind them, and there's the silhouettes of deformed, humanlike ''things'' periodically leaping around in front of them. And there's Fettel's chilling line:
{{quote| "Make no mistake. ''We are being hunted.''"}}
** The suicide bomber variations of them are even worse. You can hear them beeping, yet you can't see them, mainly because you're being swarmed by the maddened enemies. And then when you finally see them, they leap at you kamikaze style.
** Let's put it this way, you'll be much happier when you finally run back into the soldiers.'