The shadows on the wall tell me they’re coming. Two of them, both with assault rifles swinging idly at their hips. If I’m quick enough, I’m sure I can take them both out in one go. I peek out of cover as they round the corner, and let my stake gun sing, pinning the first enemy to the wall with 10mm steel projectiles. But at the sound of gunfire the other one legs it back the way he came, hunkers down in cover, and yells for reinforcements down his radio.
This five-second episode tells you a lot about the attention to detail in F.E.A.R., a 12-year-old game with AI that puts many modern-day shooters to shame. Its army of clone soldiers feel smarter than any enemy I’ve faced in an FPS since, and remain razor-sharp to this day. Read the rest of this entry »