Appointment With F.E.A.R.
By Tin Man Games
Vitals:
- Choose your own adventure
- Skip it ($5.99)
- 15-20 min. playtime
- High replay value
There was a time in gaming, before the graphical revolution
and the implementation of radical control schemes, when story and content was
king. When worlds were experienced entirely through text and gameplay consisted
solely of choosing the correct path through various mental challenges.
Appointment with F.E.A.R. attempts to draw on this bygone golden age of choose
your own adventure book gaming, even augmenting it with a thematically
appropriate comic book venire, but unfortunately misses the mark on every
important hallmark of the genre.
Titan city, home of the most forgetful scientists ever
You play as a super hero who has committed their life to
protecting the citizens of Titan City from the forces of evil and calamity. The
game attempts to create a sense of customizability by allowing the player to
choose their character’s gender, super power and appearance from a list of
presets; however the number of options is extremely limited and mostly
irrelevant. Even the heroes name must be selected from a predetermined list.
Ultimately only the chosen super power ever comes into play beyond cosmetics.
The visual overlay is well conceived and thematically stays
true to a classic comic book form which makes the super hero experience feel
more familiar. The art for the heroes and villains is also done well in a very distinctly
comic book style. The writing is similarly stylized and dialogue is packed with
all the melodrama and one liners you might expect from a comic book. It feels
though that the PowerPoint presentation that constitutes the entire game is all
flash and no substance.
I get to pick a primary AND secondary color!?
The story has almost
zero continuity and the disjointed subplots are frequently left unresolved. In
fact nothing about the narrative of this game is in any way satisfying. Even
upon successfully navigating through the guess work and chance of an event the
only rewards are hero points, which amount to zero in game value and are
tabulated only at the end of the game as a score; or clues that might be useful
in potential future events which the player may never even encounter.
There is also absolutely no skill involved in this game and
only minor deductive reasoning. Combat consists of choosing one of three moves
that deal more or less damage and are, respectively, more or less likely to
hit. With nothing but chance and some basic arithmetic determining whether the
hero or villain is victorious the battles begin to feel boring and repetitive.
Even the farcical descriptions of attacks tire quickly, especially after they
have appeared for the second or third time. Outside of combat the decisions made,
for example stop an argument or investigate a commotion, must be made with
limited to no prior information and occasionally dead end without warning as
either a complete waste of time or outright death.
It takes a real hero to bite a radioactive dog in the knee
Due to the randomization of events and four selectable
character powers the game does have an elevated replayability factor however
frequently events will recur in subsequent playthroughs which forces the player
to click through actions and narrative that they have already seen. This
becomes more frustrating when a successful outcome that the player achieved in
a previous playthrough is made impossible because a necessary event failed to
occur earlier in the game. This leads to an overall sense of impotence as the
games randomization element, and not the players own ability, is the primary
factor in determining success or failure.
It’s painful to think how easily this could have been made
into an enjoyable game, more painful even since that the game dangles the
answer in front of the players face as if to say it wanted them to suffer. A
map of Titan City, which highlights all the locations visited so far, is included
in the menu. Had the world been opened to exploration the player would be free
to uncover and pursue leads as they saw fit. By railroading the story, giving
players only two or three options for progression at any juncture and exposing
them to only certain, potentially uncorrelated, information and events, the
developers at Tin Man sidestepped what could have been an exciting, deep and
rewarding game.
Appointment with F.E.A.R. is an utter failure of a game.
Players can expect to spend 15-20 minutes on each playthrough. While the game
is designed, to a fault, to have a large amount of replay value it is unlikely
that most players will have the fortitude to endure more than 3-4 adventures.
The game sells for $5.99 but considering its major shortcomings there are
plenty of better things to spend your time and money on.
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