Uploaded March 2021 | Updated September 2026, 1 week ago
Mechwarrior 3 (vanilla) op3m2
Synopsis:
Mechwarrior 3 is a first-person mecha simulation game, where the player pilots a Mech in each mission. Mechs are giant armored robots and fitted with various projectile and energy weapons. Mechs engage in combat with other mechs as well as traditional military vehicles such as tanks, helicopters, and occasional weapon emplacements. During combat a Mech's weapons and critical components can be damaged, and it is even possible for entire limbs to be blown off of a Mech.
Mech customization is a major aspect of gameplay. The player has near total control over the configuration of each of his or her Mechs. From the type and amount of armor used to various internal components, and all of the Mech's weaponry and ammunition. In the campaign additional parts, weapons, and ammunition are acquired through the missions, captured supplies, and salvaged enemy Mechs.
Also in the campaign, the player controls up to three squadmates, with the ability to issue basic orders such as attack, move, and return to the Mobile Field Bases (MFBs) for repairs.
The Mobile Field Bases are a unique feature not seen in any other Mechwarrior game. The player starts the game with three MFBs, although these can be destroyed. The MFBs travel with the player throughout the missions advancing when ordered to by the player. They carry all the player's supplies, which means there is a weight limit to the amount of supplies the player can keep. The MFBs can provide field repair and resupply provided they are carrying suffient armor and ammunition. As Mechs do not have shields, and are only protected by armor which is damaged in combat, the MFBs can become crucial in enabling the player to complete a mission.
Mechwarrior 3 (vanilla) op3m2
Synopsis:
Mechwarrior 3 is a first-person mecha simulation game, where the player pilots a Mech in each mission. Mechs are giant armored robots and fitted with various projectile and energy weapons. Mechs engage in combat with other mechs as well as traditional military vehicles such as tanks, helicopters, and occasional weapon emplacements. During combat a Mech's weapons and critical components can be damaged, and it is even possible for entire limbs to be blown off of a Mech.
Mech customization is a major aspect of gameplay. The player has near total control over the configuration of each of his or her Mechs. From the type and amount of armor used to various internal components, and all of the Mech's weaponry and ammunition. In the campaign additional parts, weapons, and ammunition are acquired through the missions, captured supplies, and salvaged enemy Mechs.
Also in the campaign, the player controls up to three squadmates, with the ability to issue basic orders such as attack, move, and return to the Mobile Field Bases (MFBs) for repairs.
The Mobile Field Bases are a unique feature not seen in any other Mechwarrior game. The player starts the game with three MFBs, although these can be destroyed. The MFBs travel with the player throughout the missions advancing when ordered to by the player. They carry all the player's supplies, which means there is a weight limit to the amount of supplies the player can keep. The MFBs can provide field repair and resupply provided they are carrying suffient armor and ammunition. As Mechs do not have shields, and are only protected by armor which is damaged in combat, the MFBs can become crucial in enabling the player to complete a mission.



![F.E.A.R. Platinum playthrough (no commentary) pt.41
F.E.A.R. (Perseus Mandate)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.41](https://i.ytimg.com/vi/RLCbDzBiXcc/mqdefault.jpg)






![F.E.A.R. Platinum playthrough (no commentary) pt.38
F.E.A.R. (Perseus Mandate)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.38](https://i.ytimg.com/vi/TqqgujjoIps/mqdefault.jpg)