Uploaded January 2021 | Updated September 2026, 2 weeks ago
Starship Troopers: Terran Ascendancy (vanilla)
Synopsis:
Starship Troopers: Terran Ascendancy is a real time strategy game with a common misunderstanding. This game is not based on the movie Starship Troopers. Both, the game and the movie, are based upon the novel by Robert A. Heinlein.
This is one of the few strategy games where you cannot build a base and recruit units. Instead you lead up to three squads into combat. Each squad contains a leader, five soldiers and one specialist (medic, engineer, PSI for detecting hidden bugs, MIST-Trooper as a sniper). During a mission there is no reinforcement and you are outnumbered by the bugs. The enemy units are not very intelligent, but they use their own special abilities like splitting acid and are very powerful. There is a wide range of enemies, from simple close-range fighters to suicide units, artillery bugs and even human soldiers. The mission objectives are also different. From simple hunting missions up to escorts or the capturing of bugs.
The game also have a RPG part. Surviving soldiers gain experience points for each killed bug / destroyed bug holes. By and by the soldiers increase their states and acquire higher ranks. Better battle suits (armor) and stronger weapons are only available for soldiers with high ranks. The basic soldier (called Cat Trooper) have no armor and is an easy prey for the bugs. Besides the experience points you gather upgrade points for your equipment for e.g. increase the damage of the weapons. Another aspect of the RPG part is that you can equip each of your soldiers individual with up to two different weapons and two tech-items (like bombs or toxic gas).
The graphic of the landscape is low on details, everything looks post apocalyptic. Much better is the combat graphic and the explosions. The cutscenes are made with the in-game graphic. Besides the sound effects your soldiers all have a voice to confirm your orders.
Starship Troopers: Terran Ascendancy (vanilla)
Synopsis:
Starship Troopers: Terran Ascendancy is a real time strategy game with a common misunderstanding. This game is not based on the movie Starship Troopers. Both, the game and the movie, are based upon the novel by Robert A. Heinlein.
This is one of the few strategy games where you cannot build a base and recruit units. Instead you lead up to three squads into combat. Each squad contains a leader, five soldiers and one specialist (medic, engineer, PSI for detecting hidden bugs, MIST-Trooper as a sniper). During a mission there is no reinforcement and you are outnumbered by the bugs. The enemy units are not very intelligent, but they use their own special abilities like splitting acid and are very powerful. There is a wide range of enemies, from simple close-range fighters to suicide units, artillery bugs and even human soldiers. The mission objectives are also different. From simple hunting missions up to escorts or the capturing of bugs.
The game also have a RPG part. Surviving soldiers gain experience points for each killed bug / destroyed bug holes. By and by the soldiers increase their states and acquire higher ranks. Better battle suits (armor) and stronger weapons are only available for soldiers with high ranks. The basic soldier (called Cat Trooper) have no armor and is an easy prey for the bugs. Besides the experience points you gather upgrade points for your equipment for e.g. increase the damage of the weapons. Another aspect of the RPG part is that you can equip each of your soldiers individual with up to two different weapons and two tech-items (like bombs or toxic gas).
The graphic of the landscape is low on details, everything looks post apocalyptic. Much better is the combat graphic and the explosions. The cutscenes are made with the in-game graphic. Besides the sound effects your soldiers all have a voice to confirm your orders.
![F.E.A.R. Platinum playthrough (no commentary) pt.10
F.E.A.R. (vanilla)
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.10](https://i.ytimg.com/vi/nkSbVe1ng20/mqdefault.jpg)








![F.E.A.R. Platinum playthrough (no commentary) pt.32
F.E.A.R. (Extraction Point)
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.32](https://i.ytimg.com/vi/qvWJYL1KOXs/mqdefault.jpg)
