F.E.A.R.

F.E.A.R.

RockyVega Oct 30, 2016 @ 11:54am
Controller Support?
I didn't see anything about it mentioned on the store page. I know this game is 11 years old so it wouldn't likely have that info anyway but does anyone know if you can play this with a controller along with the two sequels?
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Showing 1-15 of 17 comments
WKDisGOOD Oct 30, 2016 @ 3:28pm 
My parents use a ps4 controller for fear, you need to map each thing individually.
As for two and three, no idea.
Sorry.
bumpercarsolara Nov 3, 2016 @ 5:28am 
I know controller support is on fear 3, I don't know about it being supported for 2 though
AutoMagician Nov 9, 2016 @ 8:12pm 
bumpercarsolara, fear 2 does have controller support
RockyVega Nov 9, 2016 @ 8:57pm 
Originally posted by CPCut:
bumpercarsolara, fear 2 does have controller support

And the original?
Mangineer Nov 10, 2016 @ 7:09am 
I made a F.E.A.R. profile configuration for JoyToKey https://1drv.ms/f/s!Agxysr5kdglEgos-BJJMKucfInsPKA

After installing JoyToKey copy profiles to
C:\Users\NAME\AppData\Local\VirtualStore\Program Files (x86)\JoyToKey
buzzsawgr81 Jan 9, 2017 @ 1:12pm 
Originally posted by CPCut:
bumpercarsolara, fear 2 does have controller support
where is this controller support? I just tried the game and there is no option to use a controller or ability to key bind to a controller.
FNL 4EVA Feb 18, 2017 @ 1:37am 
pinnacle profiler i use feels better control. nice dead zones and all
Doktor Mandrake Feb 18, 2017 @ 2:06pm 
Originally posted by jp4u2k:
pinnacle profiler i use feels better control. nice dead zones and all

No need for things like pinnacle profiler anymore, Steam lets you do all this within Steam since that update they introduced month or 2 back

https://www.howtogeek.com/234427/how-to-remap-buttons-on-your-steam-controller/

I think they only use to have this feature for steam controllers but now Steam gives support for pretty much *most* controllers
Last edited by Doktor Mandrake; Feb 18, 2017 @ 2:07pm
triple_agent May 19, 2018 @ 11:57am 
FEAR is actually one of the few games that I suppose would be better of with a controller than mouse and keyboard.
Just Chill May 19, 2018 @ 2:14pm 
Really?
I rather play 3rd-Person games with a controller but FPS?
In that case a mouse feels much better.
triple_agent May 19, 2018 @ 2:25pm 
Too many functions to operate every switch comfortably on a keyboard, especially the corner peek. It just does not fit on the keyboard in a first person view shooter game featuring all modern functions. What is even further missing to all of this, is the sideroll strafe jump. Furthermore, the way the FEAR engine handles the expanded field of view, tells me it was developed rather with narrow angle value in sight. Besides, the environmental design is rather simplistic and behind the curve, taking standards of the release date PC contemporaries.
ChurchGorilla May 19, 2018 @ 6:43pm 
The game barely has any keybindings that are noteworthy. you can easily do a wasd,ctrl for crouch, space for jump, shift slomo, f action, mouse button for shoot and melee, wheel click for grenade and c for medkit. all other functions are secondary at best (yes even corner peeking because nobody uses it but if you have to you can keep it on q and e). Standard FPS keybindings nothing complex unless you're implying that all FPS games have way too many buttons for the keyboard.
Originally posted by Triple_Agent_AAA:
behind the curve, taking standards of the release date PC contemporaries.
Correct me if I'm wrong but are you implying that the game looked subpar for its time ? If that's the case then you're dead wrong because the dynamic lighting and particle effects were ahead of its time.
triple_agent May 20, 2018 @ 2:44am 
Originally posted by GMGMaker:
Correct me if I'm wrong but are you implying that the game looked subpar for its time ? If that's the case then you're dead wrong because the dynamic lighting and particle effects were ahead of its time.
Correct, particle effects are very good, but the environmental design is poor.

For the keybindings in FEAR,

"WSAD" movement
"L-mouse" shoot
"R-mouse" melee
"Q" scope
"E" jump
"L-shift" crouch
"F" flashlight
"L-ctrl" grenade selection
"L-alt" grenade throw L-alt
"1", "3" corner peeks resp. left/right
"2" last weapon switch
"mousewheel" weapon select switch
"C" action
"R" reload
"space" slo-mo
"backspace" item drop
"H" medkit
"Z" holster weapon / fists
"Tab" inventory
"i" mission objectives

Some options are omitted and even only with these considered useful, it is impressively a lot. Corner peeks eventually I found useful, though this function at all is rarely present in shooter ganre, rather in stealth focused first person perspective action platformers, especially with thriller vibe. To compare, these are my keybindings respectively for Quake 2 and Doom 3 - we talk about singleplayer focus, so multiplayer specific actions are out:

"WSAD" movement
"L-mouse" shoot
"E" jump
"1-8" weapons selection
"G" grenades
"L-shift" crouch
"Tab" inventory
"space" item use
"backspace" item drop
"mousewheel" inventory scrollthrough
"F1" personal computer

"WSAD" movement
"L-mouse" shoot
"R-mouse" scope
"L-shift" run [drains stamina]
"space" crouch
"E" jump
"R" reload
"F" flashlight
"~", "1-7" common weapons numeric selection
"mousewheel" prioritized weapons selection
"Tab" personal computer
"G" grenade toggle
"Q" special weapon toggle
"X" special weapon toggle

In all cases I omit the walk toggle, as when I want to sneak or proceed steadily, I crouchwalk.

To compare, my original Halo Combat Evolved keybindings, as it is a game closer to FEAR with the way things are constructed, including insta-melee and insta-grenades:

"WSAD" movement
"Q" melee
"space" grenade throw
"L-mouse"' shoot
"R-mouse" zoom
"F" flashlight
"E" jump
"L-shift" crouch
"L-ctrl" grenades selection
"mousewheel" weapon selection
"1", "2" weapon selection
"C", "X" action
"Tab" scores, info

So you see, FEAR appears rather complicated, especially that I would not bind zoom to "R-mouse" as I conventionally do, because it demands a change of habits due to toggle zoom instead of hold zoom, albeit I can see how it cooperates with corner peeks. Generally, there is just too much stuff in FEAR, which in turn takes more controls to manage it. Corner peeks out, multiple grenade types out and we are clear. Then a hold zoom could also be brought in.
Last edited by triple_agent; May 20, 2018 @ 7:19am
ChurchGorilla May 20, 2018 @ 11:15am 
Most are still unncessary. Zoom in/Scope doesn't help at all, inventory (what does that function do ? don't remember anything like that), holster, item drop and objectives are something that you'll never use and leaning is pointless because of the game encourages rushing as I already metioned, flashlight can be on a button like x because you're never going to need it mid-combat. Bind medkits to a key that is easily reached so that you can spam them while rushing.
triple_agent May 20, 2018 @ 11:24am 
Originally posted by GMGMaker:
Most are still unncessary. Zoom in/Scope doesn't help at all, inventory (what does that function do ? don't remember anything like that), holster, item drop and objectives are something that you'll never use and leaning is pointless because of the game encourages rushing as I already metioned, flashlight can be on a button like x because you're never going to need it mid-combat. Bind medkits to a key that is easily reached so that you can spam them while rushing.
Good points. Zoom helps in aiming, better for sniping and long range combat, one can see the difference on a dynamic crosshair. In Sniper rifle and Particle gun it is the full scope function, as you probably remember. I tend unnecessarily to sometimes zoom in within close encounters with common weapons, thinking it will help to deliver better damage, which eventually slows me down a lot since in zoom mode one can only walk instead of run. Dodging is harder and some maneuvers, like melee, take first to unzoom. Inventory displays your current full house of ammo, useful I would say on a secondary key. True that "H" is too far and uncomfortable to reach for in rush of combat. But to myself, I reason it out in a way that there has to be something making it at least a little effort to heal oneself, since the game emphasizes that not. But it is faulty logic.
Last edited by triple_agent; May 20, 2018 @ 11:28am
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Date Posted: Oct 30, 2016 @ 11:54am
Posts: 17