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{{short description|2005 video game}}
{{dablink|This article is about the computer game. For the fictional military team of the same name, see [[List of F.E.A.R. characters & organizations#F.E.A.R. team|F.E.A.R. Team]]. For the Ian Brown single of the same name, see [[F.E.A.R. (song)]].}}
{{About|the 2005 video game|the series|F.E.A.R.{{!}}''F.E.A.R.''}}
{{Infobox VG| title = F.E.A.R.
{{good article}}{{use mdy dates|date=April 2022}}
|image = <!-- FAIR USE of FEAR_DVD_box_art.jpg: see image description page at Image:FEAR_DVD_box_art.jpg for rationale -->[[Image:FEAR DVD box art.jpg|250px]]
{{Infobox video game
|developer = [[Monolith Productions]] ([[Personal computer game|PC]])<br/>[[Day 1 Studios]] ([[Xbox 360]], [[PlayStation 3]]) |publisher = [[Vivendi Universal]]
| title = F.E.A.R. First Encounter Assault Recon
|distributor =
| image = FEAR DVD box art.jpg
|designer = Craig Hubbard
| caption = PC cover art
|engine = [[Lithtech|Lithtech: Jupiter EX]]
| developer = [[Monolith Productions]]{{efn|Ported to [[Xbox 360]] and [[PlayStation 3]] by [[Day 1 Studios]].}}
|version = 1.08 (October 20, 2006)
| publisher = [[Vivendi Games|Vivendi Universal Games]]{{efn|Released under the [[Sierra Entertainment]] brand name.}}
|platforms = [[Microsoft Windows|Windows]], [[Xbox 360]], [[PlayStation 3]]
| director = Craig Hubbard
|released = '''Windows'''<br />{{vgrelease|North America|NA|October 17, 2005}}<br />{{vgrelease|Europe|EU|October 18, 2005}}<ref name=date1>{{cite web | url=http://www.gamespot.com/pc/action/fear/similar.html?mode=versions
| producer = {{ubl|Rob Loftus|Chris Hewett}}
|title=''F.E.A.R.'' release dates (Windows) | work=[[GameSpot]] | accessdate = 2008-02-18 }}</ref><br />'''Xbox 360'''<br />{{vgrelease|North America|NA|October 31, 2006}}<br />{{vgrelease|Europe|EU|November 10, 2006}}<ref name=date2>{{cite web | url=http://www.gamespot.com/xbox360/action/fear/similar.html?mode=versions
| designer = Craig Hubbard
|title=''F.E.A.R.'' release dates (Xbox 360) | work=[[GameSpot]] | accessdate = 2008-02-18 }}</ref><br />'''PlayStation 3'''<br />{{vgrelease|Europe|EU|April 20, 2007}}<br />{{vgrelease|North America|NA|April 24, 2007}}<br />{{vgrelease|Australasia|AU|April 26, 2007}}<ref name=date3>{{cite web | url=http://www.gamespot.com/ps3/action/fear/similar.html?mode=versions
| programmer = {{ubl|Brad Pendleton|Kevin Stephens}}
|title=''F.E.A.R.'' release dates (PlayStation 3) | work=[[GameSpot]] | accessdate = 2008-02-18 }}</ref>
| artist = {{ubl|David Longo|Wes Saulsberry}}
|genre = [[First-person shooter]], [[Horror fiction|Horror]]
| writer = Craig Hubbard
|modes = [[Single-player]], [[Multiplayer video game|Multiplayer]]
| composer = Nathan Grigg
|ratings = [[Entertainment Software Rating Board|ESRB]]: Mature (17+)<br />[[British Board of Film Classification|BBFC]]: 18<br />[[Pan European Game Information|PEGI]]: 18+<br />[[Office of Film and Literature Classification (Australia)|OFLC]]: MA15+
| series = ''[[F.E.A.R.]]''
|media = [[CD-ROM|CD]] (5), [[DVD]] (Director's Edition), [[DVD]] (Xbox 360 DVD9), [[Blu-ray Disc]] (PlayStation 3)
| engine = [[LithTech#LithTech Jupiter EX|LithTech Jupiter EX]]
|requirements = Windows XP/2000 with Service Packs, [[Pentium 4]] 1.7&nbsp;GHz or equivalent, 512&nbsp;MB [[RAM]], 5&nbsp;GB [[hard disk]] space, [[DirectX]] 9.0-compliant sound card, 64&nbsp;MB [[GeForce 4]] Ti or [[Radeon]] 9000 or equivalent with hardware [[Transform and lighting|T&L]] and [[Vertex and pixel shaders|PS]], DirectX 9.0c April edition
|input = [[Keyboard (computing)|Keyboard]], [[Mouse (computing)|mouse]] (Windows)<br/>[[Gamepad]] (Xbox 360, PlayStation 3)
| platforms = {{Unbulleted list|[[Microsoft Windows|Windows]]|[[Xbox 360]]|[[PlayStation 3]]}}
| released = '''Windows'''{{vgrelease|style=white-space: nowrap;|WW|October 18, 2005<ref>{{cite web | url=https://www.gamespot.com/articles/vu-says-fear-is-here/1100-6135937/ | title=VU says ''F.E.A.R.'' is H.E.R.E. | last=Surette | first=Tim | website=[[GameSpot]] | date=October 17, 2005 | access-date=September 17, 2021 | archive-url=https://web.archive.org/web/20210917051238/https://www.gamespot.com/articles/vu-says-fear-is-here/1100-6135937/ | archive-date=September 17, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/news181005fearpatched | title=''F.E.A.R.'' patched to 1.01 | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=October 18, 2005 | access-date=September 17, 2021 | archive-url=https://web.archive.org/web/20210917051649/https://www.eurogamer.net/articles/news181005fearpatched | archive-date=September 17, 2021 | url-status=live}}</ref>}}'''Xbox 360'''{{vgrelease|style=white-space: nowrap;|NA|October 31, 2006<ref>{{cite web | url=https://www.ign.com/articles/2006/10/24/retail-getting-twice-the-fear | title=Retail Getting Twice the ''F.E.A.R.'' | last=Brudvig | first=Erik | date=October 24, 2006 | website=[[IGN]] | access-date=October 1, 2021 | archive-url=https://web.archive.org/web/20211001035050/https://www.ign.com/articles/2006/10/24/retail-getting-twice-the-fear | archive-date=October 1, 2021 | url-status=live}}</ref>|AU|October 31, 2006<ref>{{cite web | url=https://www.amazon.com.au/R-First-Encounter-Assault-Recon/dp/B000HKGIOA | title=''F.E.A.R.'' (Xbox 360) | website=[[Amazon (company)|amazon.au]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929151659/https://www.amazon.com.au/R-First-Encounter-Assault-Recon/dp/B000HKGIOA | archive-date=September 29, 2021 | url-status=live}}</ref>|EU|November 10, 2006<ref>{{cite web | url=https://www.amazon.co.uk/Sierra-UK-F-E-A-R-Xbox-360/dp/B000FN7K5A | title=''F.E.A.R.'' (Xbox 360) | website=[[Amazon (company)|amazon.co.uk]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929150917/https://www.amazon.co.uk/Sierra-UK-F-E-A-R-Xbox-360/dp/B000FN7K5A | archive-date=September 29, 2021 | url-status=live}}</ref>}}'''PlayStation 3'''{{vgrelease|EU|April 20, 2007<ref>{{cite web | url=https://www.gamespot.com/articles/europe-feels-the-fear-early/1100-6168265/ | title=Europe feels the ''F.E.A.R.'' early | last=Emma | first=Boyes | website=[[GameSpot]] | date=March 29, 2007 | access-date=August 8, 2021 | archive-url=https://web.archive.org/web/20210808040843/https://www.gamespot.com/articles/europe-feels-the-fear-early/1100-6168265/ | archive-date=August 8, 2021 | url-status=live}}</ref>|NA|April 24, 2007<ref>{{cite web | url=https://www.gamespot.com/articles/fear-gets-a-date-with-ps3/1100-6168244/ | title=''F.E.A.R.'' gets a date with PS3 | last=Sinclair | first=Brendan | date=March 28, 2007 | website=[[GameSpot]] | access-date=October 1, 2021 | archive-url=https://web.archive.org/web/20211001073252/https://www.gamespot.com/articles/fear-gets-a-date-with-ps3/1100-6168244/ | archive-date=October 1, 2021 | url-status=live}}</ref>|AU|April 26, 2007<ref>{{cite web | url=https://www.ign.com/articles/2007/03/28/fear-gets-au-release-date | title=''F.E.A.R.'' Gets AU Release Date | last=Kolan | first=Patrick | date=March 29, 2007 | website=[[IGN]] | access-date=October 2, 2021 | archive-url=https://web.archive.org/web/20211002032247/https://www.ign.com/articles/2007/03/28/fear-gets-au-release-date | archive-date=October 2, 2021 | url-status=live}}</ref>}}
| genre = [[First-person shooter]], [[Horror game#Psychological horror|psychological horror]]<ref>{{cite web | url=https://www.eurogamer.net/f-3-a-r-to-be-revealed-next-month | title=''F.3.A.R'' to be revealed next month | last=Purchese | first=Robert | website=[[Eurogamer]] | date=March 24, 2010 | access-date=January 24, 2023 | archive-url=https://web.archive.org/web/20230124023543/https://www.eurogamer.net/f-3-a-r-to-be-revealed-next-month | archive-date=January 24, 2023 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamezone.com/originals/gamezone-s-31-games-of-halloween-2013-f-e-a-r/ | title=GameZone's 31 Games of Halloween 2013: ''F.E.A.R.'' | last=Sanchez | first=David | website=GameZone | date=October 9, 2013 | access-date=January 24, 2023 | archive-url=https://web.archive.org/web/20230124023747/https://www.gamezone.com/originals/gamezone-s-31-games-of-halloween-2013-f-e-a-r/ | archive-date=January 24, 2023 | url-status=live}}</ref><ref>{{cite web | url=https://gamerant.com/best-psychological-horror-games/ | title=13 Best Psychological Horror Games | last=Pursey | first=Jack | website=GameRant | date=April 23, 2022 | access-date=January 24, 2023 | archive-url=https://web.archive.org/web/20230124024149/https://gamerant.com/best-psychological-horror-games/ | archive-date=January 24, 2023 | url-status=live}}</ref>
| modes = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]]
}}
}}


'''''F.E.A.R. First Encounter Assault Recon''''' is a [[survival horror]] [[first-person shooter]] developed by [[Monolith Productions]] and published by [[Vivendi]]. It was released on October 17, 2005, for [[Microsoft Windows|Windows]],<ref name="date1" /> and ported by [[Day 1 Studios]] to the [[Xbox 360]] and [[PlayStation 3]].<ref name=ps3>{{cite web | last=Surette | first=Tim | date=2007-03-29 | url=http://www.gamespot.com/ps3/action/fear/news.html?sid=6168265&mode=news |title=Europe feels the ''F.E.A.R.'' early | work=[[GameSpot]] | accessdate = 2007-04-20}}</ref> [[Timegate Studios]] has released two [[expansion pack]]s, ''[[F.E.A.R. Extraction Point]]'' in October 2006,<ref name="Extpoint">{{cite web | url = http://pc.gamespy.com/pc/fear-extraction-point/ | title = ''F.E.A.R. Extraction Point'' at GameSpy | work=[[GameSpy]] | accessdate = 2006-10-02}}</ref> and ''[[F.E.A.R. Perseus Mandate]]'' in November 2007. A direct sequel titled ''[[F.E.A.R. 2: Project Origin]]'', was announced by Monolith Productions.<ref name="sequel">{{cite web | last=Surette | first=Tim | date=2006-02-21 | url = http://www.gamespot.com/news/6144629.html | title = Monolith scaring up new ''F.E.A.R.''s | work=[[GameSpot]] | accessdate = 2006-10-02}}</ref>
'''''F.E.A.R. First Encounter Assault Recon''''' is a 2005 [[first-person shooter]] [[Horror game#Psychological horror|psychological horror]] video game for [[Microsoft Windows|Windows]], [[PlayStation 3]], and [[Xbox 360]]. [[Video game developer|Developed]] by [[Monolith Productions]] and [[Video game publisher|published]] by [[Vivendi Games|Vivendi Universal Games]], the Windows version was released worldwide in October 2005. The Xbox and PlayStation versions were ported by [[Wargaming Chicago-Baltimore|Day 1 Studios]] and released in October 2006 and April 2007, respectively. Two standalone [[expansion pack]]s were released for the Windows and Xbox 360 versions of the game, both developed by [[TimeGate Studios]]; ''[[F.E.A.R. Extraction Point]]'' (2006) and ''[[F.E.A.R. Perseus Mandate]]'' (2007). Released on Windows in March 2007, ''F.E.A.R. Gold Edition'' includes all the content from the ''Director's Edition'' plus ''Extraction Point'', while ''F.E.A.R. Platinum Collection'', released for Windows in November 2007, includes the ''Director's Edition'', ''Extraction Point'', and ''Perseus Mandate''. Neither expansion is now considered canon, as the Monolith-developed ''[[F.E.A.R. 2: Project Origin]]'' ignores the events of both.


The game's story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the [[United States Army]] tasked with investigating [[supernatural]] phenomena. When a [[private military company]]'s secret research program goes wrong and a dangerous and powerful [[psychic]] is unleashed, F.E.A.R. is called in, with the player taking on the role of the unit's newest recruit, Point Man. However, it soon becomes apparent there is much more going on than a rogue psychic as Point Man finds himself facing a lethal and unpredictable [[paranormal]] menace in the form of a young girl with extraordinary destructive power.
The game's story revolves around a supernatural phenomenon, which [[List of F.E.A.R. characters & organizations#F.E.A.R. Team|F.E.A.R.]]—a fictional [[special forces]] team—is called to contain. The player assumes the role of F.E.A.R.'s [[List of F.E.A.R. characters & organizations#The Point Man (main character)|Point Man]], who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of a little girl.


Although the atmosphere of the game was heavily influenced by [[Japanese horror]], Monolith's primary goal with ''F.E.A.R'' was to make the player feel like the hero of an [[action film]]. To this end, they combined a slow-motion technique called "[[bullet time|reflex time]]", a semi-destructible environment, and a highly detailed [[particle system]] in an attempt to create as immersive an environment as possible. Another vital element in this is the game's [[Artificial intelligence in video games|AI]], with Monolith employing a never-before-used technique to give hostile [[Non-player character|NPCs]] an unusually broad range of actions in response to what the player is doing. This results in NPCs who can also work as a team, such as performing [[flanking maneuver]]s, laying down [[suppressive fire]], and attempting to retreat when under heavy fire.
''F.E.A.R.'' was well-received by critics, scoring 89% on [[Game Rankings]],<ref name=gamerankings3>{{cite web | url=http://www.gamerankings.com/htmlpages2/920744.asp?q=F.E.A.R. | title=''F.E.A.R.'' Reviews | work=[[Game Rankings]] | accessdate = 2006-09-30}}</ref> and ''[[The New York Times]]'' calling it "as thrilling and involving as ''[[Half-Life (video game)|Half-Life]]''."<ref name=nyt>{{cite web | last=Herold | first=Charles | date=2005-10-29 | url=http://www.nytimes.com/2005/10/29/sports/othersports/29game.html?emc=eta1 | title=If Looks Could Kill...and Here They Do | work=''[[The New York Times]]'' | accessdate = 2006-09-30}} '''Registration required.'''</ref> A "Director's Edition" [[DVD]] version of the game was also released. The DVD included a "Making of" documentary, a director's commentary, a short [[live-action]] prequel and the exclusive first episode of the promotional ''[[PANICS|P.A.N.I.C.S.]]'' [[machinima]]. A
related [[Dark Horse Comics|Dark Horse]] [[comic book]] was also packaged with the DVD. Along with the Director's Edition, ''F.E.A.R. Gold Edition'' was released. Gold Edition included the Director's Edition and ''Extraction Point''. ''F.E.A.R. Platinum Edition'' features the original game and two expansion packs.


Upon its initial Windows release, ''F.E.A.R.'' was very well received, with the AI garnering especial praise. Critics also lauded the [[Video game graphics|graphics]], atmosphere, [[sound design]], [[Video game music|music]], and [[Game mechanics|combat mechanics]]. Common points of criticism were a lack of enemy variety, a weak plot, and repetitive [[Level (video games)|level design]]. The Xbox 360 version was also well received, but the PlayStation 3 version met with mixed reviews, with many critics unimpressed with the port's technical issues and graphical inferiority. It was a commercial success, selling over three million units worldwide across all three systems.
==Gameplay==
''F.E.A.R.'' simulates combat from a [[first person (video games)|first person perspective]]. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or [[fast-roping]] from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.


== Gameplay ==
<!-- FAIR USE of FEAR_screenshot3.png: see image description page at http://en.wikipedia.org/wiki/Image:FEAR_screenshot3.png for rationale -->
''F.E.A.R.'' is a [[first-person shooter]] in which the player's arsenal includes [[handgun]]s (which the player can [[dual wield]]<ref name="Manual5">{{cite book | title=F.E.A.R. First Encounter Advanced Recon (Platinum Collection) PC Instruction Manual (NA) | url=https://store.steampowered.com/manual/21090 | year=2005 | publisher=[[Sierra Entertainment]] | chapter=Your Arsenal: Weapons | page=5 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809021805/https://cdn.cloudflare.steamstatic.com/steam/apps/21090/manuals/FEAR_combined.pdf?t=1585439905 | archive-date=August 9, 2021 | url-status=live}}</ref>), an [[assault rifle]], [[submachine gun]], [[shotgun]], [[sniper rifle]], [[nail gun]], [[Repeating firearm#Revolver cannon|repeating cannon]], [[rocket launcher]], and [[particle beam]].<ref name="GSpotCES"/><ref name="IGN3E"/><ref name="IGNW">{{cite web | url=https://www.ign.com/articles/2005/08/23/the-weapons-of-fear | title=The Weapons of ''F.E.A.R.'' | last=Blevins | first=Tal | website=[[IGN]] | date=August 23, 2005 | access-date=September 9, 2021 | archive-url=https://web.archive.org/web/20210909044729/https://www.ign.com/articles/2005/08/23/the-weapons-of-fear | archive-date=September 9, 2021 | url-status=live}}</ref> Each weapon differs in terms of accuracy, range, [[rate of fire]], damage, and weight.<ref name="IGNW"/> The latter characteristic is important, as the more powerful weapons (rocket launcher, cannon, and particle beam) tend to be more cumbersome and slow the player's movement and reaction speed.<ref name="Manual5"/> Only three different firearms can be carried at any one time.<ref name="Manual5"/><ref name="GSpotMul">{{cite web | url=https://www.gamespot.com/articles/fear-updated-hands-on-multiplayer/1100-6116476/ | title=''F.E.A.R.'' Updated Hands-On - Multiplayer | last=Park | first=Andrew | date=January 19, 2005 | website=[[GameSpot]] | access-date=August 30, 2021 | archive-url=https://web.archive.org/web/20210830080129/https://www.gamespot.com/articles/fear-updated-hands-on-multiplayer/1100-6116476/ | archive-date=August 30, 2021 | url-status=live}}</ref> The player also has access to three different types of explosive - [[Grenade#Fragmentation grenade|frag grenades]], [[Land mine|proximity grenades]], and remote bombs. The player can carry five of each type and can carry all three at once (allowing for up to 15 explosives), but only one type may be equipped at any one time. Additionally, when using the remote bombs, the player must holster their weapon.<ref name="Manual5"/><ref name="GSpotMul"/>
[[Image:FEAR screenshot3.png|thumb|250px|left|The player character uses reflex time while firing on a group of soldiers.]]


Compared to other shooters where [[melee]] combat is often a last resort, ''F.E.A.R.''{{'}}s melee system is a viable combat alternative.<ref name="IGNE32">{{cite web | url=https://www.ign.com/articles/2004/05/13/e3-2004-fear-impressions | title=E3 2004: ''F.E.A.R.'' Impressions | last=Adams | first=Dan | website=[[IGN]] | date=May 12, 2004 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810005133/https://www.ign.com/articles/2004/05/13/e3-2004-fear-impressions | archive-date=August 10, 2021 | url-status=live}}</ref> The [[Stock (firearms)|butts]] of all firearms can be used in [[close combat]]; lighter weapons, although less powerful, allow the player to move around more quickly and increase the chances of a successful melee attack.<ref name="IGNW"/><ref name="IGNU">{{cite web | url=https://www.ign.com/articles/2005/01/10/ces-2004-fear-updated-impressions | title=CES 2005: ''F.E.A.R.'' Updated Impressions | last=Castro | first=Juan | website=[[IGN]] | date=January 10, 2005 | access-date=August 27, 2021 | archive-url=https://web.archive.org/web/20210827040531/https://www.ign.com/articles/2005/01/10/ces-2004-fear-updated-impressions | archive-date=August 27, 2021 | url-status=live}}</ref><ref name="Manual6b">{{cite book | title=F.E.A.R. First Encounter Advanced Recon (Platinum Collection) PC Instruction Manual (NA) | url=https://store.steampowered.com/manual/21090 | year=2005 | publisher=[[Sierra Entertainment]] | chapter=Your Arsenal: Hand-to-Hand Combat | page=6 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809021805/https://cdn.cloudflare.steamstatic.com/steam/apps/21090/manuals/FEAR_combined.pdf?t=1585439905 | archive-date=August 9, 2021 | url-status=live}}</ref> Movement speed is maximized if a player holsters their weapon, which allows them to engage in [[hand-to-hand combat]].<ref name="IGNW"/><ref name="Manual6b"/> As well as the basic melee attack, players can also perform a jumping kick and a sliding tackle, both of which, if landed correctly, instantly kill regular enemies.<ref name="IGNMulti">{{cite web | url=https://www.ign.com/articles/2005/01/20/fear-hands-on-3 | title=''F.E.A.R.'' Hands-on | last=Adams | first=Dan | website=[[IGN]] | date=January 20, 2005 | access-date=August 29, 2021 | archive-url=https://web.archive.org/web/20210829054215/https://www.ign.com/articles/2005/01/20/fear-hands-on-3 | archive-date=August 29, 2021 | url-status=live}}</ref>
A prominent gameplay element is "[[Bullet time|reflex time]]," which slows down the game world while allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's [[visual effects|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 Woo]]'s ''[[Hard-Boiled]]''." He continued on to say that "defeat[ing] ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in "mak[ing] the player feel like they are an action movie hero."<ref name=eurogamer>{{cite web | last=Bramwell | first=Tom | date=2005-10-12 | url=http://www.eurogamer.net/article.php?article_id=61255 | title= The ''F.E.A.R.'' Effect | work=[[Eurogamer]] | accessdate = 2006-10-04}}</ref>


[[File:F.E.A.R. gameplay 1.jpg|thumb|Point Man uses reflex time in the PC version of the game. Note the visual distortions representing the bullet trails.]]
The game contains weapons based on non-fictional firearms, such as [[pistol]]s, [[assault rifle]]s and [[submachine gun]]s, as well as entirely [[science fiction|fictional]] armaments like [[particle beam weapon]]s. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, ''F.E.A.R.'' does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "''a balanced arsenal where each weapon serves a specific function,''" rather than "''just going with a bunch of real-world submachine guns and assault rifles.''"<ref name=gamespotinterview>{{cite web | date=2005-04-01 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6121461&mode=previews | title=''F.E.A.R.'' Q&A - Story, Weapons, Multiplayer | work=[[GameSpot]] | accessdate = 2006-10-04}}</ref> ''F.E.A.R.''<nowiki>'</nowiki>s [[HUD (computer gaming)|heads-up display]] crosshair's size dynamically shows where shots will fall based on movement, aim and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.
A prominent [[gameplay]] element in ''F.E.A.R.'' is "[[Bullet time|reflex time]]"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds.<ref name="GSpotCES">{{cite web | url=https://www.gamespot.com/articles/fear-hands-on/1100-6115920/ | title=''F.E.A.R.'' Hands-On | last=Shoemaker | first=Brad | website=[[GameSpot]] | date=January 10, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810010345/https://www.gamespot.com/articles/fear-hands-on/1100-6115920/ | archive-date=August 10, 2021 | url-status=live}}</ref><ref name="Manual6a">{{cite book | title=F.E.A.R. First Encounter Advanced Recon (Platinum Collection) PC Instruction Manual (NA) | url=https://store.steampowered.com/manual/21090 | year=2005 | publisher=[[Sierra Entertainment]] | chapter=Your Arsenal: Your Special Ability | page=6 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809021805/https://cdn.cloudflare.steamstatic.com/steam/apps/21090/manuals/FEAR_combined.pdf?t=1585439905 | archive-date=August 9, 2021 | url-status=live}}</ref> This effect is used to simulate the [[player character]]'s superhuman [[reflex]]es, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's [[particle system]].<ref name="IGNU"/><ref name="Manual6a"/> The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.<ref name="GSpotCES"/> The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other [[Item (game terminology)|pickups]] available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the player's [[Health (game terminology)|health meter]]).<ref name="GSpotCES"/><ref name="IGNW"/><ref name="GSpyPreview">{{cite web | url=http://pc.gamespy.com/pc/fear/513626p1.html | title=''F.E.A.R.'' Preview | last=Accardo | first=Sal | website=[[GameSpy]] | date=May 11, 2004 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810005356/http://pc.gamespy.com/pc/fear/513626p1.html | archive-date=August 10, 2021 | url-status=live}}</ref>


Reflex time is an important element of the game's [[Game mechanics|combat mechanics]] insofar as ''F.E.A.R.''{{'}}s [[artificial intelligence in video games|artificial intelligence]] allows hostile [[Non-player character|NPCs]] an unusually large range of action; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover, all in reaction to what the player is doing at any given moment.<ref name="IGNU"/><ref name="IGNGDC">{{cite web | url=https://www.ign.com/articles/2005/03/10/gdc-2005-fear-hands-on | title=GDC 2005: ''F.E.A.R.'' Hands-On | last=McNamara | first=Tom | website=[[IGN]] | date=March 10, 2005 | access-date=September 3, 2021 | archive-url=https://web.archive.org/web/20210903024544/https://www.ign.com/articles/2005/03/10/gdc-2005-fear-hands-on | archive-date=September 3, 2021 | url-status=live}}</ref><ref name="Diary1">{{cite web | url=https://www.gamespot.com/articles/fear-designer-diary-1-a-study-of-smart-ai-part-i/1100-6133519/ | title=''F.E.A.R.'' Designer Diary #1 – A Study of Smart AI, Part I | last=Orkin | first=Jeff | date=September 16, 2005 | website=[[GameSpot]] | access-date=September 17, 2021 | archive-url=https://web.archive.org/web/20210917045522/https://www.gamespot.com/articles/fear-designer-diary-1-a-study-of-smart-ai-part-i/1100-6133519/ | archive-date=September 17, 2021 | url-status=live}}</ref> Various opponents may also act as a team, taking back routes to [[Flanking maneuver|flank]] the player, using [[suppressive fire]], taking cover and often falling back if under fire, alerting one another as to the player's location, and giving one another orders (which may, or may not, be followed).<ref name="GSpyPreview"/><ref name="Diary1"/><ref name="States">{{cite web | url=http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf |
Compared to other shooters where [[Mêlée#Use in gameplay|mêlée]] is usually a last resort, ''F.E.A.R.'s'' mêlée is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in [[Pistol-whipping|close combat]]. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of mêlée. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.
title=Three States and a Plan: The A.I. of ''F.E.A.R.'' | last=Orkin | first =Jeff | website=jorkin.com | date=March 23, 2006 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809014746/http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf | archive-date=August 9, 2021 | url-status=live}}</ref><ref name="GameDev">{{cite web | url=http://aigamedev.com/reviews/fear-ai | title=Assaulting ''F.E.A.R.''{{'}}s AI: 29 Tricks to Arm Your Game | last=Champandard | first=Alex J. | website=AIGameDev | date=October 22, 2007 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20080130195609/http://aigamedev.com/reviews/fear-ai#comment-1660 | archive-date=January 30, 2008 | url-status=dead}}</ref>


=== Multiplayer ===
''F.E.A.R.''<nowiki>'</nowiki>s [[Game artificial intelligence|artificial intelligence]] allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using [[suppressive fire]] or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,<ref name="FEAR-AI">{{cite web | last = Orkin | first = Jeff | title = Three States and a Plan: The A.I. of ''F.E.A.R.'' | work = Game Developers Conference 2006 | date = 2006-03-23 | url = http://www.jorkin.com/gdc2006_orkin_jeff_fear.doc | format = [[DOC (computing)|DOC]] | accessdate = 2006-10-04 }}</ref><ref name="FEAR-AI3">{{cite web | title = Assaulting ''F.E.A.R.''’s AI: 29 Tricks to Arm Your Game | work = AIGameDev | url = http://aigamedev.com/reviews/fear-ai | accessdate = 2008-02-15 }}</ref> and its efficiency helped the game win [[GameSpot]]'s "2005 Best AI Award,"<ref name="FEAR-AI2">{{cite web | title = GameSpot's 2005 Best AI Award | work = GameSpot | url = http://www.gamespot.com/pages/features/bestof2005/index.php?day=2&page=10 | accessdate = 2006-10-11 }}</ref> and earn the #2 ranking on [[AIGameDev]]'s "Most Influential AI Games."<ref name="FEAR-AI4">{{cite web | title = Top 10 Most Influential AI Games | work = AIGameDev | url = http://aigamedev.com/reviews/top-ai-games | accessdate = 2008-02-15 }}</ref>
The game's [[Multiplayer video game|multiplayer]] can support up to 16 players, and initially featured [[deathmatch (video games)|deathmatch]], team deathmatch, [[Last man standing (video games)|elimination]], team elimination, and [[capture the flag]].<ref name="Manual7">{{cite book | title=F.E.A.R. First Encounter Advanced Recon (Platinum Collection) PC Instruction Manual (NA) | url=https://store.steampowered.com/manual/21090 | year=2005 | publisher=[[Sierra Entertainment]] | chapter=Multiplayer | page=7 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809021805/https://cdn.cloudflare.steamstatic.com/steam/apps/21090/manuals/FEAR_combined.pdf?t=1585439905 | archive-date=August 9, 2021 | url-status=live}}</ref> "Control" and "Conquer All" games were added later as free [[downloadable content]].<ref>{{cite web | url=https://www.eurogamer.net/articles/news300506fearpc | title=New Modes for ''F.E.A.R.'' | last=Bramwell | first=Tom | date=May 30, 2006 | website=[[Eurogamer]] | access-date=September 27, 2021 | archive-url=https://web.archive.org/web/20210927140913/https://www.eurogamer.net/articles/news300506fearpc | archive-date=September 27, 2021 | url-status=live}}</ref> Also added at a later date were game types specifically designed to allow players to use reflex time; SlowMo deathmatch, team SlowMo deathmatch, and SlowMo capture the flag.<ref name="GSpotMul"/><ref name="Manual7"/> These game types feature a reflex time [[power-up]], which only one player can carry at a time, and when it is fully charged (it charges when it is being carried) that player can activate it and give themselves (and the rest of their team, if applicable) a considerable speed advantage over opposing players. However, whoever is carrying the power-up will have a bluish glow and will be permanently visible on all players' [[mini-map]]s.<ref name="GSpotMul"/><ref name="IGNMulti"/><ref name="Manual7"/> The [[Xbox 360]] and [[PlayStation 3]] versions of the game feature the same modes as the PC version (with both "Control" and "Conquer All" added after release).<ref name="Scary">{{cite web | url=https://www.gamespot.com/articles/fear-hands-on-the-ps3-gets-scary/1100-6168868/ | title=''F.E.A.R.'' Hands-On: The PS3 Gets Scary | last=Ocampo | first=Jason | date=April 11, 2007 | website=[[GameSpot]] | access-date=October 2, 2021 | archive-url=https://web.archive.org/web/20211002064911/https://www.gamespot.com/articles/fear-hands-on-the-ps3-gets-scary/1100-6168868/ | archive-date=October 2, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/new-fear-modes-for-360 | title=New ''F.E.A.R.'' modes for 360 | last=Burnam | first=Rob | date=October 4, 2007 | website=[[Eurogamer]] | access-date=October 2, 2021 | archive-url=https://web.archive.org/web/20211004130246/https://www.eurogamer.net/articles/new-fear-modes-for-360 | archive-date=October 4, 2021 | url-status=live}}</ref> Multiple new maps were made available for the Xbox 360 version throughout 2007, with the release of three major map packs; Nightmare, Synchronicity, and Bonus.<ref>{{cite web | url=https://www.eurogamer.net/articles/premium-fear-maps-on-live | title=Premium ''F.E.A.R.'' maps on Live | last=Bramwell | first=Tom | date=July 5, 2007 | website=[[Eurogamer]] | access-date=October 4, 2021 | archive-url=https://web.archive.org/web/20211004140446/https://www.eurogamer.net/articles/premium-fear-maps-on-live | archive-date=October 4, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/yet-more-fear-maps | title=Yet more ''F.E.A.R.'' maps | last=Bramwell | first=Tom | date=July 24, 2007 | website=[[Eurogamer]] | access-date=October 4, 2021 | archive-url=https://web.archive.org/web/20211004142549/https://www.eurogamer.net/articles/yet-more-fear-maps | archive-date=October 4, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/new-fear-maps-on-live | title=New ''F.E.A.R.'' maps on Live | last=Purchese | first=Robert | date=August 14, 2007 | website=[[Eurogamer]] | access-date=October 4, 2021 | archive-url=https://web.archive.org/web/20211004153656/https://www.eurogamer.net/articles/new-fear-maps-on-live | archive-date=October 4, 2021 | url-status=live}}</ref>


In August 2006, ''F.E.A.R.''{{'}}s multiplayer component was re-released on PC as a free download under the name ''F.E.A.R. Combat''.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-combat-is-here/1100-6155996/ | title=''F.E.A.R. Combat'' is H.E.R.E. | last=Thorsen | first=Tor | date=August 17, 2006 | website=[[GameSpot]] | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809170051/https://www.gamespot.com/articles/fear-combat-is-here/1100-6155996/ | archive-date=August 9, 2021 | url-status=live}}</ref> Incorporating the latest multiplayer patches, all ten gameplay modes, and all nineteen maps, ''F.E.A.R. Combat'' was compatible with the original PC retail edition's multiplayer, meaning those with only the download could play with those who own the full game.<ref>{{cite web | url=https://www.gamespot.com/articles/sierra-combats-fear/1100-6155427/ | title=Sierra Combats ''F.E.A.R.'' | last=Surette | first=Tim | date=August 8, 2006 | website=[[GameSpot]] | access-date=September 28, 2021 | archive-url=https://web.archive.org/web/20210928040003/https://www.gamespot.com/articles/sierra-combats-fear/1100-6155427/ | archive-date=September 28, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.engadget.com/2006-08-08-f-e-a-r-multiplayer-now-the-low-low-price-of-zero.html | title=''F.E.A.R.'' multiplayer now the low low price of zero | last=Ransom-Wiley | first=James | date=August 8, 2006 | website=[[Engadget]] | access-date=September 28, 2021 | archive-url=https://web.archive.org/web/20210928040238/https://www.engadget.com/2006-08-08-f-e-a-r-multiplayer-now-the-low-low-price-of-zero.html | archive-date=September 28, 2021 | url-status=live}}</ref>
===Multiplayer===
<div class="toccolours" style="width:254px; float:right; margin-left: 1em;">
<center>'''''F.E.A.R.''''' - Level list</center>
* '''Interval 01 &ndash; Inception'''
** '''Point of origin'''
* '''Interval 02 &ndash; Initiation'''
** '''First encounter'''
* '''Interval 03 &ndash; Escalation'''
** '''Infiltration'''
** '''Heavy resistance'''
** '''Bad water'''
** '''Exeunt omnes'''
* '''Interval 04 &ndash; Infiltration'''
** '''LZ is hot'''
** '''Watchers'''
* '''Interval 05 &ndash; Extraction'''
** '''Bishop'''
** '''Blindside'''
* '''Interval 06 &ndash; Interception'''
** '''Sayonara, sucker!'''
** '''Unauthorized personnel'''
** '''Afterimage'''
* '''Interval 07 &ndash; Redirection'''
** '''Alice Wade'''
** '''Flight'''
* '''Interval 08 &ndash; Desolation'''
** '''Urban decay'''
** '''Point of entry'''
* '''Interval 09 &ndash; Incursion'''
** '''Lapdog'''
** '''Bypass'''
* '''Interval 10 &ndash; Revelation'''
** '''The Vault'''
* '''Interval 11 &ndash; Retalation'''
** '''Ground zero'''
</div>
''F.E.A.R.''<nowiki>'</nowiki>s multiplayer component includes mainstay gameplay modes, such as [[Deathmatch (gaming)|Deathmatch]], Team deathmatch, [[Capture the flag]] and [[Last man standing (gaming)|Last man standing]].<ref name="manual">"''F.E.A.R. - First Encounter Assault Recon''" game manual (2005)</ref> "Control" and "Conquer All" gametypes were later added through a [[patch (computing)|patch]]. Some gametypes in ''F.E.A.R.''<nowiki>'</nowiki>s multiplayer use the "reflex time" effect: SlowMo Deathmatch, SlowMo Team deathmatch and SlowMo Capture the flag. Only one player can use carry the reflex [[power-up]], when fully charged they can activate it and give themselves (and the rest of their team if applicable) a speed advantage over opposing players. However, the one carrying the power-up will have a bluish glow, and they will show up on a foe's HUD.<ref name="manual"/>


==Plot==
On August 17, 2006, ''F.E.A.R.''<nowiki>'</nowiki>s multiplayer component was retitled ''F.E.A.R. Combat'' and made available for free download.<ref name=gs>{{cite web | last=Thorsen | first=Tor | date=2006-08-17 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6155996 | title=''F.E.A.R. Combat'' is H.E.R.E. | work=[[GameSpot]] | accessdate = 2006-09-30}}</ref> Downloaders of ''F.E.A.R. Combat'' and owners of ''F.E.A.R.''<nowiki>'</nowiki>s retail edition may play together online.<ref name="combat">{{cite web | date=2006-08-08 | url = http://www.sierra.com/en/home/news/product_news/080806_-_fear_combat.html | title = ''F.E.A.R. Combat'' Announcement | work=Sierra.com | accessdate = 2006-10-02}}</ref>
In 2002, the elite [[United States Army]] unit F.E.A.R. (First Encounter Assault Recon) was founded to "combat [[paranormal]] threats to [[national security]]". The game is set in 2025 in the fictional city of Fairport and begins as the unit is joined by a newly assigned Sergeant (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a [[psychic]] operative named Paxton Fettel has gone rogue. Officially an [[aerospace manufacturer]] and [[medical research]] company, in reality, ATC are a hugely powerful [[private military company]] dabbling in [[cryogenics]], [[nuclear technology]], [[cloning]], and [[telepathy]].<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Armacham Technology Corporation | pages=2–3 | access-date=February 15, 2022 | quote=ATC's advancements in [[genetics]], [[cloning]], and [[Telepathy|telepathics]] have the potential to transform the company into an effective [[Shadow government (conspiracy theory)|shadow government]], just as powerful in world affairs as a [[Sovereign state|sovereign nation]]. | archive-url=https://web.archive.org/web/20220215023239/https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | archive-date=February 15, 2022 | url-status=live}}</ref> They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander.<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 01: Inception | quote='''Rodney Betters''': This wacko's name is Paxton Fettel. He's the key. If we contain him, we contain the situation. / [...] / '''Jin Sun-Kwon''': What's his story? / '''Betters''': Property of Armacham Technology Corporation. They're working on a military contract to develop an army of clones that respond to a [[psychic]] commander.}}</ref> However, he has now used the Replicas to seize control of the facility.{{efn|Fettel's capture of the facility is expanded upon in the ''F.E.A.R.'' comic.}} The mission of the three-person F.E.A.R. team (Point Man, 1LT. Spencer Jankowski, and [[Chief technology officer|CTO]] Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.


As soon as the mission begins, Point Man starts to have powerful hallucinations – Fettel asking him "what's the first thing you remember?"; a woman screaming, "where are you taking him?"; a man telling him, "you will be a god among men"; a baby crying; and, most frequently, a young girl in a red dress. In one particular hallucination, he sees Fettel interrogating a worker, demanding to know where "Alma" is. Shortly thereafter, Point Man finds the mutilated worker, who manages to say, "Alma. If Fettel finds her...Origin" before he dies. Despite Jankowski disappearing, F.E.A.R. is deployed to ATC headquarters, where a [[Delta Force]] recon team has dropped out of contact.
The PC version of the game uses the [[PunkBuster]] program to prevent [[Cheating in online games|cheating]]. However, in December 2007, [[Even Balance]] discontinued PunkBuster support for ''F.E.A.R.'' in favor of the second expansion, ''[[F.E.A.R. Perseus Mandate]]''.<ref name="punkbuster">{{cite web | date=2007-12-22 | url=http://www.ds-gamesolutions.net/forum/index.php?showtopic=839&st=0&p=946&#entry946 | title=The end for punkbuster support in ''F.E.A.R.'' Retail/Combat - DS-Game Solutions Forum | accessdate = 2008-01-17}}</ref> While PunkBuster-enabled servers will still check for and protect against known cheats, the program will no longer automatically update. Because of this, many players with an outdated version of PunkBuster are unable to play in PunkBuster-enabled servers without being automatically kicked from the game.<ref name="punkbuster2">{{cite web | date=2007-12-24 | url=http://www.techspot.com/vb/topic95133.html | title=PB INIT failure (FEAR COMBAT) temporal fix | accessdate = 2008-01-17}}</ref> However, this can be fixed by disabling PunkBuster security with an in-game command, or by downloading the latest PunkBuster files from a third-party source.


Point Man learns that Fettel's [[Neural oscillation|brain waves]] during his revolt were identical to those during the "first synchronicity event", which happened when he was ten and resulted in the termination of "Project Origin". This time, however, Fettel is infinitely more dangerous.<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 04: Infiltration – Watchers | quote='''Charles Habeggar''': The [[Neural oscillation|patterns]] are identical to what we saw last time, but obviously, the consequences would be a hell of a lot worse.}}</ref><ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 04: Infiltration – Watchers | quote='''Habeggar''': When this happened before, Fettel was only a child. And the fallout of that fuckup was that Origin had to be permanently shut down. This time we're talking about a highly trained military commander with a [[Telepathy|telepathic]] link to hundreds of soldiers that don't think for themselves.}}</ref> Meanwhile, Point Man finds that the Delta recon team have been massacred.{{efn|The demise of the [[Delta Force]] recon team is depicted in the bonus mission for the [[PlayStation 3]] port of the game, which shows them fighting their way through Replicas to the building's lobby. Once there, they lose contact with the outside, and the girl in the red dress emerges from an elevator, brutally wiping them out without laying a finger on them.}} He then encounters an ATC survivor, Aldus Bishop, who tells F.E.A.R. that the Replicas were looking for Harlan Wade, a senior ATC researcher. A Delta Force team led by Sgt. Douglas Holiday is sent in to extract Bishop. They get him to a helicopter, but as he is boarding, he is shot by ATC security.{{efn|Holiday's attempt to rescue Bishop is depicted in the bonus mission for the [[Xbox 360]] port of the game. Bishop's fate is left ambiguous in both the main game and the bonus mission, but it is confirmed in both ''[[F.E.A.R. Perseus Mandate|Perseus Mandate]]'' and the ''[[F.E.A.R. 2: Project Origin#Armacham Field Guide|Aramacham Field Guide]]'' that he succumbed to his wounds.}} Point Man subsequently learns that Fettel was the "second prototype" resulting from Project Origin.<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 06: Interception – Sayonara, Sucker | quote='''Betters''': The first prototype didn't work out. Fettel was the second and there was never a third. They pulled the plug a few years after he was born.}}</ref><ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Project Origin | page=9 | access-date=February 15, 2022 | quote=The first prototype did not immediately have psychic gifts, and was written off as a failure, although he was not disposed of. He was separated from Origin, but tracked carefully over the course of his life. | archive-url=https://web.archive.org/web/20220215023239/https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | archive-date=February 15, 2022 | url-status=live}}</ref> Shortly thereafter, Fettel tells Point Man "a war is coming. I've seen it in my dreams. Fires sweeping over the earth. Bodies in the streets. Cities turned to dust. Retaliation."
The [[Xbox 360]] and [[PlayStation 3]] versions, just like the PC edition, only have online multiplayer. There is no split-screen local play.


Point Man subsequently learns that the prototypes were created from the [[genetic code]] of a female psychic named Alma, who gave physical birth to both prototypes from within an [[induced coma]].<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 09: Incursion – Lapdog | quote='''Betters''': The [[Genetic code|genetic reference]] they used for the program was apparently a powerful [[psychic]]. And it was a woman. Says here she gave live birth to the prototypes. Seems Wade wasn't convinced the psychic characteristics were genetic. He figured there was a better chance they'd be passed along if the [[fetus]] gestated inside the subject. So they put her in a coma, made her carry a genetically engineered baby to term, then induced labor.}}</ref><ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Project Origin | page=8 | access-date=February 15, 2022 | quote=The original concept was to create the prototype psychic commander using Alma's [[DNA]]. However, through testing, Harlan came to the conclusion that psychic abilities are not inherited, but rather a [[mutation]] that is one in a billion. Harlan altered the project's direction; instead of extracting Alma's DNA, he decided she would be impregnated with a genetically engineered male fetus. This prototype fetus would be carried to term inside Alma and then birthed during an [[induced coma]].| archive-url=https://web.archive.org/web/20220215023239/https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | archive-date=February 15, 2022 | url-status=live}}</ref> He also learns about the "synchronicity event" – despite being in a coma, Alma formed a telepathic link with Fettel, and began influencing his actions, leading to several deaths.<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 09: Incursion – Lapdog | quote='''Betters''': They discovered that there had been a telepathic link between Fettel and Alma even though she was in a coma. They concluded that she was influencing him. That must have been why they pulled the plug on Origin.}}</ref> In the Origin facility, Point Man discovers that Alma was only eight when she was brought into Origin, 15 when the first prototype was born, and she is the girl in the red dress.{{efn|The live action prequel "Alma Interview" shows some of the interactions between the child Alma and ATC staff.}} He also learns that Wade is planning on freeing Alma from stasis in the Origin facility, even though she officially died in 2005.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Project Origin | page=10 | access-date=February 15, 2022 | quote=When Fettel was contained, it was decided that it was too dangerous to keep Alma alive, even in her coma inside the Origin facility. Her life support was terminated and six days later, her physical body died. | archive-url=https://web.archive.org/web/20220215023239/https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | archive-date=February 15, 2022 | url-status=live}}</ref> After her death, the facility was sealed until 2025, when it was reopened (over Wade's objections) with an eye to possibly restarting the project. Moments later, Fettel experienced the second synchronicity event.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Project Origin | page=10 | access-date=February 15, 2022 | quote=Over Harlan's objections not to revive the project (he professed a fear of disturbing any psychic remnants of Alma, as if such things existed), the Origin facility was reopened. [...] Immediately following the reopening, Fettel experienced a second synchronicity event. | archive-url=https://web.archive.org/web/20220215023239/https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | archive-date=February 15, 2022 | url-status=live}}</ref> Point Man then has an hallucination in which Fettel tells him that they are brothers, both born of Alma – Point Man is the first prototype.<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=[[Monolith Productions]] | publisher=[[Sierra Entertainment]] | date=2005 | level=Interval 10: Revelation | quote='''Fettel''': You still don't know, do you? What you are. Why you're here. What's the first thing you remember? What's your given name? Where were you born? You have no history. You and I were born from the same mother.}}</ref> Finding Fettel, he shoots him in the head, rendering the Replicas dormant. He then witnesses Wade, who is revealed to be Alma's father, releasing her from stasis. She immediately kills him, and Point Man heads to the facility's [[nuclear reactor core]], overloading it.
==Atmosphere==
A core element of ''F.E.A.R.'' is its horror theme, which is heavily inspired by [[Japanese horror]].<ref name=designerdiary>{{cite web | date=2005-10-04 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6134936&mode=previews | title=Music to your ''F.E.A.R.''s | work=[[GameSpot]] | accessdate = 2006-10-04}}</ref> The design team attempted to keep "[the] psychology of the encounter" in the player's mind at all times, in order to "get under [the player's] skin", as opposed to the "in your face 'monsters jumping out of closets' approach".<ref name=fearpreviewign>{{cite web | date=2005-10-04 | url=http://pc.ign.com/articles/653/653534p1.html | title=Level design - it's scary | work=[[IGN]] | accessdate = 2006-10-04}}</ref> Lead designer Craig Hubbard stated in an interview that "horror is extremely fragile ... you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity". He remarked that he attempted to strike a balance with the narrative elements of ''F.E.A.R.'', to give players "enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty".<ref name="gamespotinterview" /> Lead level designer John Mulkey stated, "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".<ref name="fearpreviewign" />


As the facility explodes, Point Man escapes and is picked up by a Delta Force helicopter, on board of which are Holiday and Jin. As it flies over the [[mushroom cloud]], the helicopter loses power, and Alma pulls herself up into the cabin. The game then cuts to black. After the credits, we hear a phone call between an unnamed senator and Genevieve Aristide, president of ATC. She assures him that Project Origin is secure and Fettel has been neutralised. As he complains about how indiscreet the cleanup has been, she points out, "there is some good news, however. The first prototype was a complete success."
<!-- FAIR USE of CorridorAlma.jpg: see image description page at http://en.wikipedia.org/wiki/Image:CorridorAlma.jpg for rationale -->
[[Image:CorridorAlma.jpg|thumb|250px|right|The player may find himself inside visions created by an unknown force.]]
The main source of the game's horror is Alma, a ghostly little girl. Craig Hubbard remarked that "a guy in a mask chasing [[co-ed]]s with a meat cleaver can be scary, but on some level you're thinking to yourself you could probably kick his ass if you got the drop on him...but when a spooky little girl takes out an entire Delta Force squad, how are you supposed to deal with that?"<ref name="eurogamer" /> While Alma has been compared to the character [[Samara Morgan|Samara]] from ''[[The Ring (2002 film)|The Ring]]'',<ref name=firingsquad>{{cite web | last=Todd | first=Brett | date=2005-10-23 | url=http://www.firingsquad.com/games/fear_review/ | title=''F.E.A.R.'' review at FiringSquad | work=FiringSquad | accessdate = 2006-10-09}}</ref><ref name=gamespy>{{cite web | last=Kuo | first=Li C. |date=2006-05-04 | url=http://xbox360.gamespy.com/xbox-360/fear/705001p1.html | title=''F.E.A.R.'' Official for Xbox 360 | accessdate = 2007-06-27}}</ref> 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.''"<ref name="eurogamer" /> Hubbard acknowledged that Alma "admittedly bears some visual resemblance to the ghosts in ''[[Dark Water (2002 film)|Dark Water]]'' or ''Séance''," but "creepy little girls have been freaking [him] out since ''[[The Shining (film)|The Shining]]''".<ref name="eurogamer" />


==Development==
''F.E.A.R.''<nowiki>'</nowiki>s audio was designed in the style of Japanese horror films, with the sound engineers using inexpensive equipment to create sound effects, using methods including dragging metal across different surfaces and recording pump sounds.<ref name="designerdiary" /> Monolith Productions commented, "The sound designers had to be concerned with avoiding predictability," since "[l]isteners are smart ... they will recognize your formula quickly and then you won't be able to scare them anymore."<ref name="designerdiary" /> Silence is present in order to "allow players to fill in the space, which lets their imagination create their own personal horror".<ref name="designerdiary" />
===Conception===
Although it was known from late 2003 that [[Monolith Productions]] was working with [[Vivendi]] on a new title, nothing was officially revealed until May 2004, when a single screenshot from the new game was published in Vivendi's weekly newsletter. Written above the picture was, "They say bullets taste like chicken," and written below was, "Hope you're hungry." Vivendi promised that more would be revealed in a few days, at the upcoming [[E3]].<ref>{{cite web | url=https://www.gamespot.com/articles/vu-and-monolith-working-on-mystery-shooter/1100-6096574/ | title=VU and Monolith working on mystery shooter | last=Thorsen | first=Tor | website=[[GameSpot]] | date=May 7, 2004 | access-date=August 23, 2021 | archive-url=https://web.archive.org/web/20210823063906/https://www.gamespot.com/articles/vu-and-monolith-working-on-mystery-shooter/1100-6096574/ | archive-date=August 23, 2021 | url-status=live}}</ref> ''F.E.A.R.'' was formally announced at E3, with the reveal of the game's title, a trailer, a brief plot outline, the genre ([[first-person shooter]]), the platform (PC), the release date (fourth quarter of 2005), and the probable rating (M).<ref name="IGNE31">{{cite web | url=https://www.ign.com/articles/2004/05/12/e3-2004-fear | title=E3 2004: ''F.E.A.R.'' | last=Adams | first=Dan | website=[[IGN]] | date=May 11, 2004 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810002418/https://www.ign.com/articles/2004/05/12/e3-2004-fear | archive-date=August 10, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/monolith-to-instill-fear-in-pcs/1100-6097477/ | title=Monolith to instill ''F.E.A.R.'' in PCs | last=Thorsen | first=Tor | website=[[GameSpot]] | date=May 11, 2004 | access-date=August 24, 2021 | archive-url=https://web.archive.org/web/20210824050636/https://www.gamespot.com/articles/monolith-to-instill-fear-in-pcs/1100-6097477/ | archive-date=August 24, 2021 | url-status=live}}</ref><ref name="Gives">{{cite web | url=https://www.eurogamer.net/articles/news170504fear | title=Monolith gives us ''F.E.A.R.'' | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=May 11, 2004 | access-date=August 24, 2021 | archive-url=https://web.archive.org/web/20210824050916/https://www.eurogamer.net/articles/news170504fear | archive-date=August 24, 2021 | url-status=live}}</ref> The following day, a non-playable demo was made available to journalists.<ref name="IGNE32"/><ref name="GSpotE3">{{cite web | url=https://www.gamespot.com/articles/fear-e3-2004-impressions/1100-6097895/ | title=''F.E.A.R.'' E3 2004 First Impressions | last=Ocampo | first=Jason | website=[[GameSpot]] | date=May 12, 2004 | access-date=August 25, 2021 | archive-url=https://web.archive.org/web/20210825054417/https://www.gamespot.com/articles/fear-e3-2004-impressions/1100-6097895/ | archive-date=August 25, 2021 | url-status=live}}</ref>


Development had begun with the game tentatively titled ''Signal''.<ref name="RPS">{{cite web | url=http://www.rockpapershotgun.com/2013/10/01/dark-signal-the-origins-of-fear/ | title=Dark Signal: The Origins Of ''FEAR''| last=Harris | first=Duncan | website=[[Rock Paper Shotgun]] | date=October 1, 2013 | accessdate=April 27, 2022 | archive-url=https://web.archive.org/web/20220427010527/https://www.rockpapershotgun.com/dark-signal-the-origins-of-fear | archive-date=April 27, 2022 | url-status=live}}</ref> [[Video game writing|Writer]], [[Creative director#Video games|director]], and [[Video game design#Game designer|lead designer]] Craig Hubbard stated that the game "evolved out of a concept we started developing right after ''[[Shogo: Mobile Armor Division|Shogo]]''".<ref name="GSpyPreview"/> Kevin Stephens, Monolith's director of technology and one of the game's [[Video game programmer|lead programmers]], later elaborated that the concept was to make the player feel like the hero of an [[action film]].<ref name="Eurosetting">{{cite web | url=https://www.eurogamer.net/articles/i_fear_pc_jan2005 | title=Setting the scene for ''F.E.A.R'' | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=January 24, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810005901/https://www.eurogamer.net/articles/i_fear_pc_jan2005 | archive-date=August 10, 2021 | url-status=live}}</ref> It was this ambition which led to the development of [[bullet time|reflex time]]; Hubbard said he wanted "to make combat as intense as the tea house shootout at the beginning of [[John Woo]]'s ''[[Hard Boiled]]''", and defeating "enemies with style" was crucial to this.<ref name="Effect">{{cite web | url=https://www.eurogamer.net/articles/i_craighubbard_fear | title=The ''F.E.A.R.'' Effect | last=Bramwell | first=Tom | date=October 12, 2005 | website=[[Eurogamer]] | access-date=August 8, 2021 | archive-url=https://web.archive.org/web/20210808192850/https://www.eurogamer.net/articles/i_craighubbard_fear | archive-date=August 8, 2021 | url-status=live}}</ref> In a 2008 interview with ''[[IGN]]'' promoting ''[[F.E.A.R. 2: Project Origin]]'', he explained,
Monolith Productions composed ''F.E.A.R.''<nowiki>'</nowiki>s music in reaction to scenes, instead of "creating a formula that would consistently produce music throughout the game".<ref name="designerdiary" /> The design team called ''F.E.A.R.''<nowiki>'</nowiki>s music structure "more cerebral and tailored to each individual event", and continued that "sometimes the music is used to ratchet up the tension to toy with players ... [it] will build to a terrifying crescendo before cutting off without a corresponding event, only to later have the silence shattered by Alma, when players least expect it."<ref name="designerdiary" />


{{blockquote|we were setting out to make a really over-the-top John Woo style action movie with the intense combat. Combat is something all shooters have, but we felt that nobody had quite nailed that sense you get in a John Woo movie of just the insanity.<ref>{{cite web | url=https://youtube.com/watch?v=uATVUYoiWcI& | title=''F.E.A.R. 2: Project Origin'' Xbox 360 Interview | website=[[YouTube]] | date=August 6, 2008 | access-date=February 24, 2022 | archive-url=https://web.archive.org/web/20220224173734/https://www.youtube.com/watch?v=uATVUYoiWcI& | archive-date=February 24, 2022 | url-status=live}}</ref>}}
''F.E.A.R.''<nowiki>'</nowiki>s horror theme was praised by critics. ''[[Game Informer]]'' claimed that "...&nbsp;the frequent spooky head trips that Monolith has so skillfully woven together make an experience that demands to be played."<ref name=gameinformer>{{cite web | url=http://www.gameinformer.com/NR/exeres/9FA7ADDB-EA75-454E-AA1A-6EF52A4DFF0A.htm?CS_pid=645831 | title=''Game Informer'' review of ''F.E.A.R.'' | work=''[[Game Informer]]'' | accessdate = 2006-10-04}}</ref> [[IGN]] opined that "the environment has been so well-crafted to keep you edgy and watchful ... [that] playing the game for a few hours straight can get a little draining." [[GameSpot]] reacted similarly, calling ''F.E.A.R.''<nowiki>'</nowiki>s horror "exceedingly effective," and agreeing that it "can leave you a bit emotionally exhausted after a while."


Another key influence was [[the Wachowskis]]' ''[[The Matrix]]'' (1999).<ref name="Diary1"/><ref name="Gives"/><ref name="Eurosetting"/><ref name="Music">{{cite web | url=https://www.gamespot.com/articles/fear-designer-diary-2-audio-and-music/1100-6134936/ | title=''F.E.A.R.'' Designer Diary #3 – Audio and Music | last=Grigg | first=Nathan | website=[[GameSpot]] | date=October 4, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810035131/https://www.gamespot.com/articles/fear-designer-diary-2-audio-and-music/1100-6134936/ | archive-date=August 10, 2021 | url-status=live}}</ref> In particular, the lobby scene was the team's initial point of reference for how the game's combat should look and feel.<ref name="Commentary">{{cite web | url=https://www.youtube.com/watch?v=jMjn0r3Dm0g | title=''F.E.A.R. Director's Edition'': Developers' Commentary | website=[[YouTube]] | date=March 11, 2013 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810013902/https://www.youtube.com/watch?v=jMjn0r3Dm0g | archive-date=August 10, 2021 | url-status=live}}</ref> With these influences in mind, and wanting to create as immersive an experience as possible, reflex time came to play a key role in the game's [[Game mechanics|combat mechanics]].<ref name="Effect"/>
==Synopsis==
===Plot===
The story of ''F.E.A.R.'' is presented in such a way that only a few minor elements are presented in the game's beginning, thus allowing players to experience the adventure as "the hero[es] in [their] own spine-tingling epic of action, tension and terror".<ref name="sierra">{{cite web | title = F.E.A.R. Game Information | publisher = [[Sierra Entertainment]] | url = http://www.sierra.com/en/home/games/game_info.prod-L2NvbnRlbnQvc2llcnJhL2VuL3Byb2R1Y3RzL2ZfZV9hX3JfX3JlZ3VsYXJfZWRpdGlvbg==.platform-pc.html | accessdate = 2006-10-13 }}</ref> The manual briefly mentions the player character's recent induction as "[[List of F.E.A.R. characters & organizations#The Point Man (main character)|Point man]]" to [[List of F.E.A.R. characters & organizations#F.E.A.R. Team|F.E.A.R.]], a secret special ops group of the [[United States of America|US]] government specialized in dealing with paranormal threats. The character's extraordinarily reactive reflexes are described as well, hinting that the government is interested in his abilities.<ref name="manual">F.E.A.R. - First Encounter Assault Recon" game manual (2005)</ref> When the game begins, the player witnesses a man named [[List of F.E.A.R. characters & organizations#Paxton Fettel|Paxton Fettel]] taking command of a [[battalion]] of [[Telepathy|telepathically]] controlled clone [[supersoldier]]s, seizing control of [[List of F.E.A.R. characters & organizations#Armacham Technology Corporation (ATC)|Armacham Technology Corporation]] (ATC) headquarters and killing all its occupants.<ref>'''Genevieve Aristide''': There was an uprising. Fettel has taken command of the prototypes.</ref>


To further the sense of immersion, Monolith also employed stylistic elements such as a silent, nameless protagonist with an unknown background, and allowing the player to see the protagonist's body when looking down or sideways.<ref name="Making">{{cite web | url=https://youtube.com/watch?v=yR_TI4W1LWk&t | title=The Making of ''F.E.A.R. First Encounter Assault Recon'' | website=[[YouTube]] | date=January 22, 2020 | access-date=December 29, 2021 | archive-url=https://web.archive.org/web/20211229041939/https://www.youtube.com/watch?v=yR_TI4W1LWk&t | archive-date=December 29, 2021 | url-status=live}}</ref><ref name="Loving">{{cite web | url=https://www.eurogamer.net/articles/i_fear_mar2005 | title=''F.E.A.R'' And Loving In San Francisco | last=Reed | first=Kristan | website=[[Eurogamer]] | date=March 17, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810010013/https://www.eurogamer.net/articles/i_fear_mar2005 | archive-date=August 10, 2021 | url-status=live}}</ref> Hubbard states, "it was a conscious decision not to give the player an identity. We wanted players to be able to ''become'' the protagonist without any reminders that they're supposed to be someone else."<ref name="Galore">{{cite web | url=https://www.gamespot.com/articles/fear-qanda-updated-single-player-info-ai-and-explosions-galore/1100-6132342/ | title=''F.E.A.R'' Q&A – Updated Single-Player Info, AI, and Explosions Galore | last=Park | first=Andrew | website=[[GameSpot]] | date=August 31, 2005 | access-date=September 15, 2021 | archive-url=https://web.archive.org/web/20210915045406/https://www.gamespot.com/articles/fear-qanda-updated-single-player-info-ai-and-explosions-galore/1100-6132342/ | archive-date=September 15, 2021 | url-status=live}}</ref>
Now fully in control of the Point Man, the player attends a briefing held by [[Commissioner]] [[List of F.E.A.R. characters & organizations#"Rowdy" Betters|Betters]], in the company of his F.E.A.R. team-mates [[List of F.E.A.R. characters & organizations#Spen Jankowski|Jankowski]] and [[List of F.E.A.R. characters & organizations#Jin Sun-Kwon|Jin Sun-Kwon]]. The team's mission is to eliminate Fettel, operating in conjunction with [[List of F.E.A.R. characters & organizations#Delta Force|Delta Force]].<ref>'''Betters''': This wacko's name is Paxton Fettel. He's the key. If we contain him, we contain the situation. / '''Jin Sun-Kwon''': What's his story? / '''Betters''': Property of Armacham Technology Corporation. They're working on a military contract to develop an army of clones that respond to a psychic commander. Top secret, of course. Fettel was one of the commanders.</ref>


===Atmosphere===
Fettel is located by means of a [[satellite]] tracking device and hunted by F.E.A.R. and Delta Force over several locations.<ref>'''Jin Sun-Kwon''': How do we find him? / '''Betters''': That's easy. He's got a transmitter embedded in his head that'll lead us right to him.</ref> While the villain evades capture by the special forces, the player witnesses unexplained, and occasionally life-threatening, paranormal phenomena, including hallucinations that frequently afflict him, all of which are centered around a red-dressed little girl named [[List of F.E.A.R. characters & organizations#Alma|Alma]]. Laptops found in the course of the mission, remotely hacked by Commissioner Betters, provide details regarding the background story; the player learns how Fettel was raised to become a telepathic military commander,<ref>'''Betters (reading from an ATC laptop)''': Well, this confirms the point of Perseus was to train telepathic commanders to work with cloned soldiers, although Paxton Fettel was the only commander of the program. The weird thing is they refer to him as the second prototype.</ref> that he is the son of Alma, who is described as being a powerful psychic as part of [[List of F.E.A.R. characters & organizations#Project Origin|Project Origin]],<ref>'''Betters (reading from an ATC laptop)''': More info on Origin: the genetic reference they used for the program was apparently a powerful psychic. Makes sense. If you want a telepathic commander, you need a telepath. And it was a woman. Says here she gave live birth to the prototypes. Seems Wade wasn't convinced the psychic characteristics were genetic. He figured there was better chance they'd be passed along if the fetus gestated inside the subject. So they put her in a coma, made her carry a genetically engineered baby to term, then induced labor.</ref> and the existence of another child of Alma, who was born before Fettel.<ref>'''Betters (reading from an ATC laptop)''': Here's some more info about Fettel: he's developed as part of a project called Origin. It says the first prototype didn't work out, Fettel was the second, and there was never a third. They just pulled the plug a few years after he was born.</ref>
As well as its core first-person shooter [[gameplay]], ''F.E.A.R.'' is also a [[Horror game#Psychological horror|psychological horror]], and was specifically influenced by [[Japanese horror]], with Stephens citing films such as [[Hideo Nakata]]'s ''[[Ring (film)|Ringu]]'' (1998), the [[Pang brothers]]' ''[[The Eye (2002 film)|The Eye]]'' (2002), [[Takashi Shimizu]]'s ''[[Ju-On: The Grudge]]'' (2002), and Nakata's ''[[Dark Water (2002 film)|Dark Water]]'' (2002).<ref name="Eurosetting"/> Hubbard also cites ''Ringu'' and ''The Eye'' as well as [[Katsuhiro Otomo]]'s ''[[Akira (1988 film)|Akira]]'' (1988), [[Kim Tae-yong]] and [[Min Kyu-dong]]'s ''[[Memento Mori (film)|Memento Mori]]'' (1999), [[Kiyoshi Kurosawa]]'s ''[[Pulse (2001 film)|Kairo]]'' (2001), and [[Koji Suzuki]]'s 1991 novel ''[[Ring (Suzuki novel)|Ringu]]'' (on which Nakata's film was based).<ref name="RPS"/><ref name="Effect"/>


Hubbard has said that his goal with ''F.E.A.R.''{{'}}s horror elements was to achieve "a subtle and cerebral type of dread, emphasising suspense and the shadows."<ref name="Making"/> Believing that a scare "always works best when you're not expecting it", Monolith attempted to keep the "psychology of the encounter" in the player's mind at all times, in order to "get under [the player's] skin". Thus, they shunned the "in your face 'monsters jumping out of closets' approach".<ref name="RPS"/><ref name="Level">{{cite web | url=https://www.ign.com/articles/2005/09/23/fear-2 | title=''F.E.A.R.'' Level design – it's scary | last=Adams | first=Dan | website=[[IGN]] | date=September 24, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810035742/https://www.ign.com/articles/2005/09/23/fear-2 | archive-date=August 10, 2021 | url-status=live}}</ref> Lead [[Level (video games)|level]] designer John Mulkey states that "creating expectation and then messing with that expectation is extremely important".<ref name="Level"/> Similarly, Hubbard explains that "horror is extremely fragile [...] you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity".<ref name="GSpotQ&A">{{cite web | url=https://www.gamespot.com/articles/fear-qanda-story-weapons-multiplayer/1100-6121461/ | title=''F.E.A.R.'' Q&A – Story, Weapons, Multiplayer | last=Park | first=Andrew | website=[[GameSpot]] | date=April 1, 2005 | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20210809014118/https://www.gamespot.com/articles/fear-qanda-story-weapons-multiplayer/1100-6121461/ | archive-date=August 9, 2021 | url-status=live}}</ref> With this in mind, he attempted to strike a balance with the narrative elements of ''F.E.A.R.'', giving players "enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty".<ref name="GSpotQ&A"/> Speaking to ''[[Rock Paper Shotgun]]'' in 2013, he reiterated this point; "you want to see something just enough that you can evoke it in your mind and kind of picture it a little bit, but not enough that you can really understand it."<ref name="RPS"/>
All clues lead F.E.A.R. to believe Fettel is under control of Alma,<ref>'''Betters (reading from an ATC laptop)''': I figured out what a synchronicity event is. There was an incident when they lost control of Fettel, he just suddenly started freaking out. He was only about ten years old at the time, but I guess he killed a few people. In the investigation, they discovered that there had been a telepathic link between Fettel and Alma even though she was in a coma. They concluded that she was influencing him. That's must've been why they pulled the plug on Origin.</ref> who was locked in the Origin facility when ATC closed down the project owing to the danger the woman posed; Fettel is searching for that same facility to free his mother.<ref>'''Betters''': It's starting to make sense. The name of the woman they used for Origin is Alma. That's who Fettel's looking for.</ref> The player takes the Point Man to the abandoned structure, fighting back both the clone soldiers and [[List of F.E.A.R. characters & organizations#ATC Security Guards|ATC guards,]] who have received orders to cover up the whole affair.<ref>'''Betters (reading from an ATC laptop)''': She was just a kid. Says here Alma was eight years old when Origin started up. They used a little girl. No wonder they're so fucking anxious to keep a lid on this mess.</ref> When the protagonist comes to finally face Fettel, he is drawn into an hallucination where the player learns how the Point Man is Alma's first son and is thereafter enabled to kill Fettel himself.<ref>'''Fettel''': We are brothers, you and I. [...] You and I were born from the same mother.</ref> The story does not end here however, as Alma is nonetheless freed when her storage chamber is opened by ATC researcher and leader of Project Origin, [[List of F.E.A.R. characters & organizations#Harlan Wade|Harlan Wade]], who felt guilty over the company's treatment of Alma.<ref>'''Wade''': They want to destroy her. But I think she's suffered enough. We put her in there two days before her eighth birthday. She died six days after we pulled the plug.</ref> The player is then called to sabotage the structure's reactor,<ref>'''Mapes''': You have to destroy this facility, before he lets her out. There are four pylons. Damage the reactor cells and you'll trigger a chain reaction. Blow the whole place to hell, where it belongs.</ref> running a gauntlet against Alma's ghosts before the whole location explodes. In the aftermath of the detonation, a Delta Force Black Hawk helicopter extracts the Point Man from the rubble, rescuing him. While the player and the survivors of the F.E.A.R team survey the results of the explosion from the helicopter, Alma makes one last sudden appearance over the side of the helicopter, preparing to pull herself up into the cabin: the destruction of the Origin facility has not stopped her quest for revenge.<ref>'''Holiday''': We still don't know the extent of the damage. / '''Jin Sun-Kwon''': We haven't been able to get through to anyone since the explosion. What about Alma? What happened to her? '''''(After a loud crash is heard)''''' What was that sound?</ref>


[[File:F.E.A.R. gameplay 2.jpg|thumb|One the game's most iconic moments; as the player turns to descend a ladder, Alma suddenly appears from nowhere, stoically watching the player without moving.]]
After the game's credits, the player can listen to a phone call between a mysterious senator and ATC president [[List of F.E.A.R. characters & organizations#Genevieve Aristide|Aristide]], which offers some further explanation: the woman considers the project under control and deems the first prototype (ostensibly the Point Man) a success.<ref>'''Genevieve Aristide''': I just wanted to assure you that the Origin situation has been resolved. / '''Senator''': But so much for discretion. / '''Genevieve Aristide''': It was unavoidable. There is some good news, however: the first prototype was a complete success.</ref>
The main source of the game's horror is [[Alma Wade]]. In terms of influences, she is often assumed to have been inspired by [[Sadako Yamamura#Samara Morgan|Samara]] from ''[[The Ring (2002 film)|The Ring]]'' (the American remake of ''Ringu'').<ref>{{cite web | url=http://xbox360.gamespy.com/xbox-360/fear/705001p1.html | title=''F.E.A.R.'' Official for Xbox 360 | last=Kuo | first=Li C. | website=[[GameSpy]] | date=May 4, 2006 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810041106/http://xbox360.gamespy.com/xbox-360/fear/705001p1.html | archive-date=August 10, 2021 | url-status=live}}</ref> Hubbard, however, explains that Alma "was born out of a tradition of eerie, faceless female ghosts" and not "as an answer to any specific movie character".<ref name="Effect"/> Although he does acknowledge that Alma "bears some visual resemblance to the ghosts in ''Dark Water'' or ''[[Séance (2001 film)|Séance]]''", he points out that "creepy little girls have been freaking [him] out since ''[[The Shining (film)|The Shining]]''".<ref name="Effect"/> Alma was named after Alma Mobley from [[Peter Straub]]'s novel ''[[Ghost Story (Straub novel)|Ghost Story]]'' (1979).<ref>{{cite web | url=https://www.ign.com/articles/2008/04/23/project-origin-interview | title=''Project Origin'' Interview | last=Shea | first=Cam | website=[[IGN]] | date=April 22, 2008 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817012206/https://www.ign.com/articles/2008/04/23/project-origin-interview | archive-date=August 17, 2021 | url-status=live}}</ref>


In relation to the game's villain, Paxton Fettel, [[Video game producer|producer]] Craig Hewitt has explained that initially there were two villains, but they were ultimately merged.<ref name="Commentary"/> Originally, Fettel was a supporting villain, with the game's main antagonist (aside from Alma) being Conrad Krige. Krige's name was a tribute to actress [[Alice Krige]], who had portrayed Alma Mobley in [[John Irvin]]'s [[Ghost Story (1981 film)|1981 adaptation]] of Straub's novel. Initially, Fettel, Point Man, and Krige were all prototypes, with Point Man and Fettel considered failures. Krige, a perfect soldier, would use Fettel as his interrogator, with Fettel able to consume a person's flesh to learn the truth about any given subject. Hubbard explains that "we ended up consolidating [Fettel and Krige] just because there wasn't enough storytelling real estate."<ref name="RPS"/>
===Characters and organizations===
{{main|List of F.E.A.R. characters & organizations}}
During the course of the game, the player interacts with a number of different characters from various organizations. Some of them are allies, such as the F.E.A.R. and Delta Force team members, while others are hostile, such as Fettel's soldiers and some ATC personnel. The player's character never speaks, and instead participates in one-sided discussions with other characters. On occasion, the Point Man is required to hand a communicator to other characters, allowing them to speak over the F.E.A.R. team radio. No artificial intelligence–controlled characters fight alongside the player in ''F.E.A.R.'', except for some sequences in the expansions ''Extraction Point'' and ''Perseus Mandate''.


==Development==
===Engine===
{{main|LithTech}}
''F.E.A.R.'' was announced at an [[E3]] 2004 pre-show,<ref name=ignpreview>{{cite web | last=Adams | first=Dan | date=2004-05-12 | url=http://pc.ign.com/articles/513/513945p1.html | title=E3 2004: ''F.E.A.R.'' | work=[[IGN]] | accessdate = 2006-10-03}}</ref> though its existence as an untitled project was revealed prior to this announcement.<ref name="ignpreview" /> The game's first trailer later premiered at E3 2004 and was well-received by critics.<ref name=igne3>{{cite web | last=Adams | first=Dan | date=2004-05-12 | url=http://pc.ign.com/articles/514/514425p1.html | title=E3 2004: ''F.E.A.R.'' Impressions | accessdate = 2006-10-05}}</ref><ref name=gamespypreview>{{cite web | last=Accardo | first=Sal | date=2004-05-11 | url=http://pc.gamespy.com/pc/fear/513626p1.html | title=''F.E.A.R.'' Preview | work=[[GameSpy]] | accessdate = 2006-10-05}}</ref> During the E3 2004 showing, ''F.E.A.R.''<nowiki>'</nowiki>s lead designer, Craig Hubbard, stated that the game "evolved out of a concept we started developing right after ''[[Shogo: Mobile Armor Division|Shogo]]'' that we've been dying to work on."<ref name="gamespypreview" /> Monolith Productions' director of technology, Kevin Stephens, later elaborated that this concept was "''to make an action movie in a first-person shooter, where you really feel like an action star.''"<ref name=eurogamerinterview>{{cite web | last=Bramwell | first=Tom | date=2005-01-24 | url=http://www.eurogamer.net/article.php?article_id=57673 | title=Setting the scene for ''F.E.A.R'' | work=[[Eurogamer]] | accessdate = 2006-10-05}}</ref> To this effect, the team focused on immersing the player, using elements like a silent, nameless protagonist with an unknown background,<ref name="eurogamerinterview" /> and allowing the player to see the protagonist's body when looking down or sideways.<ref name=eurogamerinterview3>{{cite web | last=Reed | first=Kristan | date=2005-03-17 | url=http://www.eurogamer.net/article.php?article_id=58294 | title=''F.E.A.R'' And Loving In San Francisco | work=[[Eurogamer]] | accessdate = 2006-10-05}}</ref>
''F.E.A.R.'' was the first game developed using the "Jupiter EX" iteration of [[LithTech]], Monolith's own [[game engine]].<ref>{{cite web | url=https://www.ign.com/articles/2005/09/21/fear-3?page=1 | title=''F.E.A.R.'' this interview, wussies | last=McNamara | first=Tom | website=[[IGN]] | date=September 21, 2005 | access-date=September 20, 2021 | archive-url=https://web.archive.org/web/20210920032417/https://www.ign.com/articles/2005/09/21/fear-3?page=1 | archive-date=September 20, 2021 | url-status=live}}</ref> Driven by a [[DirectX]] 9 [[Rendering (computer graphics)|renderer]], "Jupiter EX" has major advancements over its direct precursor, "Jupiter", and features both [[Havok (software)|Havok]] physics and the Havok "Vehicle Kit", which adds support for common vehicle behavior (a feature which goes unused in ''F.E.A.R.'', as no vehicles appear outside of scripted sequences).<ref name="GSpyPreview"/><ref name="IGNE31"/><ref name="GSpotE3"/> Originally, the game opened in the middle of a car chase, which the team had spent two months working on. However, they couldn't get it to work the way they wanted and so they ultimately decided to drop it altogether.<ref name="RPS"/><ref name="Commentary"/><ref>{{cite web | url=https://www.ign.com/articles/2009/01/28/fear-2-project-origin-interview | title=''F.E.A.R. 2: Project Origin'' Interview | last=Ocampo | first=Jason | website=[[IGN]] | date=January 28, 2009 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220309020419/https://www.ign.com/articles/2009/01/28/fear-2-project-origin-interview | archive-date=March 9, 2022 | url-status=live}}</ref>


Graphically, ''F.E.A.R.'' uses [[normal mapping]], [[bump mapping]], and [[parallax mapping]] to give [[Texture mapping|textures]] a more realistic appearance; the latter is used extensively to give the appearance of depth to flat bullet hole [[Sprite (computer graphics)|sprites]] on walls. It also uses [[volumetric lighting]], [[lightmap]]ping, and a [[per-pixel lighting]] model, which allows for complex lighting effects. Vertex, pixel, and high-level [[shader]]s are also featured in the game.<ref name="GSpotCES"/> [[Cutscene]]s were built using Havok and [[Bink Video]].<ref name="Loving"/>
During 2005, ''F.E.A.R.'' made playable appearances at [[Consumer Electronics Show]], [[Game Developers Conference]] and [[E3]], all of which were well-received.<ref name=gamespotpreview2>{{cite web | last=Shoemaker | first=Brad | date=2005-01-06 | title=''F.E.A.R.'' Hands-On at GameSpot | url = http://www.gamespot.com/pc/action/fear/preview_6115920.html | work=[[GameSpot]] | accessdate = 2006-10-09}}</ref><ref name=gamespotgdc>{{cite web | last=Park | first=Andrew | date=March 9 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6120075&mode=previews | title=''F.E.A.R.'' Updated Hands-On - Single-Player | work=[[GameSpot]] | accessdate = 2006-10-08}}</ref><ref name=IGNe3>{{cite web | last=Blevins | first=Tal | date=2005-05-17 | url=http://pc.ign.com/articles/615/615280p1.html | title=E3 2005: ''F.E.A.R.'' Single-Player Hands-On | work=[[IGN]] | accessdate = 2006-10-08}}</ref> Its showing at E3 garnered it the [[Game Critics Awards|Game Critics Award]] for "Best Action Game."<ref name=gca>{{cite web | url=http://www.gamecriticsawards.com/2005wins.html | title=2005 Winners | work=[[Game Critics Awards]] | accessdate = 2006-10-02}}</ref> After the release of a single-player demo,<ref name=gamespot2>{{cite web | url=http://www.gamespot.com/pc/action/fear/downloads.html?mode=demos | title=''F.E.A.R.'' for PC Downloads | work=[[GameSpot]] | accessdate = 2006-09-30}}</ref> Vivendi allowed gaming journalists to play through the first four levels of the game, which received even more positive reaction than before.<ref name=ign4levels>{{cite web | last=Adams | first=Dan | date=2005-08-16 | url=http://pc.ign.com/articles/642/642462p1.html | title=''F.E.A.R.'' Hands-on | work=[[IGN]] | accessdate = 2006-10-08}}</ref><ref name=gamespot4levels>{{cite web | last=Park | first=Andrew | date=2005-08-12 | url=http://www.gamespot.com/pc/action/fear/news.html?sid=6130811 | title=''F.E.A.R.'' Exclusive Single-Player Hands-On - The First Four Levels with Spoilers | work=[[GameSpot]] | accessdate = 2006-10-08}}</ref> ''F.E.A.R.'' eventually released on October 18, 2005.<ref name="date1" /> Alongside the basic CD-ROM edition, a "Director's Cut" DVD version of ''F.E.A.R.'' was released with a number of extra features.<ref name="dircut-ign">{{cite web | last=MacNamara | first=Tom | title = ''F.E.A.R. Director's Edition'' Unveiled | work = [[IGN]] | date = 2005-09-02 | url = http://pc.ign.com/articles/647/647594p1.html | accessdate = 2006-10-09 }}</ref> A Dark Horse Entertainment comic book and a series of live action [[Vignette (literature)|vignettes]] help clarify a number of plot elements depicted in the game, while the "Making of ''F.E.A.R.''" and "Developers' commentary" documentaries offer several insights and trivia into the game's development through interviews with employees of Monolith Productions and Vivendi. Also included is the exclusive first episode of the ''F.E.A.R.'' machinima, ''[[PANICS|P.A.N.I.C.S.]]'', created by "[[Rooster Teeth Productions]]".


===AI===
Over the course of the "Developer's roundtable commentary," producer Chris Hewitt reveals, "''We had a whole level in the game where we had this car chase sequence [...] we spent about two months on that thing....''" "''[B]ut the car chase sequence didn't work the way we hoped it would,''" adds designer Craig Hubbard, commenting on the choice to remove that level from the game.<ref name="roundtable">{{cite video | people = [[Monolith Productions]] | title = ''F.E.A.R.'' Developer's Commentary | medium = DVD | publisher = Vivendi Universal | year = 2005 }}</ref> Hewitt also comments that, "''Actually we started off with two villains, and [Fettel] was one of them until we merged them together....''" Craig Hubbard also remarks that "''his jacket actually used to belong to another villain we had in the game named Conrad Krieg, whom we combined with Fettel pretty literally.''"<ref name="roundtable"/>
The game's [[Artificial intelligence in video games|AI]] was the culmination of work which Monolith had begun with ''[[The Operative: No One Lives Forever]]'' (2000) and ''[[No One Lives Forever 2: A Spy in H.A.R.M.'s Way]]'' (2002).<ref name="Diary1"/> In developing the AI routines, the team's main goal was to try to match the [[Non-player character|NPCs]]' intelligence with the player's skill level. According to Jeff Orkin, senior AI engineer, "our goal is not to have the players dominated by the AI, but we want them to learn to respect the AI so much that even the easy kills provide a sense of accomplishment."<ref name="Diary1"/>


To accomplish this, ''F.E.A.R.'' was the first video game to use "GOAP" (Goal Oriented Action Planning).<ref name="Eurosetting"/><ref>{{cite web | url=https://www.gamasutra.com/blogs/TommyThompson/20200507/362417/Building_the_AI_of_FEAR_with_Goal_Oriented_Action_Planning.php | title=Building the AI of ''F.E.A.R.'' with Goal Oriented Action Planning | last=Thompson | first=Tommy | website=[[Game Developer (website)|Gamasutra]] | date=May 7, 2020 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810043252/https://www.gamasutra.com/blogs/TommyThompson/20200507/362417/Building_the_AI_of_FEAR_with_Goal_Oriented_Action_Planning.php | archive-date=August 10, 2021 | url-status=live}}</ref> GOAP is a [[Stanford Research Institute Problem Solver|STRIPS]]-based architecture that allows NPCs more autonomy than simply reacting to the player. Instead, they decide on a goal from a list of options and [[Automated planning and scheduling|plan]] how best to reach that goal.<ref name="States"/> To do so, the game uses two standard AI components – [[A* search algorithm|A*]] and a [[Finite-state machine]] (FSM) – but it uses them in unconventional ways.<ref name="AI&G2">{{cite web | url=https://youtube.com/watch?v=BmOOrh5lq7o | title=Facing Your ''F.E.A.R.'' | last=Thompson | first=Tommy | date=November 17, 2014 | website=[[YouTube]] | access-date=December 31, 2021 | archive-url=https://web.archive.org/web/20211231163225/https://www.youtube.com/watch?v=BmOOrh5lq7o | archive-date=December 31, 2021 | url-status=live}}</ref> Usually, the FSM controls all NPC behavior by way of a list of possible [[State (computer science)|states]], with A* [[Pathfinding|planning the paths]]. In ''F.E.A.R.'', however, the FSM has only three states ("GoTo", "Animate", and "UseSmartObject"), and A* is used to plan sequences of action as well as to plan paths.<ref name="States"/><ref name="AI&G1">{{cite web | url=https://youtube.com/watch?v=BmOOrh5lq7o | title=The AI of ''F.E.A.R.'' – Goal Oriented Action Planning | last=Thompson | first=Tommy | date=March 2, 2014 | website=[[YouTube]] | access-date=December 31, 2021 | archive-url=https://web.archive.org/web/20211231154210/https://www.youtube.com/watch?v=BmOOrh5lq7o | archive-date=December 31, 2021 | url-status=live}}</ref> In essence, this means that A* navigates the FSM, selects the state, selects when to initiate a state transition, and selects what parameters to fulfil in each state (e.g. it doesn't just initiate a transition into the GoTo state, it also specifies a location and, upon reaching that location, it specifies to transition to the animation state and what animation to play).<ref name="AI&G2"/><ref name="AI&G3">{{cite web | url=https://www.youtube.com/watch?v=PaOLBOuyswI | title=Building the AI of ''F.E.A.R.'' with Goal Oriented Action Planning | last=Thompson | first=Tommy | date=May 6, 2020 | website=[[YouTube]] | access-date=January 6, 2022 | archive-url=https://web.archive.org/web/20220106023426/https://www.youtube.com/watch?v=PaOLBOuyswI | archive-date=January 6, 2022 | url-status=live}}</ref>
===Engine technology===
{{main|Lithtech}}


The logic determining when to transition from one state to another usually has to be specified manually by a programmer, meaning goals have a hard-coded and unalterable plan. In ''F.E.A.R.'', however, GOAP handles this, with the planning system deciding how best to achieve any of the 70 available goals, using any combination of the 120 actions encoded in the game.<ref name="AI&G3"/> Orkin explains that "with a planning system, we can just toss in goals and actions. We never have to manually specify the transitions between these behaviors. The AI figures out the dependencies themselves at run-time based on the goal state and the preconditions and effects of actions."<ref name="States"/> This is manifested in the gameplay insofar as,
''F.E.A.R.'' is the first game developed using the newest iteration of Monolith's Lithtech engine. Codenamed "Jupiter EX," the ''F.E.A.R.'' engine is driven by a [[DirectX]] 9 renderer and has seen major advancements from its direct precursor, "Jupiter." The new engine includes both [[Havok (software)|Havok]] physics and the Havok "Vehicle Kit," which adds support for common vehicle behavior.<ref name="enginetech">{{cite web | title = Jupiter EX Technology Brochure | publisher = Touchdown Entertainment | url = http://www.touchdownentertainment.com/Content/Pdf/JupiterEXDoc.pdf | accessdate = 2006-07-15 |format=PDF}}</ref> This later feature goes mostly unused in ''F.E.A.R.'', as no vehicles appear outside of scripted sequences.


{{blockquote|a character that formulates his own plan to satisfy his goals exhibits less repetitive, predictable behavior and can adapt his actions to custom-fit his current situation. Goals in GOAP are not created with a hard-coded plan. Instead, GOAP simply defines the conditions necessary to satisfy a goal, and the character determines the steps to satisfy this goal in real-time. With this structure, the AI is able to dynamically replan to react to environmental factors. If a situation changes, the NPC recognizes this because the steps planned to accomplish his goal are no longer valid. When a plan becomes invalid, the NPC reassesses the situation and either finds alternate means for accomplishing the goal or activates a different goal.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-designer-diary-2-a-study-of-smart-ai-part-ii/1100-6134022/ | title=''F.E.A.R.'' Designer Diary #2 – A Study of Smart AI, Part II | last=Orkin | first=Jeff | date=September 21, 2005 | website=[[GameSpot]] | access-date=September 20, 2021 | archive-url=https://web.archive.org/web/20210920032246/https://www.gamespot.com/articles/fear-designer-diary-2-a-study-of-smart-ai-part-ii/1100-6134022/ | archive-date=September 20, 2021 | url-status=live}}</ref>}}
Graphically, ''F.E.A.R.'' uses [[normal mapping]] and [[parallax mapping]] to give textures a more realistic appearance; the later is used to give the appearance of depth to flat bullet hole sprites on walls. [[Volumetric lighting]] and [[lightmap]]ping are included with the addition of a [[per-pixel lighting]] model, allowing complex lighting effects to be developed. Vertex, pixel and high-level [[shader]]s, including a host of additional special effects, are also featured in Jupiter EX.<ref name="enginetech"/>

The AI must make these decisions almost instantly, as GOAP is designed so that each choice is complete by the time the next frame starts. When the AI is searching through the available actions within the state-space, it must constantly reevaluate this process based on what is happening in the game world.<ref name="AI&G3"/> To do this, separate sensors are used to gather information, with world-knowledge [[Cache (computing)|cached]] locally so the AI always has information immediately available.<ref name="GameDev"/><ref name="AI&G1"/> Because of this, the AI is constantly changing its plan based upon what the player is doing – if the player throws a grenade, the NPCs will flee; if the player is being very aggressive, they'll be defensive; if the player is hiding, they'll be offensive and try to flush him out.<ref name="AI&G1"/> An important part of this is the AI's freedom of movement within the game world. According to Orkin,

{{blockquote|the [[navigation mesh]] system (NavMesh) lets the NPCs move around the world anywhere that the player can move. Most games use a system of waypoints to move NPCs, but this limits the NPCs' freedom. The NavMesh breaks the map into groups of [[Polygon (computer graphics)|polygons]] that are aggregated into triangular paths of possible movement, thus allowing greater flexibility, because the NPCs direct their movement to an area rather than a specific point.<ref name="Diary1"/>}}

In relation to squad behavior, Orkin explains that "AI have goals to respond to orders, and it is up to the AI to prioritize following those orders versus satisfying other goals."<ref name="States"/> When a character seems to respond to a verbal command (for example, when a character is told to [[Flanking maneuver|flank]]), what is happening is that the AI has decided to flank the player, reasoning that a flanking maneuvre is the best way to fulfil its goal. This decision then triggers the nearest character to play the audio "flank", followed by the original character beginning to move to the location, thus making it appear as if the NPC is responding to the command. In actuality, it's the command that is responding to the NPC, but it gives the illusion of verbal orders being followed.<ref name="AI&G2"/>

The game's AI was universally lauded upon the original PC release. It went on to win ''[[GameSpot]]''{{'}}s "2005 Best AI Award",<ref name="GSpot AI">{{cite web | url=http://www.gamespot.com/pages/features/bestof2005/index.php?day=2&page=10 | title=Best Artificial Intelligence: ''GameSpot''{{'}}s Best and Worst 05 | website=[[GameSpot]] | access-date=August 9, 2021 | archive-url=https://web.archive.org/web/20070109081902/http://www.gamespot.com/pages/features/bestof2005/index.php?day=2&page=10 | archive-date=January 9, 2007 | url-status=dead}}</ref> and earned the #2 ranking on AIGameDev's "Most Influential AI Games" in 2007.<ref>{{cite web | url=http://aigamedev.com/reviews/top-ai-games | title=Top 10 Most Influential AI Games | website=GameDev | date=September 12, 2007 | access-date=October 7, 2021 | archive-url=https://web.archive.org/web/20080126115416/http://aigamedev.com/reviews/top-ai-games | archive-date=January 26, 2008 | url-status=dead}}</ref> The GOAP system went on to be used in games such as ''[[S.T.A.L.K.E.R.: Shadow of Chernobyl]]'' (2007), ''[[Just Cause 2]]'' (2010), ''[[Transformers: War for Cybertron]]'' (2010), ''[[F.E.A.R. 3]]'' (2011), and ''[[Deus Ex: Human Revolution]]'' (2011), as well as subsequent Monolith games, such as ''[[Condemned 2: Bloodshot]]'' (2008), ''[[F.E.A.R. 2: Project Origin]]'' (2009), ''[[Middle-earth: Shadow of Mordor]]'' (2014), and ''[[Middle-earth: Shadow of War]]'' (2017).<ref name="AI&G2"/>

===Audio and music===
In keeping with ''F.E.A.R.''{{'}}s tonal influences, the [[sound design]] and [[Video game music|music]] were designed in the style of Japanese horror films, particularly their tendency to produce tension from ambient sound. The [[audio engineer]]s used inexpensive equipment to create crude sound effects, employing methods such as dragging metal across different surfaces and recording pump sounds.<ref name="Music"/> Composer Nathan Grigg says of the sound design, "sometimes the absence of sound is the best sound. The blank spaces are some of the most disturbing parts of the game. They allow players to fill in the space, which lets their imagination create their own personal horror."<ref name="Music"/>

In relation to the music, Grigg acknowledges that "sound and music blurred a little bit."<ref name="Music"/> He wanted the score to be "more cerebral and tailored to each individual event", pointing out that "sometimes the music is used to ratchet up the tension to toy with players ... [it] will build to a terrifying crescendo before cutting off without a corresponding event, only to later have the silence shattered by Alma, when players least expect it".<ref name="Music"/>

===Promotion===
[[File:F.E.A.R. at the Electronic Entertainment Expo in Los Angeles, California in May 2005.jpg|thumb|''F.E.A.R.'' at the [[E3|Electronic Entertainment Expo]] (E3) in Los Angeles in May 2005]]
In 2005, ''F.E.A.R.'' made playable appearances at the [[Consumer Electronics Show]] (CES), the [[Game Developers Conference]] (GDC), and [[E3]], all of which were well received.<ref name="GSpotCES"/><ref name="IGN3E">{{cite web | url=https://www.ign.com/articles/2005/05/17/e3-2005-fear-single-player-hands-on | title=E3 2005: ''F.E.A.R.'' Single-Player Hands-On | last=Blevins | first=Tal | website=[[IGN]] | date=May 17, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810010924/https://www.ign.com/articles/2005/05/17/e3-2005-fear-single-player-hands-on | archive-date=August 10, 2021 | url-status=live}}</ref><ref name="IGNGDC"/> A week after the CES show in January, game journalists were allowed to play the game's multiplayer component for the first time.<ref name="GSpotMul"/><ref name="IGNMulti"/><ref name="EuroMul">{{cite web | url=https://www.eurogamer.net/articles/fi_fearmp_pc | title=''F.E.A.R.'' Multiplayer | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=January 20, 2005 | access-date=August 30, 2021 | archive-url=https://web.archive.org/web/20210830082256/https://www.eurogamer.net/articles/fi_fearmp_pc | archive-date=August 30, 2021 | url-status=live}}</ref> The game's showing at E3 garnered it the [[Game Critics Awards|Game Critics Award]] for "Best Action Game".<ref name="Game Critics">{{cite web | url=http://www.gamecriticsawards.com/2005wins.html | title=2005 Winners | website=[[Game Critics Awards]] | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20070518132042/http://www.gamecriticsawards.com/2005wins.html | archive-date=May 18, 2007 | url-status=dead}}</ref> A single-player demo was released to the public in August.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-strikes-in-pc-demo/1100-6130384/ | title=''F.E.A.R.'' strikes in PC demo | last=Sinclair | first=Brendan | website=[[GameSpot]] | date=August 5, 2005 | access-date=September 7, 2021 | archive-url=https://web.archive.org/web/20210907012931/https://www.gamespot.com/articles/fear-strikes-in-pc-demo/1100-6130384/ | archive-date=September 7, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/news080805feardemo | title=''F.E.A.R.'' demo released | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=August 5, 2005 | access-date=September 7, 2021 | archive-url=https://web.archive.org/web/20210907012935/https://www.eurogamer.net/articles/news080805feardemo | archive-date=September 7, 2021 | url-status=live}}</ref> The following week, Vivendi allowed journalists to play through the first four levels of the game, unabridged, which generated even more positive reaction than their previous hands-on experiences.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-exclusive-single-player-hands-on-the-first-four-levels-with-spoilers/1100-6130811/ | title=''F.E.A.R.'' Exclusive Single-Player Hands-On – The First Four Levels with Spoilers | last=Park | first=Andrew | website=[[GameSpot]] | date=August 12, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810012700/https://www.gamespot.com/articles/fear-exclusive-single-player-hands-on-the-first-four-levels-with-spoilers/1100-6130811/ | archive-date=August 10, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.ign.com/articles/2005/08/16/fear-hands-on-2 | title=''F.E.A.R.'' Hands-on | last=Adams | first=Dan | website=[[IGN]] | date=August 16, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810012343/https://www.ign.com/articles/2005/08/16/fear-hands-on-2 | archive-date=August 10, 2021 | url-status=live}}</ref> A multiplayer demo was released in September.<ref>{{cite web | url=https://www.eurogamer.net/articles/news190905fear | title=''F.E.A.R.'' Multi Demo This Month | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=September 19, 2005 | access-date=September 19, 2021 | archive-url=https://web.archive.org/web/20210919060452/https://www.eurogamer.net/articles/news190905fear | archive-date=September 19, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/fear-demo-live/1100-6134637/ | title=''F.E.A.R.'' Demo L.I.V.E. | last=Ocampo | first=Jason | website=[[GameSpot]] | date=September 29, 2005 | access-date=September 20, 2021 | archive-url=https://web.archive.org/web/20210920060510/https://www.gamespot.com/articles/fear-demo-live/1100-6134637/ | archive-date=September 20, 2021 | url-status=live}}</ref> A week before release, Vivendi had film director [[John Carpenter]] attend a number of media events, giving his thoughts on the game, of which he said, it was "as close as I've ever come to playing a movie."<ref>{{cite web | url=https://www.ign.com/articles/2005/10/07/interview-john-carpenter | title=Interview: John Carpenter | last=Goldman | first=Eric | website=[[IGN]] | date=October 7, 2005 | access-date=September 22, 2021 | archive-url=https://web.archive.org/web/20210922040930/https://www.ign.com/articles/2005/10/07/interview-john-carpenter | archive-date=September 22, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/qanda-john-carpenter-on-his-greatest-fear/1100-6135370/ | title=Q&A: John Carpenter on his greatest ''F.E.A.R.'' | last=Sinclair | first=Brendan | website=[[GameSpot]] | date=October 10, 2005 | access-date=September 22, 2021 | archive-url=https://web.archive.org/web/20210922164432/https://www.gamespot.com/articles/qanda-john-carpenter-on-his-greatest-fear/1100-6135370/ | archive-date=September 22, 2021 | url-status=live}}</ref>

====''P.A.N.I.C.S.''====
In the lead-up to the game's release in October 2005, episodes were released online of a comedy miniseries created by [[Rooster Teeth]] and distributed by BeSeen Communications. '''''P.A.N.I.C.S.''''' ('''''P'''eople '''A'''cting '''N'''ormal '''I'''n '''C'''razy-Ass '''S'''ituations'') is a parody of ''F.E.A.R.'', produced primarily by way of the [[machinima]] technique of synchronizing footage created by a game engine (in this case, the LithTech Jupiter EX) to pre-recorded dialogue and audio effects. Vivendi commissioned Rooster Teeth and BeSeen to make the series as a viral marketing campaign, with Lori Inman, Vivendi's Senior Brand Manager, stating, "with ''F.E.A.R.'' we knew we had a very special title combining a cutting edge FPS engine with a spine-tingling storyline. We liked the idea of creating a humorous viral machinima series that would entertain fans and showcase the spectacular visuals and character [[Computer animation|animations]] offered in the game."<ref name="PANICS">{{cite web | url=http://www.gamesindustry.biz/press_release.php?aid=13076 | title=To Promote ''F.E.A.R.'', Vivendi Universal Games Selects BeSeen Communications and Rooster Teeth Productions for Online Viral Campaign – Widespread ''P.A.N.I.C.S.'' Ensues | website=gamesindustry.biz | last=Gersh | first=Carl | date=November 17, 2005 | archive-url=https://web.archive.org/web/20080220082449/http://www.gamesindustry.biz/press_release.php?aid=13076 | archive-date=February 20, 2008 | access-date=December 18, 2021 | url-status=dead}}</ref>

The mini-series consists of five episodes, each running between three and four minutes. Four episodes were released in the weeks prior to the game's launch ("Enter Frank" on September 30, "Who Wants the Wing?" on October 1, "The Writing on the Walls" on October 10, and "All Things Must Come to an End......" on October 19).<ref>{{cite web | url=https://roosterteeth.com/series/panics | title=''P.A.N.I.C.S.'' | website=Rooster Teeth | archive-url=https://web.archive.org/web/20211218140605/https://roosterteeth.com/series/panics | archive-date=December 18, 2021 | access-date=December 18, 2021 | url-status=dead}}</ref> A fifth episode – Episode #0, set moments before "Enter Frank" – was included with ''F.E.A.R. Director's Edition''.<ref name="PANICS"/><ref name="DirectorGSpot">{{cite web | url=https://www.gamespot.com/articles/directors-edition-of-fear-confirmed/1100-6132565/ | title=''Director's Edition'' of ''F.E.A.R.'' confirmed | last=Sinclair | first=Brendan | website=[[GameSpot]] | date=September 2, 2005 | access-date=September 17, 2021 | archive-url=https://web.archive.org/web/20210917015013/https://www.gamespot.com/articles/directors-edition-of-fear-confirmed/1100-6132565/ | archive-date=September 17, 2021 | url-status=live}}</ref> The story centers on Frank, a new recruit into Bravo Team, a special military group formed to battle [[supernatural]] enemies. As the series begins, Bravo Team has been sent into a military facility to investigate reports of [[paranormal]] activity. As team members start dying in horrific fashion, Frank is incredulous to learn his teammates don't believe in the paranormal and keep coming up with increasingly ridiculous explanations for what is happening.

====Alma Interview and comic====
Included with the ''Director's Edition'' of the game were the Alma Interview prequel and the [[Dark Horse Comics|Dark Horse]] comic prequel.<ref name="DirectorGSpot"/><ref name="DirectorIGN">{{cite web | url=https://www.ign.com/articles/2005/09/02/fear-directors-edition-unveiled | title=''F.E.A.R. Director's Edition'' Unveiled | last=McNamara | first=Tom | website=[[IGN]] | date=September 2, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810013008/https://www.ign.com/articles/2005/09/02/fear-directors-edition-unveiled | archive-date=August 10, 2021 | url-status=live}}</ref>

"Alma Interview" is a series of four snippets from an interview between ATC employee Dr. Green and the seven-year-old Alma in the lead-up to her being placed in Project Origin. In the first clip, as Wade observes from behind a [[one-way mirror]], Green tries to strike up a rapport with Alma by telling her about her own daughter and telling her she's pretty, but Alma refuses to speak. In the second clip, Green is distracted by a voice seemingly coming from a vent, and when she turns around, Alma disappears. Green sees Alma's reflection in the mirror, and when she turns around again, Alma is back in the room. In the third clip, Green tries threatening Alma, telling her that if she doesn't cooperate, she will be placed back in her cell. Alma responds by telepathically forcing Green to draw a disturbing picture of a child surrounded by blackness. In the fourth clip, Alma asks Green, "do you like to play games?" When Green says no, Alma says, "I have a game", and Green finds herself suddenly trapped in a vent. When she just as quickly finds herself back in the room, she demands that Wade let her out, but he ignores her. Alma then asks Green, "Who are they? I see them when I close my eyes. They say they know you. They say you made them. They say you're going to kill me." As a terrified Green tries frantically to open the door, Alma dances around her, before sitting back down. In the observation room, Wade doesn't react to anything he sees.<ref>{{cite web | url=https://www.youtube.com/watch?v=zQ8LEnmWacY | title=''F.E.A.R Gold Edition'': Alma Interview | website=[[YouTube]] | date=September 5, 2009 | access-date=December 27, 2021 | archive-url=https://web.archive.org/web/20211227021515/https://www.youtube.com/watch?v=zQ8LEnmWacY | archive-date=December 27, 2021 | url-status=live}}</ref>

Written by Alden Freewater with art by Edwin David, the Dark Horse comic takes place moments before the game begins and expands on the game's opening [[cutscene]]. At ATC headquarters, as Alma telepathically contacts Fettel, a new recruit to the security detail is learning about Fettel and the Replicas. One of the employees explains that ATC is worried about a second synchronicity event; in the previous one, Fettel's "brainwaves changed, like someone else had entered his mind." The team then see Alma in the corridor near Fettel's room and send the new recruit to investigate. Meanwhile, Fettel promises Alma that he'll find her no matter what, and the door to his cell blasts open. When the recruit arrives, Alma kills him as Fettel leaves his cell. The Replicas then activate and open fire, killing everyone they encounter. Fettel approaches an employee and demands to know where Alma is. When the man says he doesn't know, Fettel replies, "your tongue can lie, but your flesh will tell me everything." He then takes out a knife and begins to cut and consume part of the man.<ref>{{cite web | url=https://bwspotlight.com/2018/10/31/free-comic-inside-halloween-special-fear-directors-cut/ | title=Free Comic Inside Halloween Special: ''F.E.A.R. Director's Cut'' | last=Adams | first=Troy | website=BW Spotlight | date=October 31, 2018 | access-date=December 18, 2021 | archive-url=https://web.archive.org/web/20211218120528/https://bwspotlight.com/2018/10/31/free-comic-inside-halloween-special-fear-directors-cut/ | archive-date=December 18, 2021 | url-status=live}}</ref>

===Ports===
The [[Xbox 360]] port was announced in May 2006. Vivendi revealed that the game would be shown later that month at E3 and that the port was being handled by [[Wargaming Chicago-Baltimore|Day 1 Studios]] rather than original developers Monolith, who were now owned by [[Warner Bros. Interactive Entertainment|Warner Bros]].<ref>{{cite web | url=https://www.gamespot.com/articles/e3-06-vivendi-confirms-fear-for-360/1100-6148989/ | title=E3 06: Vivendi confirms ''F.E.A.R.'' for 360 | last=Surette | first=Tim | date=May 4, 2006 | website=[[GameSpot]] | access-date=September 26, 2021 | archive-url=https://web.archive.org/web/20210926032046/https://www.gamespot.com/articles/e3-06-vivendi-confirms-fear-for-360/1100-6148989/ | archive-date=September 26, 2021 | url-status=live}}</ref> New to this version of the game was an "Instant Action" mode for single-player. In this mode, players are dropped into a modified level and must get to a designated point as quickly as possible while simultaneously killing as many enemies as possible and being as accurate as possible. At the end of the level, the game uploads players' stats to a global leaderboard on [[Xbox network|Xbox Live]].<ref>{{cite web | url=https://www.ign.com/articles/2006/05/09/e3-2006-fear-hands-on | title=E3 06: ''F.E.A.R.'' Hands-On | last=Adams | first=Dan | date=May 9, 2006 | website=[[IGN]] | access-date=September 27, 2021 | archive-url=https://web.archive.org/web/20210927092839/https://www.ign.com/articles/2006/05/09/e3-2006-fear-hands-on | archive-date=September 27, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/e3-06-fear-xbox-360-hands-on/1100-6150002/ | title=E3 06: ''F.E.A.R.'' Xbox 360 Hands-On | last=Park | first=Andrew | date=May 10, 2006 | website=[[GameSpot]] | access-date=September 27, 2021 | archive-url=https://web.archive.org/web/20210927100520/https://www.gamespot.com/articles/e3-06-fear-xbox-360-hands-on/1100-6150002/ | archive-date=September 27, 2021 | url-status=live}}</ref> Graphically, the Xbox 360 version was equivalent to the PC version on maximum settings and Day 1 also increased the native resolution to 720p and added [[high dynamic range]] lighting, an advanced particle system, and HD textures.<ref>{{cite web | url=https://www.ign.com/articles/2006/08/03/fear-first-look | title=''F.E.A.R.'' First Look | last=Perry | first=Douglass | date=August 3, 2006 | website=[[IGN]] | access-date=September 28, 2021 | archive-url=https://web.archive.org/web/20210928025048/https://www.ign.com/articles/2006/08/03/fear-first-look | archive-date=September 28, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/fear-single-player-hands-on/1100-6155362/ | title=''F.E.A.R.'' Single-Player Hands-On | last=Shoemaker | first=Brad | date=August 7, 2006 | website=[[GameSpot]] | access-date=September 28, 2021 | archive-url=https://web.archive.org/web/20210928025923/https://www.gamespot.com/articles/fear-single-player-hands-on/1100-6155362/ | archive-date=September 28, 2021 | url-status=live}}</ref> The Xbox version also features an exclusive bonus level not found in the PC original, which depicts Holiday's attempt to extract Bishop from ATC headquarters.<ref>{{cite web | url=https://www.ign.com/articles/2006/08/23/fear-extended-hands-on?amp=1 | title=E3 06: ''F.E.A.R.'' Extended Hands-On | last=Onyett | first=Charles | date=August 18, 2006 | website=[[IGN]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929035751/https://www.ign.com/articles/2006/08/23/fear-extended-hands-on?amp=1 | archive-date=September 29, 2021 | url-status=live}}</ref> This version also features a new weapon – dual wielded automatic handguns.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-360-updated-hands-on/1100-6156186/ | title=''F.E.A.R.'' 360: Updated Hands-On | last=Rorie | first=Matthew | date=August 22, 2006 | website=[[GameSpot]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929073200/https://www.gamespot.com/articles/fear-360-updated-hands-on/1100-6156186/ | archive-date=September 29, 2021 | url-status=live}}</ref>

The [[PlayStation 3]] port was announced in August 2006, with Vivendi revealing it would be one of the console's launch titles, scheduled for North American release on November 17. Like the Xbox 360 version, the PlayStation 3 port was developed by Day 1 Studios.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-spreads-to-ps3/1100-6155911/ | title=''F.E.A.R.'' spreads to PS3 | last=Surette | first=Tim | date=August 17, 2006 | website=[[GameSpot]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929031818/https://www.gamespot.com/articles/fear-spreads-to-ps3/1100-6155911/ | archive-date=September 29, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.eurogamer.net/articles/news180806fearps3 | title=PS3 ''F.E.A.R.'' this November | last=Bramwell | first=Tom | date=August 18, 2006 | website=[[Eurogamer]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929032030/https://www.eurogamer.net/articles/news180806fearps3 | archive-date=September 29, 2021 | url-status=live}}</ref> This port features the same Instant Action mode from the Xbox 360 version.<ref name="PS3 Hands">{{cite web | url=https://www.eurogamer.net/articles/fi_fear_ps3 | title=''F.E.A.R.'' Factor | last=Gibson | first=Ellie | date=October 11, 2006 | website=[[Eurogamer]] | access-date=September 29, 2021 | archive-url=https://web.archive.org/web/20210929141922/https://www.eurogamer.net/articles/fi_fear_ps3 | archive-date=September 29, 2021 | url-status=live}}</ref> It also has its own exclusive additional weapon (a [[Armsel Striker|street sweeper shotgun]]) and bonus mission, which depicts the Delta Force recon team's journey through ATC headquarters prior to encountering Alma.<ref name="PS3 Hands"/> Like the Xbox version, the game's native resolution was 720p, but the other enhancements were removed for this version.<ref name="Scary"/> In early November, Sierra announced that the PlayStation 3 port had been pushed back to February 2007.<ref>{{cite web | url=https://www.gamespot.com/articles/retail-radar-ps3-fear-and-oblivion-pushed-to-2007/1100-6161356/ | title=Retail Radar: PS3 ''F.E.A.R.'' and ''Oblivion'' pushed to 2007 | last=Thorson | first=Tor | date=November 9, 2006 | website=[[GameSpot]] | access-date=October 1, 2021 | archive-url=https://web.archive.org/web/20211001040207/https://www.gamespot.com/articles/retail-radar-ps3-fear-and-oblivion-pushed-to-2007/1100-6161356/ | archive-date=October 1, 2021 | url-status=live}}</ref> In February, they announced it had been pushed back to April.<ref>{{cite web | url=https://www.gamespot.com/articles/top-titles-to-miss-euro-ps3-launch/1100-6167680/ | title=Top titles to miss Euro PS3 launch | last=Boyes | first=Emma | date=March 21, 2007 | website=[[GameSpot]] | access-date=October 1, 2021 | archive-url=https://web.archive.org/web/20211001072807/https://www.gamespot.com/articles/top-titles-to-miss-euro-ps3-launch/1100-6167680/ | archive-date=October 1, 2021 | url-status=live}}</ref>

In relation to the additional content in the two ports, and why it differed from system to system, producer Rob Loftus explained, "we wanted everybody to feel like they got something special. But at the same time, we didn't want to put more content in one version and have the other version suffer for it."<ref name="PS3 Hands"/>

Monolith themselves were unhappy with the ports, specifically the difference in quality from the original, especially on the PlayStation 3. In December 2008, ''Project Origin''{{'}}s [[Game art design|lead artist]], Dave Matthews, told ''[[Computer and Video Games|CVG]]'' that for the sequel, "we're handling all three versions, we've changed our development structure to develop all three [[Stock keeping unit|SKU]]s simultaneously and there's no lead platform."<ref name="CVG">{{cite web | url=http://www.computerandvideogames.com/204906/ports-and-expansions-killed-off-a-few-fear-fans/ | title=Ports and expansions 'killed off a few' ''F.E.A.R.'' Fans | last=Ivan | first=Tom | date=December 27, 2008 | access-date=August 12, 2021 | website=[[Computer and Video Games]] | archive-url=https://web.archive.org/web/20150206074447/http://www.computerandvideogames.com/204906/ports-and-expansions-killed-off-a-few-fear-fans/ | archive-date=February 6, 2015 | url-status=dead}}</ref> The following month, he reiterated, "the two ports were done outside of Monolith and from a Monolith perspective we feel they didn't do everything that they could of achieved."<ref>{{cite web | url=https://www.videogamer.com/previews/fear-2-project-origin-interview/ | title=''F.E.A.R. 2: Project Origin'' Interview | last=Kelly | first=Neon | website=Videogamer.com | date=January 13, 2009 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20210819010259/https://www.videogamer.com/previews/fear-2-project-origin-interview/ | archive-date=August 19, 2021 | url-status=live}}</ref>


==Reception==
==Reception==
{{Video game reviews
Prior to release, ''F.E.A.R.'' generated large amounts of hype from [[Computer and video game journalism|computer game journalists]].<ref name="gamespotpreview2" /><ref name=1uppreview>{{cite web | last=Green | first=Jeff | date=2005-08-18 | title = ''F.E.A.R.'' PC preview | url=http://www.1up.com/do/previewPage?cId=3134101&did=4 | work=[[1up.com]] | accessdate = 2006-10-09}}</ref> Upon release, ''F.E.A.R.'' received critical acclaim, with ''[[Computer Gaming World]]'' calling it "''one of the year's top single-player shooters''"<ref name=cgw>{{cite web | last=Elliott | first=Shawn | date=2005-12-01 | url=http://www.1up.com/do/reviewPage?cId=3146962 | title=''F.E.A.R.'' PC Review | work=[[Computer Gaming World]] | accessdate = 2006-10-09}}</ref> and ''[[PC Gamer]]'' regarding it as "''the first game to convincingly channel the kinetic exhilaration of 'John Woo violence' in the FPS format.''"<ref>''[[PC Gamer]]'' November 2005 issue, p.48</ref>
| PC = true
| PS3 = true
| X360 = true
| MC_PC = 88/100<ref name="MCPC">{{cite web | url=https://www.metacritic.com/game/fear/critic-reviews/?platform=pc | title=''F.E.A.R.'' (PC) | publisher=[[Metacritic]] | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210420131019/https://www.metacritic.com/game/pc/fear | archive-date=April 20, 2021 | url-status=live}}</ref>
| MC_PS3 = 72/100<ref name="MCPS3">{{cite web | url=https://www.metacritic.com/game/fear/critic-reviews/?platform=playstation-3 | title=''F.E.A.R.'' (PlayStation 3) | publisher=[[Metacritic]] | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810045301/https://www.metacritic.com/game/playstation-3/fear | archive-date=August 10, 2021 | url-status=live}}</ref>
| MC_X360 = 85/100<ref name="MCX360">{{cite web | url=https://www.metacritic.com/game/fear/critic-reviews/?platform=xbox-360 | title=''F.E.A.R.'' (Xbox 360) | publisher=[[Metacritic]] | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810045614/https://www.metacritic.com/game/xbox-360/fear | archive-date=August 10, 2021 | url-status=live}}</ref>
| CGW_PC = {{Rating|4|5}}<ref name="CGW">{{cite magazine | title=''F.E.A.R.'' Review | magazine=[[Computer Gaming World]] | last=Elliott | first=Shawn | issue=258 | date=January 2006 | page=96 | url=http://www.cgwmuseum.org/galleries/issues/cgw_258.pdf | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210628030121/http://www.cgwmuseum.org/galleries/issues/cgw_258.pdf | archive-date=June 28, 2021 | url-status=live}}</ref>
| EGM_PS3 = 5/10<ref name="EGMPS3">{{cite magazine | title=''F.E.A.R.'' Review (PS3) | last1=Rybicki | first1=Joe | last2=Hsu | first2=Dan | author-link2=Dan Hsu | last3=Macdonald | first3=Mark | magazine=[[Electronic Gaming Monthly]] | issue=216 | date=June 2007 | page=84 | url=https://archive.org/details/electronic-gaming-monthly-issue-216-june-2007/page/84/mode/1up | access-date=August 12, 2021}}</ref>
| EuroG_PC = 9/10<ref name="EurogamerPC">{{cite web | url=https://www.eurogamer.net/articles/r_fear_pc | title=''F.E.A.R.'' – Frighteningly good | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=October 18, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20210810050516/https://www.eurogamer.net/articles/r_fear_pc | archive-date=August 10, 2021 | url-status=live}}</ref>
| EuroG_X360 = 9/10<ref name="EurogamerX">{{cite web | url=http://www.eurogamer.net/articles/r_fear_x360 | title=''F.E.A.R.'' – Wave of Mutilation | last=Reed | first=Kristan | website=[[Eurogamer]] | date=November 14, 2006 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20150626132335/http://www.eurogamer.net/articles/r_fear_x360 | archive-date=June 26, 2015 | url-status=dead}}</ref>
| GI_PC = 9/10<ref name="GI">{{cite magazine | url=http://www.gameinformer.com/NR/exeres/9FA7ADDB-EA75-454E-AA1A-6EF52A4DFF0A.htm?CS_pid=645831 | title=''F.E.A.R.'' Review (PC) | last=Biessener | first=Adam | magazine=[[Game Informer]] | date=October 18, 2005 | access-date=August 10, 2021 | archive-url=https://web.archive.org/web/20071011072933/http://www.gameinformer.com/NR/exeres/9FA7ADDB-EA75-454E-AA1A-6EF52A4DFF0A.htm?CS_pid=645831 | archive-date=October 11, 2007 | url-status=dead}}</ref>
| GSpot_PC = 9.1/10<ref name="GSpotPC">{{cite web | url=http://www.gamespot.com/reviews/fear-review/1900-6135744/ | title=''F.E.A.R.'' Review (PC) | last=Ocampo | first=Jason | website=[[GameSpot]] | date=October 14, 2005 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810232348/https://www.gamespot.com/reviews/fear-review/1900-6135744/ | archive-date=August 10, 2021 | url-status=live}}</ref>
| GSpot_PS3 = 7.1/10<ref name="GSpotPS3">{{cite web | url=https://www.gamespot.com/reviews/fear-review/1900-6169771/ | title=''F.E.A.R.'' Review (PlayStation 3) | last=Ocampo | first=Jason | website=[[GameSpot]] | date=April 26, 2007 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810234029/https://www.gamespot.com/reviews/fear-review/1900-6169771/ | archive-date=August 10, 2021 | url-status=live}}</ref>
| GSpot_X360 = 8.6/10<ref name="GSpotX">{{cite web | url=https://www.gamespot.com/reviews/fear-review/1900-6160869/ | title=''F.E.A.R.'' Review (Xbox 360) | last=Ocampo | first=Jason | website=[[GameSpot]] | date=November 1, 2006 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810234334/https://www.gamespot.com/reviews/fear-review/1900-6160869/ | archive-date=August 10, 2021 | url-status=live}}</ref>
| IGN_PC = 9.2/10<ref name="IGNPC">{{cite web | url=http://www.ign.com/articles/2005/10/13/fear | title=''F.E.A.R.'' Review (PC) | last=McNamara | first=Tom | website=[[IGN]] | date=October 12, 2005 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810235009/https://www.ign.com/articles/2005/10/13/fear | archive-date=August 10, 2021 | url-status=live}}</ref>
| IGN_PS3 = 8.1/10<ref name="IGNPS3">{{cite web | url=https://www.ign.com/articles/2007/04/20/fear-review | title=''F.E.A.R.'' Review (PlayStation 3) | last=Miller | first=Greg | website=[[IGN]] | date=April 21, 2007 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810235352/https://www.ign.com/articles/2007/04/20/fear-review | archive-date=August 10, 2021 | url-status=live}}</ref>
| IGN_X360 = 9.1/10<ref name="IGNX">{{cite web | url=https://www.ign.com/articles/2006/10/25/fear-review-2 | title=''F.E.A.R.'' Review (Xbox 360) | last=Brudvig | first=Eric | website=[[IGN]] | date=October 26, 2006 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210810235255/https://www.ign.com/articles/2006/10/25/fear-review-2 | archive-date=August 10, 2021 | url-status=live}}</ref>
| OXMUK_X360 = 8/10<ref name="OXMUK">{{cite magazine | url=http://www.oxm.co.uk/articles/reviews/1st_person/f.e.a.r. | title=''F.E.A.R.'' Review (Xbox 360) | magazine=[[Official Xbox Magazine|Official Xbox Magazine (UK)]] | date=November 10, 2006 | access-date=August 13, 2021 | archive-url=https://web.archive.org/web/20070222060057/http://www.oxm.co.uk/articles/reviews/1st_person/f.e.a.r. | archive-date=February 22, 2007 | url-status=dead}}</ref>
| PSM3_PS3 = 7.2/10<ref name="PSM3">{{cite web | url=http://www.computerandvideogames.com/article.php?id=162204 | title=''F.E.A.R.'' Review (PlayStation 3) | last=Edwards | first=Tim | website=[[PSM3]] | date=April 18, 2007 | access-date=August 13, 2021 | archive-url=https://web.archive.org/web/20100819183252/http://www.computerandvideogames.com/article.php?id=162204 | archive-date=August 19, 2010 | url-status=dead}}</ref>
}}


The initial PC release received "generally favorable reviews", and holds a score of 88 out of 100 on [[Metacritic]], based on 57 reviews.<ref name="MCPC"/>
[[IGN]] claimed that "''Monolith forges new shooter territory with some truly freaky elements, challenge, fun, and beauty.''"<ref name=ignreview>{{cite web | last=McNamara | first=Tom | date=2005-10-12 | url=http://pc.ign.com/articles/657/657310p1.html | title=''F.E.A.R.'' review at IGN | work=[[IGN]] | accessdate = 2006-10-09}}</ref> GameSpy praised the game's plot,<ref name=gamespyreview>{{cite web | last=Accardo | first=Sal | date=2005-10-27 | url=http://pc.gamespy.com/pc/fear/662327p1.html | title=''F.E.A.R.'' Review at GameSpy | work=[[GameSpy]] | accessdate = 2006-10-09}}</ref> later awarding it their "Best Story" [[Game of the Year]] award.<ref name=gamespyawards>{{cite web | url=http://goty.gamespy.com/2005/pc/index22.html | title=GameSpy's Game of the Year 2005 | work=[[GameSpy]] | accessdate = 2006-10-02}}</ref> ''[[The New York Times]]'' thought differently, stating "''I was never quite clear on what was going on in the game. I knew my goal — track down a psychic, escort a corporate executive's daughter out of danger—but I didn't ever care who these people were nor did I understand their motives.''"<ref name="nyt" /> The game has also received criticism for its system requirements, which called for an extremely powerful [[Personal computer|PC]] for its time.<ref name="Gamespot"/>


''[[IGN]]''{{'}}s Tom McNamara scored it 9.2 out of 10, praising the atmosphere and weapon variety. Although he was critical of the repetitive environments and cliched plot, he called the game "one of the best shooters this year", finding it to be the best first-person shooter since ''[[Half-Life 2]]'' (2004).<ref name="IGNPC"/> ''[[GameSpot]]''{{'}}s Jason Ocampo scored it 9.1 out of 10, arguing that it "elevates the genre to a whole new level of intensity." He especially praised the combat mechanics ("some of the greatest gunplay available"), the implementation of slow-motion, and the AI ("the smartest, most aggressive, most tactically oriented AI opponents that we've ever encountered"). His criticisms focused on a lack of enemy variety, repetitive environments, and a weak plot.<ref name="GSpotPC"/>
''[[Maximum PC]]'' stated that "''Monolith did a great job with both the in-game sounds and the soundtrack ... the spooky audio makes exploring deserted ruins creepy, and the positional sound works to great effect; sinister noises like breaking bottles and creaking metal come from your rear channels with just the right frequency to freak you out,''" but "''after eight hours of battling the exact same opponents, in a perfectly linear environment, it’s tough to remain enthusiastic.''"<ref name=maximumpc>{{cite web | last=Smith |first=Will | month=January | year=2006 | url=http://www.maximumpc.com/2006/01/fear.html | title=''F.E.A.R.'' review at ''Maximum PC'' | work=[[Maximum PC]] | accessdate = 2006-10-09}}</ref> [[GameSpot]] also found the game slightly repetitive, but still called it "''quite easily one of the most intense and atmospheric games that you'll play,''"<ref name="Gamespot"/> and later awarded it their "Shooter of the Year" prize.<ref name=gsaward>{{cite web | url = http://www.gamespot.com/pages/features/bestof2005/index.php?day=4&page=2 | title = GameSpot's Best of 2005 - Genre Awards | work=[[GameSpot]] | accessdate = 2006-10-02}}</ref>


''[[Eurogamer]]''{{'}}s Tom Bramwell scored the game 9 out of 10. He too praised the implementation of slow-motion (which he found superior to the ''[[Max Payne]]'' series) and the combat mechanics (which he found superior to both ''Half-Life 2'' and ''[[Doom 3]]''). He also praised the AI, especially at higher difficulties. Although he was critical of the environments and weak plot, he concluded that the game felt "fresh and compelling."<ref name="EurogamerPC"/> ''[[Game Informer]]''{{'}}s Adam Biessener also scored it 9 out of 10. He too was critical of the plot and level design, but he argued that the gameplay was so good as to make up for these problems. He especially praised the AI ("hands down the smartest AI-controlled opponents I've ever faced") and the combat mechanics ("intense almost to the point of sensory overload").<ref name="GI"/>
The [[Xbox 360]] port has also received positive reviews, almost as favorable as the PC version. The multiplayer and instant-action mode were praised for better gameplay, but the control scheme was negatively viewed. Reviews have also stated that it lacked bonus features, despite the new mission included in the game. GameSpot gave the game 8.6.<ref name=Gamespot>{{cite web | last=Ocampo|first=Jason | date=2006-11-01 | url=http://www.gamespot.com/xbox360/action/fear/review.html?tag=tabs;reviews | title=GameSpot Xbox 360 review | work=[[GameSpot]] | accessdate = 2006-11-01}}</ref> while IGN rated it 9.1<ref name=IGN>{{cite web | last=Brudvig|first=Erik | url=http://xbox360.ign.com/articles/741/741860p3.html| title=Xbox 360 port review on IGN | work=[[IGN]] | accessmonthday=November | accessyear=2006 }}</ref>


''[[Computer Gaming World]]''{{'}}s Shawn Elliott scored it 4 out of 5. Although he was critical of the plot and the game's horror element (citing "treadmill scare tactics"), he praised the combat mechanics, AI, and implementation of slow motion.<ref name="CGW"/> Charles Herold of ''[[The New York Times]]'' found it to be "as thrilling and involving as ''[[Half-Life (video game)|Half-Life]]'', but [lacking] its narrative panache." He also criticised the characterisation, and felt that the encounters with Alma were "disconnected from the rest of the game."<ref>{{cite web | url=https://www.nytimes.com/2005/10/29/sports/othersports/29game.html?emc=eta1 | title=If Looks Could Kill...and Here They Do | last=Herold | first=Charles | website=[[The New York Times]] | date=October 29, 2005 | access-date=August 8, 2021 | archive-url=https://web.archive.org/web/20210808041440/https://www.nytimes.com/2005/10/29/sports/othersports/if-looks-could-kill-and-here-they-do.html | archive-date=August 8, 2021 | url-status=live}}</ref>
The [[PlayStation 3]] port received less favorable reviews than the other two versions, but still had positive reviews overall. It contained the bonus mission exclusive to the Xbox 360 port, but the chief complaints of the negative reviewers were downgraded graphics and long loading times. GameSpot has given the port a 7.1,<ref name=Gamespot>{{cite web | last=Ocampo|first=Jason | date=2007-04-26 | url=http://www.gamespot.com/ps3/action/fear/review.html?om_act=convert&om_clk=tabs&tag=tabs;reviews| title=GameSpot PlayStation 3 review | work=[[GameSpot]] | accessmonthday=April 26 | accessyear=2007 }}</ref> making it the second lowest rating of the ''F.E.A.R.'' franchise in GameSpot.


;Xbox 360
==Later developments==
{{main|F.E.A.R. Extraction Point|F.E.A.R. Perseus Mandate|F.E.A.R. Files|F.E.A.R. 2: Project Origin}}
Monolith Productions has announced a [[sequel]] to ''F.E.A.R.'', which will be titled "F.E.A.R. 2: Project Origin" after Monolith and Warner Bros. regained the rights to the F.E.A.R. name. <ref>[http://ps3.ign.com/articles/908/908393p1.html] Ocampo, Jason. "Project Origin is Now F.E.A.R. 2". IGN. Retrieved on September, 2008.</ref> Prior to September 2008, the sequel was not be titled ''F.E.A.R. 2'' due to [[Vivendi]]'s ownership of the ''F.E.A.R.'' name.<ref name="sequel"/> The game was instead be called ''Project Origin'', which is a name derived from a contest to name the sequel. The follow-up will stay in the game's existing universe, retaining the original storyline and characters.<ref name="sequel"/> Monolith Productions will require a new publisher for the game, since they were purchased by [[Warner Bros.|Warner Brothers Interactive Entertainment]] in 2004 while development of ''F.E.A.R.'' was under way, after which Vivendi Universal was dropped as publisher.<ref name="sequel"/>


Like the PC version, the [[Xbox 360]] port received "generally favorable reviews", and holds a score of 85 out of 100 on Metacritic, based on 44 reviews.<ref name="MCPC"/>
Vivendi Universal published the Xbox 360 and PlayStation 3 ports of the original game,<ref name="ps3" /> developed by Day 1 Studios.


''IGN''{{'}}s Eric Brudvig scored it 9.1 out of 10, praising the atmosphere, combat mechanics, AI, [[Video game graphics|graphics]], and instant action mode, but criticising the story and level design. He was also impressed with the quality of the port itself; "''F.E.A.R.'' has made it from the PC to 360 with everything that made it an outstanding experience."<ref name="IGNX"/> ''Eurogamer''{{'}}s Kristen Reed scored it 9 out of 10, calling it the most exciting game since ''[[Burnout 2: Point of Impact]]'' (2001). He especially praised the combat mechanics, AI, and implementation of slow motion. Although he was critical of the environments, lack of enemy variety, and the "unengaging" plot, he concluded, "it gets the core of the experience so absolutely spot-on."<ref name="EurogamerX"/>
An expansion pack titled ''[[F.E.A.R. Extraction Point]]'' was released by [[TimeGate Studios]] on October 24, 2006.<ref name="Extpoint"/> The second expansion pack, ''[[F.E.A.R. Perseus Mandate]]'', also from TimeGate Studios, was released in November 2007. ''F.E.A.R. Files'' was released simultaneously for the Xbox 360, consisting of both ''Extraction Point'' and ''Perseus Mandate''.<ref>[http://ve3d.ign.com/articles/803/803320p1.html ''F.E.A.R. Files'' & ''F.E.A.R. Perseus Mandate'' Announced; Screenshots - Voodoo Extreme<!-- Bot generated title -->]</ref>


''GameSpot''{{'}}s Jason Ocampo scored it 8.6 out of 10. As with many others, he was critical of the lack of enemy variety, the repetitive level design, and the plot. However, he praised the combat mechanics, implementation of slow-motion, AI, multiplayer, and graphics, calling it "easily one of the most intense and atmospheric games on the Xbox 360."<ref name="GSpotX"/> The UK edition of ''[[Official Xbox Magazine]]'' scored it 8 out of 10, praising the AI and slow motion, but criticising the level design and plot.<ref name="OXMUK"/>
==References==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references/>
</div>


;PlayStation 3
==External links==
* [http://www.whatisfear.com/ Official ''F.E.A.R.'' website]
* [http://www.joinfear.com/ Official ''F.E.A.R. Combat'' website, free multiplayer download]
* [http://fear.wikia.com/wiki/Main_Page F.E.A.R. Wiki]


The PlayStation 3 port received "mixed or average reviews", with a score of 72 out of 100 on Metacritic, based on, 31 reviews.<ref name="MCPS3"/>
{{F.E.A.R.}}

''IGN''{{'}}s Greg Miller scored it 8.1 out of 10, and was unimpressed with the graphics and the loading times, which he clocked at up to one minute. Although he wrote that "the PS3 doesn't hold a candle to the visuals found in the Xbox 360 version", he argued that the game is "still one of the best experiences I've had on a PS3," praising the combat mechanics and multiplayer.<ref name="IGNPS3"/> ''[[PSM3]]''{{'}}s Tim Edwards scored it 7.2 out of 10, and was critical of the game's pace, the graphics, and the complex controls, although he was impressed with multiplayer and instant action mode.<ref name="PSM3"/>

''GameSpot''{{'}}s Jason Ocampo scored it 7.1 out of 10, arguing that it "lacks the level of polish and atmosphere seen in the previous two versions." He especially criticised the load times and the "erratic [[frame rate]]".<ref name="GSpotPS3"/> ''[[Electronic Gaming Monthly]]'' scored it 5 out of 10, with Joe Rybicki calling it "a tragedy" and citing "inexcusable technical issues", such as stuttering graphics, a delay when pressing fire, and sound coming from everywhere instead of being localised. He praised the atmosphere and the AI, but called it "one of the most reprehensible ports in recent memory."<ref name="EGMPS3"/>

===Sales and awards===
The game was a commercial success. The PC version received a "Silver" sales award from the [[The Association for UK Interactive Entertainment|Entertainment and Leisure Software Publishers Association]] (ELSPA), indicating sales of at least 100,000 units in the United Kingdom.<ref>{{cite web | url=http://www.elspa.com/?i=3942 | title=ELSPA Sales Awards: Silver | website=[[The Association for UK Interactive Entertainment|Entertainment and Leisure Software Publishers Association]] | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20090221154943/http://www.elspa.com/?i=3942| archive-date=February 21, 2009 | url-status=dead}}</ref><ref>{{cite web | url=https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php | title=ELSPA: ''Wii Fit'', ''Mario Kart'' Reach Diamond Status In UK | last=Caoili | first=Eric | website=[[Game Developer (website)|Gamasutra]] | date=November 26, 2008 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210701153612/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php | archive-date=July 1, 2021 | url-status=live}}</ref> By the time the game was released on PlayStation 3 in April 2007, the combined worldwide sales of the PC and Xbox 360 versions was over two million units.<ref>{{cite web | url=https://www.ign.com/articles/2007/04/24/retail-feels-fear | title=Retail Feels ''F.E.A.R.'' | last=Hatfield | first=Daemon | website=[[IGN]] | date=April 24, 2007 | access-date=October 2, 2021 | archive-url=https://web.archive.org/web/20211002063612/https://www.ign.com/articles/2007/04/24/retail-feels-fear | archive-date=October 2, 2021 | url-status=live}}</ref> The PlayStation 3 version itself was the console's best selling title in April, moving 45,864 units in North America.<ref>{{cite web | url=https://www.ign.com/articles/2007/05/18/npd-best-selling-games-of-april-2007 | title=NPD: Best-Selling Games of April 2007 | last=Seff | first=Micah | website=[[IGN]] | date=May 18, 2007 | access-date=October 4, 2021 | archive-url=https://web.archive.org/web/20211004115834/https://www.ign.com/articles/2007/05/18/npd-best-selling-games-of-april-2007 | archive-date=October 4, 2021 | url-status=live}}</ref>

''F.E.A.R.'' won ''[[Computer Games Magazine]]''{{'}}s 2005 "Best Sound Effects" award, and was a runner-up for their list of the year's 10 best PC games.<ref name="CGM">{{cite magazine | title=The 15th Annual ''Computer Games'' Awards | magazine=[[Computer Games Magazine]] | issue=184 | date=March 2006 | pages=42–47}}</ref> It won 2005's "Best Action Game" from both the [[Game Critics Awards]] and ''[[PC Gamer#PC Gamer US|PC Gamer US]]''.<ref name="Game Critics"/><ref name="PC US">{{cite magazine | title=The Twelfth Annual ''PC Gamer'' Awards | magazine=[[PC Gamer#PC Gamer US|PC Gamer US]] | volume=13 | number=3 | date=March 2006 | pages=33–36, 38, 40–42, 44}}</ref> ''GameSpy'' awarded it their 2005 "Best Story" award.<ref name="GSpy Story">{{cite web | url=http://goty.gamespy.com/2005/pc/index22.html | title=''GameSpy''{{'}}s Game of the Year 2005 | website=[[GameSpy]] | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20131206151702/http://goty.gamespy.com/2005/pc/index22.html | archive-date=December 6, 2013 | url-status=dead}}</ref> In ''GameSpot''{{'}}s 2005 annual awards, it won "Best AI"<ref name="GSpot AI"/> and "Best Graphics (Technical)".<ref name="GSpot Graphics">{{cite web | url=http://www.gamespot.com/pages/features/bestof2005/index.php?day=2&page=6 | title=Best Graphics (Technical): ''GameSpot''{{'}}s Best and Worst 05 | website=[[GameSpot]] | access-date=January 15, 2022 | archive-url=https://web.archive.org/web/20060513152213/http://www.gamespot.com/pages/features/bestof2005/index.php?day=2&page=6 | archive-date=May 13, 2006 | url-status=dead}}</ref> At the 4th Annual [[Game Audio Network Guild Awards]] in 2006, it shared the "Best Use of Multi-Channel Surround" with ''[[Call of Duty 2]]''.<ref name="Guild">{{cite web | url=https://www.gamedeveloper.com/pc/4th-annual-g-a-n-g-award-winners-announced | title=4th Annual G.A.N.G. Award Winners Announced | last=Carless | first=Simon | website=[[Game Developer (website)|Gamasutra]] | date=March 27, 2006 | access-date=September 24, 2021 | archive-url=https://web.archive.org/web/20210701153612/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php | archive-date=July 1, 2021 | url-status=live}}</ref> At the [[9th Annual Interactive Achievement Awards]], it was nominated for Computer Game of the Year, [[D.I.C.E. Award for Action Game of the Year|First-Person Action Game of the Year]], [[D.I.C.E. Award for Outstanding Achievement in Audio Design|Outstanding Achievement in Sound Design]], and [[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Visual Engineering]].<ref name="DICE">{{cite web | url=https://www.interactive.org/games/video_game_details.asp?idAward=2006&idGame=117 | title=''F.E.A.R.'' | website=interactive.org | access-date=December 25, 2023 | archive-url=https://web.archive.org/web/20231225032211/https://www.interactive.org/games/video_game_details.asp?idAward=2006&idGame=117 | archive-date=December 25, 2023 | url-status=live}}</ref>

{| class="wikitable"
|-
!Year
!Publication or ceremony
!Award
!Result
!Ref.
|-
|rowspan="2"|2005
|rowspan="2"|''[[Computer Games Magazine]]''
|Best Sound Effects
|{{won}}
|rowspan="2" style="text-align:center;"|<ref name="CGM"/>
|-
|Best PC Game
|{{nominated}}
|-
|2005
|[[Game Critics Awards]]
|Best Action Game
|{{win}}
|style="text-align:center;"|<ref name="Game Critics"/>
|-
|rowspan="2"|2005
|rowspan="2"|''[[GameSpot]]''
|Best AI
|{{win}}
|style="text-align:center;"|<ref name="GSpot AI"/>
|-
|Best Graphics (Technical)
|{{win}}
|style="text-align:center;"|<ref name="GSpot Graphics"/>
|-
|2005
|''[[GameSpy]]''
|Best Story
|{{win}}
|style="text-align:center;"|<ref name="GSpy Story"/>
|-
|2005
|''[[PC Gamer#PC Gamer US|PC Gamer US]]''
|Best Action Game
|{{win}}
|style="text-align:center;"|<ref name="PC US"/>
|-
|2006
|[[Game Audio Network Guild Awards]]
|Best Use of Multi-Channel Surround
|{{win}} {{small|(shared)}}
|style="text-align:center;"|<ref name="Guild"/>
|-
| rowspan="4" style="text-align:center;" |2006
| rowspan="4" style="text-align:center;" |[[9th Annual Interactive Achievement Awards]]
|Computer Game of the Year
| {{Nom}}
| rowspan="4" style="text-align:center;"|<ref name="DICE"/>
|-
|[[D.I.C.E. Award for Action Game of the Year|First-Person Action Game of the Year]]
| {{Nom}}
|-
|[[D.I.C.E. Award for Outstanding Achievement in Audio Design|Outstanding Achievement in Sound Design]]
| {{Nom}}
|-
|[[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Visual Engineering]]
| {{Nom}}
|}

==Editions and expansions==
===''Director's Edition''===
''F.E.A.R. Director's Edition'' was announced a few weeks prior to the release of the game and was released alongside it. Accompanying the basic CD-ROM version of the game was a DVD version, which also contains the [[Dark Horse Comics|Dark Horse]] comic prequel, "Alma Interview", a "Making of ''F.E.A.R.''" documentary, a one-hour "Developers' commentary" (featuring writer/director/designer Craig Hubbard, artist David Longo, producer Chris Hewitt, programmer Kevin Stephens, and lead level designer John Mulkey), and "Episode #0" of ''P.A.N.I.C.S.''<ref name="Commentary"/><ref name="Making"/><ref name="DirectorGSpot"/><ref name="DirectorIGN"/>

===''Extraction Point''===
{{main|F.E.A.R. Extraction Point}}
The first standalone expansion, ''[[F.E.A.R. Extraction Point]]'', was announced for PC in early May 2006. The expansion was being developed by [[TimeGate Studios]]. Because of rights issues (Monolith, who had been purchased by Warner in 2004, owned the rights to the [[Intellectual property|IP]] and characters, but Vivendi still owned the name ''F.E.A.R.''), it was clarified in a press release that the plot for ''Extraction Point'' had been approved by Monolith and was in line with their own plans for a full sequel, which had been announced in February.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-expands-extracts/1100-6149113/ | title=''F.E.A.R.'' Expands | last=Surette | first=Tim | date=May 5, 2006 | website=[[GameSpot]] | access-date=September 26, 2021 | archive-url=https://web.archive.org/web/20210926034425/https://www.gamespot.com/articles/fear-expands-extracts/1100-6149113/ | archive-date=September 26, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.engadget.com/2006-05-05-f-e-a-r-expansion-announced-timegate-to-develop.html | title=''F.E.A.R.'' expansion announced, TimeGate to develop | last=Ransom-Wiley | first=James | date=May 5, 2006 | website=[[Engadget]] | access-date=September 26, 2021 | archive-url=https://web.archive.org/web/20210926034711/https://www.engadget.com/2006-05-05-f-e-a-r-expansion-announced-timegate-to-develop.html | archive-date=September 26, 2021 | url-status=live}}</ref> The game was first shown at E3 2006.<ref>{{cite web | url=https://www.gamespot.com/articles/e3-06-fear-extraction-point-handson/1100-6149977/ | title=E3 06: ''F.E.A.R. Extraction Point'' Hands-on | last=Park | first=Andrew | date=May 10, 2006 | website=[[GameSpot]] | access-date=September 27, 2021 | archive-url=https://web.archive.org/web/20210927140343/https://www.gamespot.com/articles/e3-06-fear-extraction-point-handson/1100-6149977/ | archive-date=September 27, 2021 | url-status=live}}</ref>

===''Perseus Mandate''===
{{main|F.E.A.R. Perseus Mandate}}
Also developed by TimeGate, the second standalone expansion, ''F.E.A.R. Perseus Mandate'', was announced for PC in July 2007 and first shown at E3 that year.<ref name="More">{{cite web | url=https://www.eurogamer.net/articles/e3-more-fear-this-year | title=More ''F.E.A.R.'' this year | last=Purchese | first=Robert | date=July 13, 2007 | website=[[Eurogamer]] | access-date=October 4, 2021 | archive-url=https://web.archive.org/web/20211004141536/https://www.eurogamer.net/articles/e3-more-fear-this-year | archive-date=October 4, 2021 | url-status=live}}</ref> It is not a narrative a sequel to ''Extraction Point'', but is instead a [[Spin-off (media)#Sidequels|sidequel]] to both the base game and the first expansion, focusing on a different three-man F.E.A.R. squad.

===''F.E.A.R. Files''===
''F.E.A.R. Files'' was announced for Xbox 360 in July 2007, containing both ''Extraction Point'' (which had hitherto only been available for PC) and ''Perseus Mandate''.<ref name="More"/> Originally, the plan was to release it on both PlayStation 3 and Xbox 360, but the PlayStation version was cancelled.<ref name="GC">{{cite web | url=https://www.ign.com/articles/2007/08/21/gc-2007-perseus-mandate | title=GC 2007: ''Perseus Mandate'' | last=Ring | first=Bennett | date=August 21, 2007 | website=[[IGN]] | access-date=January 28, 2022 | archive-url=https://web.archive.org/web/20220128151502/https://www.ign.com/articles/2007/08/21/gc-2007-perseus-mandate | archive-date=January 28, 2022 | url-status=live}}</ref> As well as the two standalone expansions, ''F.E.A.R. Files'' also includes seven new instant action maps and five new multiplayer maps.<ref name="GC"/>

===''Gold Edition'' and ''Platinum Collection''===
Released on Windows in March 2007, ''F.E.A.R. Gold Edition'' includes all the content from the ''Director's Edition'' plus ''Extraction Point''. ''F.E.A.R. Platinum Collection'' was released for Windows in November 2007, and includes the ''Director's Edition'', ''Extraction Point'', and ''Perseus Mandate''.<ref>{{cite web |url=https://www.metacritic.com/game/f-e-a-r-gold-edition/critic-reviews/?platform=pc |title=''F.E.A.R. Gold Edition'' |website=[[Metacritic]] |access-date=January 12, 2022 |archive-url=https://web.archive.org/web/20220112122334/https://www.metacritic.com/game/pc/fear-gold-edition |archive-date=January 12, 2022 |url-status=live}}</ref><ref>{{cite web | url=https://www.amazon.co.uk/FEAR-Platinum-Collection-PC-DVD/dp/B000XS6CKG | title=''F.E.A.R. Platinum Collection'' | website=[[Amazon (company)|Amazon.co.uk]] | access-date=January 12, 2022 | archive-url=https://web.archive.org/web/20220112122115/https://www.amazon.co.uk/FEAR-Platinum-Collection-PC-DVD/dp/B000XS6CKG | archive-date=January 12, 2022 | url-status=live}}</ref> The complete ''F.E.A.R.'' series was released on [[Steam (service)|Steam]] in July 2012, with the ''Platinum Collection'' only available as part of the bundle.<ref>{{cite web | url=https://store.steampowered.com/sub/12357/ | title=Release: ''F.E.A.R. Complete Pack'' | website=[[Steam (service)|Steam]] | access-date=January 30, 2022 | archive-url=https://web.archive.org/web/20220130204210/https://store.steampowered.com/agecheck/sub/12357 | archive-date=January 30, 2022 | url-status=live}}</ref> The ''Platinum Collection'' was released on [[GOG.com]] in February 2015.<ref>{{cite web | url=https://www.gog.com/forum/general/release_fear_platinum_c9de9 | title=Release: ''F.E.A.R. Platinum'' | date=February 12, 2015 | website=[[GOG.com]] | access-date=January 30, 2022 | archive-url=https://web.archive.org/web/20220130204052/https://www.gog.com/forum/general/release_fear_platinum_c9de9 | archive-date=January 30, 2022 | url-status=live}}</ref> In November 2021, the ''F.E.A.R.'' franchise was added to Microsoft's [[backward compatibility]] program, making the games playable on the [[Xbox One]] and [[Xbox Series X and Series S|Xbox Series X/S]].<ref>{{cite web | url=https://www.gamesradar.com/xbox-backward-compatibility-final-games/ | title=Xbox backward compatibility adds ''Max Payne'' and ''FEAR'' in final catalog update | last=Sheridan | first=Connor | date=November 21, 2021 | access-date=January 30, 2022 | website=[[GamesRadar+]] | archive-url=https://web.archive.org/web/20220130211013/https://www.gamesradar.com/xbox-backward-compatibility-final-games/ | archive-date=January 30, 2022 | url-status=live}}</ref>

==Sequel and canonicity==
{{main|F.E.A.R. 2: Project Origin}}
In February 2006, Monolith confirmed they would be making a sequel to the original game, explaining that because Vivendi owned the rights to the ''F.E.A.R.'' name, the sequel would come under a different title.<ref>{{cite web | url=https://pc.ign.com/articles/690/690296p1.html | title=''F.E.A.R.'' Sequels Confirmed | date=February 21, 2006 | website=[[IGN]] | last=David | first=Adam | access-date=September 24, 2021 | archive-url=https://web.archive.org/web/20070914014039/https://pc.ign.com/articles/690/690296p1.html | archive-date=September 14, 2007 | url-status=dead}}</ref> Up to September 2008, the sequel was to be called simply ''Project Origin'', but that month, Monolith and Warner regained the rights to the ''F.E.A.R.'' name, allowing them to name the game ''F.E.A.R. 2: Project Origin''.<ref>{{cite web | url=https://www.ign.com/articles/2008/09/08/project-origin-is-now-fear-2 | title=''Project Origin'' is Now ''F.E.A.R. 2'' | last=Ocampo | first=Jason | date=September 8, 2008 | website=[[IGN]] | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817014933/https://www.ign.com/articles/2008/09/08/project-origin-is-now-fear-2 | archive-date=August 17, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://youtube.com/watch?v=efKPDngDaSQ| title=''F.E.A.R. 2: Project Origin'' Interview | date= September 8, 2008 | website=[[YouTube]] | access-date=March 2, 2022 | archive-url=https://web.archive.org/web/20220302040605/https://www.youtube.com/watch?v=efKPDngDaSQ | archive-date=March 2, 2022 | url-status=live}}</ref> In December 2008, it was confirmed that despite initial reports that Monolith had approved the story for the two expansions and that that story was in line with their plans for a sequel, ''Project Origin'' would in fact ignore the events of both ''Extraction Point'' and ''Perseus Mandate'' and instead serve as a direct sequel to the original game. ''Project Origin''{{'}}s lead artist, Dave Matthews, explained that the expansions

{{blockquote|were made outside of Monolith and they took the story in a very different direction than we had intended, so when we started working on ''F.E.A.R. 2'', there was a very difficult decision. Did we try to figure out and change the story with what we were trying to tell with Alma, and incorporate the story arc with what goes on between ''Extraction Point'' and ''Perseus Mandate''? That's when we decided to treat it as if it were a 'what if?' or an alternate spin because we thought it would be of merit to the story if it remained pure.<ref>{{cite web | url=https://www.gamewatcher.com/interviews/f-e-a-r-2-project-origin-interview/11422 | title=Talk with primary art lead Dave Matthews about ''F.E.A.R 2'' | last=Davey | first=Jamie | website=GameWatcher | date=December 17, 2008 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20181218010850/https://www.gamewatcher.com/interviews/f-e-a-r-2-project-origin-interview/11422 | archive-date=December 18, 2018 | url-status=live}}</ref>}}

==Notes==
{{notelist}}

==References==
{{reflist}}
{{F.E.A.R.|state=expand}}
{{Monolith games}}
{{Monolith games}}

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[[Category:First-person shooters]]
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Latest revision as of 23:58, 18 December 2024

F.E.A.R. First Encounter Assault Recon
PC cover art
Developer(s)Monolith Productions[a]
Publisher(s)Vivendi Universal Games[b]
Director(s)Craig Hubbard
Producer(s)
  • Rob Loftus
  • Chris Hewett
Designer(s)Craig Hubbard
Programmer(s)
  • Brad Pendleton
  • Kevin Stephens
Artist(s)
  • David Longo
  • Wes Saulsberry
Writer(s)Craig Hubbard
Composer(s)Nathan Grigg
SeriesF.E.A.R.
EngineLithTech Jupiter EX
Platform(s)
ReleaseWindows
Xbox 360
PlayStation 3
Genre(s)First-person shooter, psychological horror[9][10][11]
Mode(s)Single-player, multiplayer

F.E.A.R. First Encounter Assault Recon is a 2005 first-person shooter psychological horror video game for Windows, PlayStation 3, and Xbox 360. Developed by Monolith Productions and published by Vivendi Universal Games, the Windows version was released worldwide in October 2005. The Xbox and PlayStation versions were ported by Day 1 Studios and released in October 2006 and April 2007, respectively. Two standalone expansion packs were released for the Windows and Xbox 360 versions of the game, both developed by TimeGate Studios; F.E.A.R. Extraction Point (2006) and F.E.A.R. Perseus Mandate (2007). Released on Windows in March 2007, F.E.A.R. Gold Edition includes all the content from the Director's Edition plus Extraction Point, while F.E.A.R. Platinum Collection, released for Windows in November 2007, includes the Director's Edition, Extraction Point, and Perseus Mandate. Neither expansion is now considered canon, as the Monolith-developed F.E.A.R. 2: Project Origin ignores the events of both.

The game's story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the United States Army tasked with investigating supernatural phenomena. When a private military company's secret research program goes wrong and a dangerous and powerful psychic is unleashed, F.E.A.R. is called in, with the player taking on the role of the unit's newest recruit, Point Man. However, it soon becomes apparent there is much more going on than a rogue psychic as Point Man finds himself facing a lethal and unpredictable paranormal menace in the form of a young girl with extraordinary destructive power.

Although the atmosphere of the game was heavily influenced by Japanese horror, Monolith's primary goal with F.E.A.R was to make the player feel like the hero of an action film. To this end, they combined a slow-motion technique called "reflex time", a semi-destructible environment, and a highly detailed particle system in an attempt to create as immersive an environment as possible. Another vital element in this is the game's AI, with Monolith employing a never-before-used technique to give hostile NPCs an unusually broad range of actions in response to what the player is doing. This results in NPCs who can also work as a team, such as performing flanking maneuvers, laying down suppressive fire, and attempting to retreat when under heavy fire.

Upon its initial Windows release, F.E.A.R. was very well received, with the AI garnering especial praise. Critics also lauded the graphics, atmosphere, sound design, music, and combat mechanics. Common points of criticism were a lack of enemy variety, a weak plot, and repetitive level design. The Xbox 360 version was also well received, but the PlayStation 3 version met with mixed reviews, with many critics unimpressed with the port's technical issues and graphical inferiority. It was a commercial success, selling over three million units worldwide across all three systems.

Gameplay

[edit]

F.E.A.R. is a first-person shooter in which the player's arsenal includes handguns (which the player can dual wield[12]), an assault rifle, submachine gun, shotgun, sniper rifle, nail gun, repeating cannon, rocket launcher, and particle beam.[13][14][15] Each weapon differs in terms of accuracy, range, rate of fire, damage, and weight.[15] The latter characteristic is important, as the more powerful weapons (rocket launcher, cannon, and particle beam) tend to be more cumbersome and slow the player's movement and reaction speed.[12] Only three different firearms can be carried at any one time.[12][16] The player also has access to three different types of explosive - frag grenades, proximity grenades, and remote bombs. The player can carry five of each type and can carry all three at once (allowing for up to 15 explosives), but only one type may be equipped at any one time. Additionally, when using the remote bombs, the player must holster their weapon.[12][16]

Compared to other shooters where melee combat is often a last resort, F.E.A.R.'s melee system is a viable combat alternative.[17] The butts of all firearms can be used in close combat; lighter weapons, although less powerful, allow the player to move around more quickly and increase the chances of a successful melee attack.[15][18][19] Movement speed is maximized if a player holsters their weapon, which allows them to engage in hand-to-hand combat.[15][19] As well as the basic melee attack, players can also perform a jumping kick and a sliding tackle, both of which, if landed correctly, instantly kill regular enemies.[20]

Point Man uses reflex time in the PC version of the game. Note the visual distortions representing the bullet trails.

A prominent gameplay element in F.E.A.R. is "reflex time"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds.[13][21] This effect is used to simulate the player character's superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle system.[18][21] The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.[13] The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the player's health meter).[13][15][22]

Reflex time is an important element of the game's combat mechanics insofar as F.E.A.R.'s artificial intelligence allows hostile NPCs an unusually large range of action; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover, all in reaction to what the player is doing at any given moment.[18][23][24] Various opponents may also act as a team, taking back routes to flank the player, using suppressive fire, taking cover and often falling back if under fire, alerting one another as to the player's location, and giving one another orders (which may, or may not, be followed).[22][24][25][26]

Multiplayer

[edit]

The game's multiplayer can support up to 16 players, and initially featured deathmatch, team deathmatch, elimination, team elimination, and capture the flag.[27] "Control" and "Conquer All" games were added later as free downloadable content.[28] Also added at a later date were game types specifically designed to allow players to use reflex time; SlowMo deathmatch, team SlowMo deathmatch, and SlowMo capture the flag.[16][27] These game types feature a reflex time power-up, which only one player can carry at a time, and when it is fully charged (it charges when it is being carried) that player can activate it and give themselves (and the rest of their team, if applicable) a considerable speed advantage over opposing players. However, whoever is carrying the power-up will have a bluish glow and will be permanently visible on all players' mini-maps.[16][20][27] The Xbox 360 and PlayStation 3 versions of the game feature the same modes as the PC version (with both "Control" and "Conquer All" added after release).[29][30] Multiple new maps were made available for the Xbox 360 version throughout 2007, with the release of three major map packs; Nightmare, Synchronicity, and Bonus.[31][32][33]

In August 2006, F.E.A.R.'s multiplayer component was re-released on PC as a free download under the name F.E.A.R. Combat.[34] Incorporating the latest multiplayer patches, all ten gameplay modes, and all nineteen maps, F.E.A.R. Combat was compatible with the original PC retail edition's multiplayer, meaning those with only the download could play with those who own the full game.[35][36]

Plot

[edit]

In 2002, the elite United States Army unit F.E.A.R. (First Encounter Assault Recon) was founded to "combat paranormal threats to national security". The game is set in 2025 in the fictional city of Fairport and begins as the unit is joined by a newly assigned Sergeant (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a psychic operative named Paxton Fettel has gone rogue. Officially an aerospace manufacturer and medical research company, in reality, ATC are a hugely powerful private military company dabbling in cryogenics, nuclear technology, cloning, and telepathy.[37] They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander.[38] However, he has now used the Replicas to seize control of the facility.[c] The mission of the three-person F.E.A.R. team (Point Man, 1LT. Spencer Jankowski, and CTO Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.

As soon as the mission begins, Point Man starts to have powerful hallucinations – Fettel asking him "what's the first thing you remember?"; a woman screaming, "where are you taking him?"; a man telling him, "you will be a god among men"; a baby crying; and, most frequently, a young girl in a red dress. In one particular hallucination, he sees Fettel interrogating a worker, demanding to know where "Alma" is. Shortly thereafter, Point Man finds the mutilated worker, who manages to say, "Alma. If Fettel finds her...Origin" before he dies. Despite Jankowski disappearing, F.E.A.R. is deployed to ATC headquarters, where a Delta Force recon team has dropped out of contact.

Point Man learns that Fettel's brain waves during his revolt were identical to those during the "first synchronicity event", which happened when he was ten and resulted in the termination of "Project Origin". This time, however, Fettel is infinitely more dangerous.[39][40] Meanwhile, Point Man finds that the Delta recon team have been massacred.[d] He then encounters an ATC survivor, Aldus Bishop, who tells F.E.A.R. that the Replicas were looking for Harlan Wade, a senior ATC researcher. A Delta Force team led by Sgt. Douglas Holiday is sent in to extract Bishop. They get him to a helicopter, but as he is boarding, he is shot by ATC security.[e] Point Man subsequently learns that Fettel was the "second prototype" resulting from Project Origin.[41][42] Shortly thereafter, Fettel tells Point Man "a war is coming. I've seen it in my dreams. Fires sweeping over the earth. Bodies in the streets. Cities turned to dust. Retaliation."

Point Man subsequently learns that the prototypes were created from the genetic code of a female psychic named Alma, who gave physical birth to both prototypes from within an induced coma.[43][44] He also learns about the "synchronicity event" – despite being in a coma, Alma formed a telepathic link with Fettel, and began influencing his actions, leading to several deaths.[45] In the Origin facility, Point Man discovers that Alma was only eight when she was brought into Origin, 15 when the first prototype was born, and she is the girl in the red dress.[f] He also learns that Wade is planning on freeing Alma from stasis in the Origin facility, even though she officially died in 2005.[46] After her death, the facility was sealed until 2025, when it was reopened (over Wade's objections) with an eye to possibly restarting the project. Moments later, Fettel experienced the second synchronicity event.[47] Point Man then has an hallucination in which Fettel tells him that they are brothers, both born of Alma – Point Man is the first prototype.[48] Finding Fettel, he shoots him in the head, rendering the Replicas dormant. He then witnesses Wade, who is revealed to be Alma's father, releasing her from stasis. She immediately kills him, and Point Man heads to the facility's nuclear reactor core, overloading it.

As the facility explodes, Point Man escapes and is picked up by a Delta Force helicopter, on board of which are Holiday and Jin. As it flies over the mushroom cloud, the helicopter loses power, and Alma pulls herself up into the cabin. The game then cuts to black. After the credits, we hear a phone call between an unnamed senator and Genevieve Aristide, president of ATC. She assures him that Project Origin is secure and Fettel has been neutralised. As he complains about how indiscreet the cleanup has been, she points out, "there is some good news, however. The first prototype was a complete success."

Development

[edit]

Conception

[edit]

Although it was known from late 2003 that Monolith Productions was working with Vivendi on a new title, nothing was officially revealed until May 2004, when a single screenshot from the new game was published in Vivendi's weekly newsletter. Written above the picture was, "They say bullets taste like chicken," and written below was, "Hope you're hungry." Vivendi promised that more would be revealed in a few days, at the upcoming E3.[49] F.E.A.R. was formally announced at E3, with the reveal of the game's title, a trailer, a brief plot outline, the genre (first-person shooter), the platform (PC), the release date (fourth quarter of 2005), and the probable rating (M).[50][51][52] The following day, a non-playable demo was made available to journalists.[17][53]

Development had begun with the game tentatively titled Signal.[54] Writer, director, and lead designer Craig Hubbard stated that the game "evolved out of a concept we started developing right after Shogo".[22] Kevin Stephens, Monolith's director of technology and one of the game's lead programmers, later elaborated that the concept was to make the player feel like the hero of an action film.[55] It was this ambition which led to the development of reflex time; Hubbard said he wanted "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard Boiled", and defeating "enemies with style" was crucial to this.[56] In a 2008 interview with IGN promoting F.E.A.R. 2: Project Origin, he explained,

we were setting out to make a really over-the-top John Woo style action movie with the intense combat. Combat is something all shooters have, but we felt that nobody had quite nailed that sense you get in a John Woo movie of just the insanity.[57]

Another key influence was the Wachowskis' The Matrix (1999).[24][52][55][58] In particular, the lobby scene was the team's initial point of reference for how the game's combat should look and feel.[59] With these influences in mind, and wanting to create as immersive an experience as possible, reflex time came to play a key role in the game's combat mechanics.[56]

To further the sense of immersion, Monolith also employed stylistic elements such as a silent, nameless protagonist with an unknown background, and allowing the player to see the protagonist's body when looking down or sideways.[60][61] Hubbard states, "it was a conscious decision not to give the player an identity. We wanted players to be able to become the protagonist without any reminders that they're supposed to be someone else."[62]

Atmosphere

[edit]

As well as its core first-person shooter gameplay, F.E.A.R. is also a psychological horror, and was specifically influenced by Japanese horror, with Stephens citing films such as Hideo Nakata's Ringu (1998), the Pang brothers' The Eye (2002), Takashi Shimizu's Ju-On: The Grudge (2002), and Nakata's Dark Water (2002).[55] Hubbard also cites Ringu and The Eye as well as Katsuhiro Otomo's Akira (1988), Kim Tae-yong and Min Kyu-dong's Memento Mori (1999), Kiyoshi Kurosawa's Kairo (2001), and Koji Suzuki's 1991 novel Ringu (on which Nakata's film was based).[54][56]

Hubbard has said that his goal with F.E.A.R.'s horror elements was to achieve "a subtle and cerebral type of dread, emphasising suspense and the shadows."[60] Believing that a scare "always works best when you're not expecting it", Monolith attempted to keep the "psychology of the encounter" in the player's mind at all times, in order to "get under [the player's] skin". Thus, they shunned the "in your face 'monsters jumping out of closets' approach".[54][63] Lead level designer John Mulkey states that "creating expectation and then messing with that expectation is extremely important".[63] Similarly, Hubbard explains that "horror is extremely fragile [...] you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity".[64] With this in mind, he attempted to strike a balance with the narrative elements of F.E.A.R., giving players "enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty".[64] Speaking to Rock Paper Shotgun in 2013, he reiterated this point; "you want to see something just enough that you can evoke it in your mind and kind of picture it a little bit, but not enough that you can really understand it."[54]

One the game's most iconic moments; as the player turns to descend a ladder, Alma suddenly appears from nowhere, stoically watching the player without moving.

The main source of the game's horror is Alma Wade. In terms of influences, she is often assumed to have been inspired by Samara from The Ring (the American remake of Ringu).[65] Hubbard, however, explains that Alma "was born out of a tradition of eerie, faceless female ghosts" and not "as an answer to any specific movie character".[56] Although he does acknowledge that Alma "bears some visual resemblance to the ghosts in Dark Water or Séance", he points out that "creepy little girls have been freaking [him] out since The Shining".[56] Alma was named after Alma Mobley from Peter Straub's novel Ghost Story (1979).[66]

In relation to the game's villain, Paxton Fettel, producer Craig Hewitt has explained that initially there were two villains, but they were ultimately merged.[59] Originally, Fettel was a supporting villain, with the game's main antagonist (aside from Alma) being Conrad Krige. Krige's name was a tribute to actress Alice Krige, who had portrayed Alma Mobley in John Irvin's 1981 adaptation of Straub's novel. Initially, Fettel, Point Man, and Krige were all prototypes, with Point Man and Fettel considered failures. Krige, a perfect soldier, would use Fettel as his interrogator, with Fettel able to consume a person's flesh to learn the truth about any given subject. Hubbard explains that "we ended up consolidating [Fettel and Krige] just because there wasn't enough storytelling real estate."[54]

Engine

[edit]

F.E.A.R. was the first game developed using the "Jupiter EX" iteration of LithTech, Monolith's own game engine.[67] Driven by a DirectX 9 renderer, "Jupiter EX" has major advancements over its direct precursor, "Jupiter", and features both Havok physics and the Havok "Vehicle Kit", which adds support for common vehicle behavior (a feature which goes unused in F.E.A.R., as no vehicles appear outside of scripted sequences).[22][50][53] Originally, the game opened in the middle of a car chase, which the team had spent two months working on. However, they couldn't get it to work the way they wanted and so they ultimately decided to drop it altogether.[54][59][68]

Graphically, F.E.A.R. uses normal mapping, bump mapping, and parallax mapping to give textures a more realistic appearance; the latter is used extensively to give the appearance of depth to flat bullet hole sprites on walls. It also uses volumetric lighting, lightmapping, and a per-pixel lighting model, which allows for complex lighting effects. Vertex, pixel, and high-level shaders are also featured in the game.[13] Cutscenes were built using Havok and Bink Video.[61]

AI

[edit]

The game's AI was the culmination of work which Monolith had begun with The Operative: No One Lives Forever (2000) and No One Lives Forever 2: A Spy in H.A.R.M.'s Way (2002).[24] In developing the AI routines, the team's main goal was to try to match the NPCs' intelligence with the player's skill level. According to Jeff Orkin, senior AI engineer, "our goal is not to have the players dominated by the AI, but we want them to learn to respect the AI so much that even the easy kills provide a sense of accomplishment."[24]

To accomplish this, F.E.A.R. was the first video game to use "GOAP" (Goal Oriented Action Planning).[55][69] GOAP is a STRIPS-based architecture that allows NPCs more autonomy than simply reacting to the player. Instead, they decide on a goal from a list of options and plan how best to reach that goal.[25] To do so, the game uses two standard AI components – A* and a Finite-state machine (FSM) – but it uses them in unconventional ways.[70] Usually, the FSM controls all NPC behavior by way of a list of possible states, with A* planning the paths. In F.E.A.R., however, the FSM has only three states ("GoTo", "Animate", and "UseSmartObject"), and A* is used to plan sequences of action as well as to plan paths.[25][71] In essence, this means that A* navigates the FSM, selects the state, selects when to initiate a state transition, and selects what parameters to fulfil in each state (e.g. it doesn't just initiate a transition into the GoTo state, it also specifies a location and, upon reaching that location, it specifies to transition to the animation state and what animation to play).[70][72]

The logic determining when to transition from one state to another usually has to be specified manually by a programmer, meaning goals have a hard-coded and unalterable plan. In F.E.A.R., however, GOAP handles this, with the planning system deciding how best to achieve any of the 70 available goals, using any combination of the 120 actions encoded in the game.[72] Orkin explains that "with a planning system, we can just toss in goals and actions. We never have to manually specify the transitions between these behaviors. The AI figures out the dependencies themselves at run-time based on the goal state and the preconditions and effects of actions."[25] This is manifested in the gameplay insofar as,

a character that formulates his own plan to satisfy his goals exhibits less repetitive, predictable behavior and can adapt his actions to custom-fit his current situation. Goals in GOAP are not created with a hard-coded plan. Instead, GOAP simply defines the conditions necessary to satisfy a goal, and the character determines the steps to satisfy this goal in real-time. With this structure, the AI is able to dynamically replan to react to environmental factors. If a situation changes, the NPC recognizes this because the steps planned to accomplish his goal are no longer valid. When a plan becomes invalid, the NPC reassesses the situation and either finds alternate means for accomplishing the goal or activates a different goal.[73]

The AI must make these decisions almost instantly, as GOAP is designed so that each choice is complete by the time the next frame starts. When the AI is searching through the available actions within the state-space, it must constantly reevaluate this process based on what is happening in the game world.[72] To do this, separate sensors are used to gather information, with world-knowledge cached locally so the AI always has information immediately available.[26][71] Because of this, the AI is constantly changing its plan based upon what the player is doing – if the player throws a grenade, the NPCs will flee; if the player is being very aggressive, they'll be defensive; if the player is hiding, they'll be offensive and try to flush him out.[71] An important part of this is the AI's freedom of movement within the game world. According to Orkin,

the navigation mesh system (NavMesh) lets the NPCs move around the world anywhere that the player can move. Most games use a system of waypoints to move NPCs, but this limits the NPCs' freedom. The NavMesh breaks the map into groups of polygons that are aggregated into triangular paths of possible movement, thus allowing greater flexibility, because the NPCs direct their movement to an area rather than a specific point.[24]

In relation to squad behavior, Orkin explains that "AI have goals to respond to orders, and it is up to the AI to prioritize following those orders versus satisfying other goals."[25] When a character seems to respond to a verbal command (for example, when a character is told to flank), what is happening is that the AI has decided to flank the player, reasoning that a flanking maneuvre is the best way to fulfil its goal. This decision then triggers the nearest character to play the audio "flank", followed by the original character beginning to move to the location, thus making it appear as if the NPC is responding to the command. In actuality, it's the command that is responding to the NPC, but it gives the illusion of verbal orders being followed.[70]

The game's AI was universally lauded upon the original PC release. It went on to win GameSpot's "2005 Best AI Award",[74] and earned the #2 ranking on AIGameDev's "Most Influential AI Games" in 2007.[75] The GOAP system went on to be used in games such as S.T.A.L.K.E.R.: Shadow of Chernobyl (2007), Just Cause 2 (2010), Transformers: War for Cybertron (2010), F.E.A.R. 3 (2011), and Deus Ex: Human Revolution (2011), as well as subsequent Monolith games, such as Condemned 2: Bloodshot (2008), F.E.A.R. 2: Project Origin (2009), Middle-earth: Shadow of Mordor (2014), and Middle-earth: Shadow of War (2017).[70]

Audio and music

[edit]

In keeping with F.E.A.R.'s tonal influences, the sound design and music were designed in the style of Japanese horror films, particularly their tendency to produce tension from ambient sound. The audio engineers used inexpensive equipment to create crude sound effects, employing methods such as dragging metal across different surfaces and recording pump sounds.[58] Composer Nathan Grigg says of the sound design, "sometimes the absence of sound is the best sound. The blank spaces are some of the most disturbing parts of the game. They allow players to fill in the space, which lets their imagination create their own personal horror."[58]

In relation to the music, Grigg acknowledges that "sound and music blurred a little bit."[58] He wanted the score to be "more cerebral and tailored to each individual event", pointing out that "sometimes the music is used to ratchet up the tension to toy with players ... [it] will build to a terrifying crescendo before cutting off without a corresponding event, only to later have the silence shattered by Alma, when players least expect it".[58]

Promotion

[edit]
F.E.A.R. at the Electronic Entertainment Expo (E3) in Los Angeles in May 2005

In 2005, F.E.A.R. made playable appearances at the Consumer Electronics Show (CES), the Game Developers Conference (GDC), and E3, all of which were well received.[13][14][23] A week after the CES show in January, game journalists were allowed to play the game's multiplayer component for the first time.[16][20][76] The game's showing at E3 garnered it the Game Critics Award for "Best Action Game".[77] A single-player demo was released to the public in August.[78][79] The following week, Vivendi allowed journalists to play through the first four levels of the game, unabridged, which generated even more positive reaction than their previous hands-on experiences.[80][81] A multiplayer demo was released in September.[82][83] A week before release, Vivendi had film director John Carpenter attend a number of media events, giving his thoughts on the game, of which he said, it was "as close as I've ever come to playing a movie."[84][85]

P.A.N.I.C.S.

[edit]

In the lead-up to the game's release in October 2005, episodes were released online of a comedy miniseries created by Rooster Teeth and distributed by BeSeen Communications. P.A.N.I.C.S. (People Acting Normal In Crazy-Ass Situations) is a parody of F.E.A.R., produced primarily by way of the machinima technique of synchronizing footage created by a game engine (in this case, the LithTech Jupiter EX) to pre-recorded dialogue and audio effects. Vivendi commissioned Rooster Teeth and BeSeen to make the series as a viral marketing campaign, with Lori Inman, Vivendi's Senior Brand Manager, stating, "with F.E.A.R. we knew we had a very special title combining a cutting edge FPS engine with a spine-tingling storyline. We liked the idea of creating a humorous viral machinima series that would entertain fans and showcase the spectacular visuals and character animations offered in the game."[86]

The mini-series consists of five episodes, each running between three and four minutes. Four episodes were released in the weeks prior to the game's launch ("Enter Frank" on September 30, "Who Wants the Wing?" on October 1, "The Writing on the Walls" on October 10, and "All Things Must Come to an End......" on October 19).[87] A fifth episode – Episode #0, set moments before "Enter Frank" – was included with F.E.A.R. Director's Edition.[86][88] The story centers on Frank, a new recruit into Bravo Team, a special military group formed to battle supernatural enemies. As the series begins, Bravo Team has been sent into a military facility to investigate reports of paranormal activity. As team members start dying in horrific fashion, Frank is incredulous to learn his teammates don't believe in the paranormal and keep coming up with increasingly ridiculous explanations for what is happening.

Alma Interview and comic

[edit]

Included with the Director's Edition of the game were the Alma Interview prequel and the Dark Horse comic prequel.[88][89]

"Alma Interview" is a series of four snippets from an interview between ATC employee Dr. Green and the seven-year-old Alma in the lead-up to her being placed in Project Origin. In the first clip, as Wade observes from behind a one-way mirror, Green tries to strike up a rapport with Alma by telling her about her own daughter and telling her she's pretty, but Alma refuses to speak. In the second clip, Green is distracted by a voice seemingly coming from a vent, and when she turns around, Alma disappears. Green sees Alma's reflection in the mirror, and when she turns around again, Alma is back in the room. In the third clip, Green tries threatening Alma, telling her that if she doesn't cooperate, she will be placed back in her cell. Alma responds by telepathically forcing Green to draw a disturbing picture of a child surrounded by blackness. In the fourth clip, Alma asks Green, "do you like to play games?" When Green says no, Alma says, "I have a game", and Green finds herself suddenly trapped in a vent. When she just as quickly finds herself back in the room, she demands that Wade let her out, but he ignores her. Alma then asks Green, "Who are they? I see them when I close my eyes. They say they know you. They say you made them. They say you're going to kill me." As a terrified Green tries frantically to open the door, Alma dances around her, before sitting back down. In the observation room, Wade doesn't react to anything he sees.[90]

Written by Alden Freewater with art by Edwin David, the Dark Horse comic takes place moments before the game begins and expands on the game's opening cutscene. At ATC headquarters, as Alma telepathically contacts Fettel, a new recruit to the security detail is learning about Fettel and the Replicas. One of the employees explains that ATC is worried about a second synchronicity event; in the previous one, Fettel's "brainwaves changed, like someone else had entered his mind." The team then see Alma in the corridor near Fettel's room and send the new recruit to investigate. Meanwhile, Fettel promises Alma that he'll find her no matter what, and the door to his cell blasts open. When the recruit arrives, Alma kills him as Fettel leaves his cell. The Replicas then activate and open fire, killing everyone they encounter. Fettel approaches an employee and demands to know where Alma is. When the man says he doesn't know, Fettel replies, "your tongue can lie, but your flesh will tell me everything." He then takes out a knife and begins to cut and consume part of the man.[91]

Ports

[edit]

The Xbox 360 port was announced in May 2006. Vivendi revealed that the game would be shown later that month at E3 and that the port was being handled by Day 1 Studios rather than original developers Monolith, who were now owned by Warner Bros.[92] New to this version of the game was an "Instant Action" mode for single-player. In this mode, players are dropped into a modified level and must get to a designated point as quickly as possible while simultaneously killing as many enemies as possible and being as accurate as possible. At the end of the level, the game uploads players' stats to a global leaderboard on Xbox Live.[93][94] Graphically, the Xbox 360 version was equivalent to the PC version on maximum settings and Day 1 also increased the native resolution to 720p and added high dynamic range lighting, an advanced particle system, and HD textures.[95][96] The Xbox version also features an exclusive bonus level not found in the PC original, which depicts Holiday's attempt to extract Bishop from ATC headquarters.[97] This version also features a new weapon – dual wielded automatic handguns.[98]

The PlayStation 3 port was announced in August 2006, with Vivendi revealing it would be one of the console's launch titles, scheduled for North American release on November 17. Like the Xbox 360 version, the PlayStation 3 port was developed by Day 1 Studios.[99][100] This port features the same Instant Action mode from the Xbox 360 version.[101] It also has its own exclusive additional weapon (a street sweeper shotgun) and bonus mission, which depicts the Delta Force recon team's journey through ATC headquarters prior to encountering Alma.[101] Like the Xbox version, the game's native resolution was 720p, but the other enhancements were removed for this version.[29] In early November, Sierra announced that the PlayStation 3 port had been pushed back to February 2007.[102] In February, they announced it had been pushed back to April.[103]

In relation to the additional content in the two ports, and why it differed from system to system, producer Rob Loftus explained, "we wanted everybody to feel like they got something special. But at the same time, we didn't want to put more content in one version and have the other version suffer for it."[101]

Monolith themselves were unhappy with the ports, specifically the difference in quality from the original, especially on the PlayStation 3. In December 2008, Project Origin's lead artist, Dave Matthews, told CVG that for the sequel, "we're handling all three versions, we've changed our development structure to develop all three SKUs simultaneously and there's no lead platform."[104] The following month, he reiterated, "the two ports were done outside of Monolith and from a Monolith perspective we feel they didn't do everything that they could of achieved."[105]

Reception

[edit]

The initial PC release received "generally favorable reviews", and holds a score of 88 out of 100 on Metacritic, based on 57 reviews.[106]

IGN's Tom McNamara scored it 9.2 out of 10, praising the atmosphere and weapon variety. Although he was critical of the repetitive environments and cliched plot, he called the game "one of the best shooters this year", finding it to be the best first-person shooter since Half-Life 2 (2004).[117] GameSpot's Jason Ocampo scored it 9.1 out of 10, arguing that it "elevates the genre to a whole new level of intensity." He especially praised the combat mechanics ("some of the greatest gunplay available"), the implementation of slow-motion, and the AI ("the smartest, most aggressive, most tactically oriented AI opponents that we've ever encountered"). His criticisms focused on a lack of enemy variety, repetitive environments, and a weak plot.[114]

Eurogamer's Tom Bramwell scored the game 9 out of 10. He too praised the implementation of slow-motion (which he found superior to the Max Payne series) and the combat mechanics (which he found superior to both Half-Life 2 and Doom 3). He also praised the AI, especially at higher difficulties. Although he was critical of the environments and weak plot, he concluded that the game felt "fresh and compelling."[111] Game Informer's Adam Biessener also scored it 9 out of 10. He too was critical of the plot and level design, but he argued that the gameplay was so good as to make up for these problems. He especially praised the AI ("hands down the smartest AI-controlled opponents I've ever faced") and the combat mechanics ("intense almost to the point of sensory overload").[113]

Computer Gaming World's Shawn Elliott scored it 4 out of 5. Although he was critical of the plot and the game's horror element (citing "treadmill scare tactics"), he praised the combat mechanics, AI, and implementation of slow motion.[109] Charles Herold of The New York Times found it to be "as thrilling and involving as Half-Life, but [lacking] its narrative panache." He also criticised the characterisation, and felt that the encounters with Alma were "disconnected from the rest of the game."[122]

Xbox 360

Like the PC version, the Xbox 360 port received "generally favorable reviews", and holds a score of 85 out of 100 on Metacritic, based on 44 reviews.[106]

IGN's Eric Brudvig scored it 9.1 out of 10, praising the atmosphere, combat mechanics, AI, graphics, and instant action mode, but criticising the story and level design. He was also impressed with the quality of the port itself; "F.E.A.R. has made it from the PC to 360 with everything that made it an outstanding experience."[119] Eurogamer's Kristen Reed scored it 9 out of 10, calling it the most exciting game since Burnout 2: Point of Impact (2001). He especially praised the combat mechanics, AI, and implementation of slow motion. Although he was critical of the environments, lack of enemy variety, and the "unengaging" plot, he concluded, "it gets the core of the experience so absolutely spot-on."[112]

GameSpot's Jason Ocampo scored it 8.6 out of 10. As with many others, he was critical of the lack of enemy variety, the repetitive level design, and the plot. However, he praised the combat mechanics, implementation of slow-motion, AI, multiplayer, and graphics, calling it "easily one of the most intense and atmospheric games on the Xbox 360."[116] The UK edition of Official Xbox Magazine scored it 8 out of 10, praising the AI and slow motion, but criticising the level design and plot.[120]

PlayStation 3

The PlayStation 3 port received "mixed or average reviews", with a score of 72 out of 100 on Metacritic, based on, 31 reviews.[107]

IGN's Greg Miller scored it 8.1 out of 10, and was unimpressed with the graphics and the loading times, which he clocked at up to one minute. Although he wrote that "the PS3 doesn't hold a candle to the visuals found in the Xbox 360 version", he argued that the game is "still one of the best experiences I've had on a PS3," praising the combat mechanics and multiplayer.[118] PSM3's Tim Edwards scored it 7.2 out of 10, and was critical of the game's pace, the graphics, and the complex controls, although he was impressed with multiplayer and instant action mode.[121]

GameSpot's Jason Ocampo scored it 7.1 out of 10, arguing that it "lacks the level of polish and atmosphere seen in the previous two versions." He especially criticised the load times and the "erratic frame rate".[115] Electronic Gaming Monthly scored it 5 out of 10, with Joe Rybicki calling it "a tragedy" and citing "inexcusable technical issues", such as stuttering graphics, a delay when pressing fire, and sound coming from everywhere instead of being localised. He praised the atmosphere and the AI, but called it "one of the most reprehensible ports in recent memory."[110]

Sales and awards

[edit]

The game was a commercial success. The PC version received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 100,000 units in the United Kingdom.[123][124] By the time the game was released on PlayStation 3 in April 2007, the combined worldwide sales of the PC and Xbox 360 versions was over two million units.[125] The PlayStation 3 version itself was the console's best selling title in April, moving 45,864 units in North America.[126]

F.E.A.R. won Computer Games Magazine's 2005 "Best Sound Effects" award, and was a runner-up for their list of the year's 10 best PC games.[127] It won 2005's "Best Action Game" from both the Game Critics Awards and PC Gamer US.[77][128] GameSpy awarded it their 2005 "Best Story" award.[129] In GameSpot's 2005 annual awards, it won "Best AI"[74] and "Best Graphics (Technical)".[130] At the 4th Annual Game Audio Network Guild Awards in 2006, it shared the "Best Use of Multi-Channel Surround" with Call of Duty 2.[131] At the 9th Annual Interactive Achievement Awards, it was nominated for Computer Game of the Year, First-Person Action Game of the Year, Outstanding Achievement in Sound Design, and Outstanding Achievement in Visual Engineering.[132]

Year Publication or ceremony Award Result Ref.
2005 Computer Games Magazine Best Sound Effects Won [127]
Best PC Game Nominated
2005 Game Critics Awards Best Action Game Won [77]
2005 GameSpot Best AI Won [74]
Best Graphics (Technical) Won [130]
2005 GameSpy Best Story Won [129]
2005 PC Gamer US Best Action Game Won [128]
2006 Game Audio Network Guild Awards Best Use of Multi-Channel Surround Won (shared) [131]
2006 9th Annual Interactive Achievement Awards Computer Game of the Year Nominated [132]
First-Person Action Game of the Year Nominated
Outstanding Achievement in Sound Design Nominated
Outstanding Achievement in Visual Engineering Nominated

Editions and expansions

[edit]

Director's Edition

[edit]

F.E.A.R. Director's Edition was announced a few weeks prior to the release of the game and was released alongside it. Accompanying the basic CD-ROM version of the game was a DVD version, which also contains the Dark Horse comic prequel, "Alma Interview", a "Making of F.E.A.R." documentary, a one-hour "Developers' commentary" (featuring writer/director/designer Craig Hubbard, artist David Longo, producer Chris Hewitt, programmer Kevin Stephens, and lead level designer John Mulkey), and "Episode #0" of P.A.N.I.C.S.[59][60][88][89]

Extraction Point

[edit]

The first standalone expansion, F.E.A.R. Extraction Point, was announced for PC in early May 2006. The expansion was being developed by TimeGate Studios. Because of rights issues (Monolith, who had been purchased by Warner in 2004, owned the rights to the IP and characters, but Vivendi still owned the name F.E.A.R.), it was clarified in a press release that the plot for Extraction Point had been approved by Monolith and was in line with their own plans for a full sequel, which had been announced in February.[133][134] The game was first shown at E3 2006.[135]

Perseus Mandate

[edit]

Also developed by TimeGate, the second standalone expansion, F.E.A.R. Perseus Mandate, was announced for PC in July 2007 and first shown at E3 that year.[136] It is not a narrative a sequel to Extraction Point, but is instead a sidequel to both the base game and the first expansion, focusing on a different three-man F.E.A.R. squad.

F.E.A.R. Files

[edit]

F.E.A.R. Files was announced for Xbox 360 in July 2007, containing both Extraction Point (which had hitherto only been available for PC) and Perseus Mandate.[136] Originally, the plan was to release it on both PlayStation 3 and Xbox 360, but the PlayStation version was cancelled.[137] As well as the two standalone expansions, F.E.A.R. Files also includes seven new instant action maps and five new multiplayer maps.[137]

Gold Edition and Platinum Collection

[edit]

Released on Windows in March 2007, F.E.A.R. Gold Edition includes all the content from the Director's Edition plus Extraction Point. F.E.A.R. Platinum Collection was released for Windows in November 2007, and includes the Director's Edition, Extraction Point, and Perseus Mandate.[138][139] The complete F.E.A.R. series was released on Steam in July 2012, with the Platinum Collection only available as part of the bundle.[140] The Platinum Collection was released on GOG.com in February 2015.[141] In November 2021, the F.E.A.R. franchise was added to Microsoft's backward compatibility program, making the games playable on the Xbox One and Xbox Series X/S.[142]

Sequel and canonicity

[edit]

In February 2006, Monolith confirmed they would be making a sequel to the original game, explaining that because Vivendi owned the rights to the F.E.A.R. name, the sequel would come under a different title.[143] Up to September 2008, the sequel was to be called simply Project Origin, but that month, Monolith and Warner regained the rights to the F.E.A.R. name, allowing them to name the game F.E.A.R. 2: Project Origin.[144][145] In December 2008, it was confirmed that despite initial reports that Monolith had approved the story for the two expansions and that that story was in line with their plans for a sequel, Project Origin would in fact ignore the events of both Extraction Point and Perseus Mandate and instead serve as a direct sequel to the original game. Project Origin's lead artist, Dave Matthews, explained that the expansions

were made outside of Monolith and they took the story in a very different direction than we had intended, so when we started working on F.E.A.R. 2, there was a very difficult decision. Did we try to figure out and change the story with what we were trying to tell with Alma, and incorporate the story arc with what goes on between Extraction Point and Perseus Mandate? That's when we decided to treat it as if it were a 'what if?' or an alternate spin because we thought it would be of merit to the story if it remained pure.[146]

Notes

[edit]
  1. ^ Ported to Xbox 360 and PlayStation 3 by Day 1 Studios.
  2. ^ Released under the Sierra Entertainment brand name.
  3. ^ Fettel's capture of the facility is expanded upon in the F.E.A.R. comic.
  4. ^ The demise of the Delta Force recon team is depicted in the bonus mission for the PlayStation 3 port of the game, which shows them fighting their way through Replicas to the building's lobby. Once there, they lose contact with the outside, and the girl in the red dress emerges from an elevator, brutally wiping them out without laying a finger on them.
  5. ^ Holiday's attempt to rescue Bishop is depicted in the bonus mission for the Xbox 360 port of the game. Bishop's fate is left ambiguous in both the main game and the bonus mission, but it is confirmed in both Perseus Mandate and the Aramacham Field Guide that he succumbed to his wounds.
  6. ^ The live action prequel "Alma Interview" shows some of the interactions between the child Alma and ATC staff.

References

[edit]
  1. ^ Surette, Tim (October 17, 2005). "VU says F.E.A.R. is H.E.R.E." GameSpot. Archived from the original on September 17, 2021. Retrieved September 17, 2021.
  2. ^ Bramwell, Tom (October 18, 2005). "F.E.A.R. patched to 1.01". Eurogamer. Archived from the original on September 17, 2021. Retrieved September 17, 2021.
  3. ^ "F.E.A.R. (Xbox 360)". amazon.au. Archived from the original on September 29, 2021. Retrieved September 29, 2021.
  4. ^ Brudvig, Erik (October 24, 2006). "Retail Getting Twice the F.E.A.R.". IGN. Archived from the original on October 1, 2021. Retrieved October 1, 2021.
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