F.E.A.R. (video game)
- F.E.A.R. redirects here. For other uses see Fear (disambiguation).
F.E.A.R. (First Encounter Assault Recon) is a horror-themed first-person shooter computer game developed by Monolith Productions and published by Vivendi. It was released on October 18, 2005 for Windows.[1] Day 1 Studios is currently developing Xbox 360 and PlayStation 3 ports of the game,[2][3] and an expansion pack, entitled F.E.A.R. Extraction Point, is under development by Timegate Studios.[4] A sequel to F.E.A.R. has been announced by Monolith Productions.[5] On August 17, 2006, following an announcement from Sierra Entertainment,[6] the game's multiplayer component was made available gratis under the title "F.E.A.R. Combat".[7]
F.E.A.R.'s story details the events following a paranormal crisis that the special forces team "First Encounter Assault Recon" is called to contain. The player assumes the role of the First Encounter Assault Recon Point Man, gifted with lightning-fast reflexes, as he fights against an army of clone soldiers and their rebellious leader, uncovering at the same time the secrets of the paranormal menace in the form of a mysterious little girl.
The game achieved critical success, scoring eighty-eight percent out of one hundred on Game Rankings,[8] with The New York Times calling it "as thrilling and involving as 'Half-Life'".[9] The game received a "Director's Edition" DVD, including a "making of" documentary, a director's commentary, a short live-action prequel and related Dark Horse comic book, and the exclusive first episode of the promotional P.A.N.I.C.S. machinima.
Gameplay
The gameplay of F.E.A.R.'s single-player mode consists of level exploration and combat with artificial intelligence-controlled enemy soldiers. The game takes place entirely through the protagonist's eyes, with no cut scene intermissions. The protagonist's body is fully present, allowing the player to see the protagonist's torso and feet while looking down, and in scripted sequences, such as rising from a lying position or rappelling, the hands and legs of the protagonist can be seen performing the relevant actions. Areas comprise mainly of urban-styled, indoor environments, an element that has received criticism.[10] While many objects are affected by gunfire or physics, only a few may be operated by the player, including specific laptops and switches.
A prominent gameplay element is "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 player character's super-human reflexes. F.E.A.R.'s visual presentation of reflex time includes effects such as air distortion caused by bullets in flight, and interaction with the game's particle effects. 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," continuing that "defeat[ing] ... enemies ... with style" was crucial for this, and reflex time played a large role in "mak[ing] the player feel like an action movie hero".[11]
The game's arsenal contains both weapons based on non-fictional firearms, such as pistols, assault rifles and submachine guns, and entirely fictional armaments like particle beam weapons and rocket launchers. Each firearm differs from its peers in terms of ammunition type, accuracy, range, fire rate, damage and bulkiness; this latter characteristic affects the player character, as more cumbersome weapons slow the player's maneuvers. 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".[12] F.E.A.R.'s 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 weapons, thus requiring strategy in the use and selection of firearms. All weapons may be used for mêlée purposes, in addition to the game's hand-to-hand combat system, which allows the player to attack with maneuvers including punches, stomps and roundhouse kicks.
F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree of action; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, jump down to a lower level, climb ladders, push over large objects to create cover, and flank players. Various opponents may act as a team, taking back routes to surprise the player, and using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced.[13]
Multiplayer
F.E.A.R.'s muliplayer component includes gameplay modes popularized by other titles, such as Deathmatch, Team deathmatch, Capture the flag and Last man standing.[14] The "Control" and "Capture All" gametypes were later added through a patch. These new gametypes feature rules similar to Unreal Tournament's "Domination" gametype.[15][16] Some gametypes in F.E.A.R.'s multiplayer utilize the "reflex time" effect: SlowMo Deathmatch, SlowMo Team deathmatch and SlowMo Capture the flag. In multiplayer, a power-up must be collected to enable this ability. As each map contains only one such power-up, acquiring it gives players a large advantage over their opponents.[14]
On August 17, 2006, F.E.A.R.'s multiplayer component was retitled F.E.A.R. Combat and made available for free download.[6] F.E.A.R. Combat includes all the updates and the additional official maps and gametypes for F.E.A.R.; players are able to play against both other F.E.A.R. Combat players and owners of the retail version of F.E.A.R..[6]
Atmosphere
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror.[17] Monolith Productions has stated that 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", in opposition to the "in your face 'monsters jumping out of closets' approach".[18] 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", remarking 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, some doubt."[12] Lead level designer John Mulkey stated that "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".[18]
The main source of the game's horror is Alma, a ghostly little girl. In an interview, Craig Hubbard remarked that "a guy in a mask chasing co-eds 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?".[11] While Alma has been compared to the character Samara from The Ring, 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."[11] Hubbard stated that Alma "admittedly bears some visual resemblance to the ghosts in Dark Water or Séance," but "creepy little girls have been freaking [him] out since The Shining".[11]
The game's audio was designed in the style of Japanese horror films, with F.E.A.R.'s sound engineers using inexpensive equipment to create sound effects, utilizing methods including dragging metal across different surfaces and recording pump sounds.[17] Monolith Productions commented that "the sound designers had to be concerned with avoiding predictability," as "Listeners are smart ... they will recognize your formula quickly and then you won't be able to scare them anymore."[17] Silence was also utilized, in order to "allow players to fill in the space, which lets their imagination create their own personal horror".[17]
F.E.A.R.'s horror theme received wide praise from critics. Game Informer claimed that "... the frequent spooky head trips that Monolith has so skillfully woven together make an experience that demands to be played."[19] IGN stated 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 remarked similarly, calling F.E.A.R.'s horror "exceedingly effective", and stating that it "can leave you a bit emotionally exhausted after a while".
Synopsis
Plot
Armacham Technology Corporation (ATC) is a hi-tech weapons company with billions of dollars worth of contracts for the US government. Currently a serious crisis is taking place inside one of the facilities owned by ATC: a battalion of clone supersoldiers, under the telepathic control of a man named Paxton Fettel, has taken control of the structure, killing anyone who was there.
After a phone call between ATC president Genevieve Aristide and a mysterious senator, agents from the secret special operation team F.E.A.R. (First Encounter Assault Recon) are called in action to contain the crisis. Commissioner Betters briefs his team, composed by the new Point man (the main character) and veterans Jankowski and Jin Sun-Kwon, about the mission objective: eliminate Fettel, thus severing the mind link between him and the soldiers, who should shut down once they no longer have an objective.
Fettel is located by means of a satellite tracking device implanted in his head and F.E.A.R. rushes to intercept him, but the agents fail to catch the villain, rather remaining caught in the chaos of the crisis, as several civilians and ATC employees are found dead and units from Delta Force are killed by unexplained paranormal phenomena. To make matters worse, Jankowski disappears and the Point Man is constantly plagued by sudden hallucinations. Nonetheless, he is still able to follow Fettel to the Armacham HQ where, in order to save hostages Aldus Bishop and Alice Wade, he is forced to deal both with the replica soldiers and ATC security, who, in their haste to cover up the corporation's secrets, are more than willing to fire upon anyone. However, some of these secrets are uncovered and the F.E.A.R. team learns terrible details about the crisis: Fettel is the second prototype of a project known as Origin, aimed at creating telepathic super-soldiers for military purposes. These individuals were to be obtained by impregnating a powerful psychic, a girl named Alma. While the first prototype was deemed a failure, the project was successful with Fettel, but the researchers had not taken into account Alma's power; the woman, in the attempt of exacting revenge for what she had been subjected to, used her psychic powers to take control of Fettel (aged 10) and turn him against ATC. Armacham decided to solve the problem by removing life support to Alma's cryo-chamber in the Origin facility. She was believed to be dead and Fettel under control, until ATC president Aristide re-opened the structure, triggering the new crisis.
The F.E.A.R. Point Man heads to the Origin facility, since Fettel is likely going there himself, presumably to free his mother Alma; fighting back both the cloned soldiers and ATC forces alike, he finally comes face to face with the villain. The showdown takes place in form of a vision, during which the protagonist is revealed to be Origin's first prototype; in spite of the sudden revelation, he is able to shake off the hallucination and kill Fettel. The replicas stop and all seems well, until ATC researcher and Origin's mastermind Harlan Wade makes his appearance. The man was hiding in the structure too, and now he is bent on opening Alma's chamber, something the protagonist is unable to avoid, much to his dismay; shortly after, a figure of a bloody, naked and emaciated woman makes her appearance killing Harlan Wade and summoning evil spirits into reality. The main character finds himself forced to sabotage the structure's power plant in order to destroy the Origin facility; while Alma's apparitions (depicted as waistless ghosts) try to hinder the attempt, the sabotage is successful. Alma then brings the F.E.A.R. Point Man into one last horror scenario, which he is able to survive, finally escaping the woman. Still, the protagonist is unable to completely flee to safety when the reactor explodes. By some miracle he is still alive however, and he is then rescued by a Delta Force UH-60 Black Hawk helicopter from the rubble. As the vehicle flies over the area, Alma appears over the side of the helicopter, preparing to pull herself up into the cabin: it seems that something is still unfinished in her restless soul.
After the game's credits, a phone call between the senator and Genevieve Aristide is overheard, explaining the project is now under control, and that the first prototype (ostensibly the Point Man) is a success. Template:Endspoiler
Characters and organizations
- Main article: List of F.E.A.R. characters & organizations.
Throughout the game the player will come across, and eventually interact with, a number of different characters from various organizations. Some of them are allies or friendlies, like the F.E.A.R. and Delta Force team members, while others will be plainly hostile or try to sabotage the player's progress, like Fettel's soldiers and some ATC personnel. Interaction is somewhat limited; the player will find the F.E.A.R. Point Man discussing with several characters, although he never talks (though at times he can be heard breathing heavily). Also, on occasion he will be required to hand a communicator to other characters, to let them speak over the F.E.A.R. team radio. No computer controlled characters fight alongside the player, as they are conveniently separated from the protagonist through one means or another.
Development
F.E.A.R. was announced at an E3 2004 pre-show,[20] though its existence as an untitled project was revealed prior to this announcement.[20] The game's first trailer later premiered at E3 2004, and was well-received by critics.[21][22] During the E3 2004 showing, F.E.A.R.'s lead designer, Craig Hubbard, stated that the game "evolved out of a concept we started developing right after Shogo that we've been dying to work on".[22] 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".[23] To this effect, the team focused on immersing the player, utilizing elements like a silent, nameless protagonist with an unknown background,[23] and allowing the player to see the protagonist's body when looking down or sideways.[24]
During 2005, F.E.A.R. made playable appearances at Game Developers Conference and E3, both of which were well-received.[25][26] After the release of a single-player demo,[27] Vivendi allowed gaming journalists to play through first four levels of the game, which received even more positive reaction than before.[28][29] F.E.A.R. eventually released on October 18, 2005.[1]
Engine technology
- Main article: Lithtech.
F.E.A.R. is the first game to be released that was developed using the newest iteration of Monolith's Lithtech engine. Codenamed "Jupiter EX", the F.E.A.R. engine is driven by an all-new DirectX 9 renderer and has seen major advancements from its direct precursor "Jupiter". The new engine includes Havok physics that lets the game portray realistic physics. In addition to Havok's character dynamics, Jupiter EX includes the Havok "Vehicle Kit", which adds support for common vehicle behavior (although F.E.A.R. does not actually feature any vehicles, apart from a couple pre-scripted sequences in which the player has no control).[30]
Graphically, F.E.A.R. utilizes normal mapping and parallax mapping to give textures a more rounded, realistic appearance. Volumetric lighting and lightmapping are included with the addition of a per-pixel lighting model to allow complex lighting effects to be developed. Vertex, pixel, and high-level shaders, including a host of additional special effects are also featured in Jupiter EX.[30] The game makes heavy use of particle effects: in combat, the environment becomes saturated with dust clouds, debris, fire, and airborne blood splatter.
Director's Cut contents
Alongside the "basic" F.E.A.R. version, a "Director's Cut" edition of the game has been released with a number of extra features. The Director's edition comes on a single DVD disc, rather than the 5 CDs of the basic edition, and contains the following:
- Comic book: a special F.E.A.R. comic book from Dark Horse Entertainment whose contents help clarify a number of plot elements depicted in the game. It should be noted this item was not included in the DVD edition published in some countries (e.g. Italy).
- Prequel movie: a series of live action vignettes filmed as a prequel to the events in the game. The movie centers on an interview with Alma conducted by Dr. Green: the ATC scientist initially tries to develop a rapport with her interviewee, but gives up when Alma is clearly unreceptive to her questions and, in the end, she is driven insane by Alma's psychic powers.
- Making of F.E.A.R.: a documentary with interviews to Monolith and VU employees who talk about the development of the various elements of F.E.A.R., such as game AI, music accompaniment, quality testing and marketing. Between interviews game footage from F.E.A.R. is shown along with some scenes removed from of the game.
- Developers' commentary: another documentary where F.E.A.R. developers at Monolith describe some "behind the scenes" facts about the game. Among these a planned car chase sequence that was later dropped, the presence of a second bad guy, Conrad Krieg, whose traits and jacket were later integrated into Fettel, and the game's intro music which was supposed to be simply a placeholder piece, but became official when the developers found it really suited the initial scene.
- F.E.A.R. Machinima: the exclusive Episode 0 of the F.E.A.R. machinima P.A.N.I.C.S., created by "Rooster Teeth Productions", authors of the well known Halo machinima "Red vs. Blue". This episode presents the members of a Special Operations team about to investigate some mysterious happenings.
Reception
Publication | Score | Comments |
---|---|---|
Editor's Choice | ||
Awards | ||
Prior to release, F.E.A.R. generated a large amount of hype from the gaming press.[35] [36] Upon its release, F.E.A.R. was critically acclaimed, with reviewers praising the game's gameplay, engine technology, artificial intelligence and sound.[10] Also, owing to successful critical acclaim, the game was awarded several "Best Game" titles.[citation needed]
The game was criticized for taking place almost entirely within Armacham headquarters, many feeling it to be drawn-out. This problem was compounded by the repetitive level design.[10] Another common source of complaint lies in the game's demanding system requirements, which call for a high-end system to play the game with its features and details set to maximum.[10]
Later developments
Monolith Productions has announced a sequel to F.E.A.R., which will not be titled F.E.A.R. 2, due to Vivendi Universal Games' ownership of the F.E.A.R. name.[5] However, the follow-up will stay in the game's existing universe, continuing the original storyline and characters.[5] Monolith Productions will be looking for a new publisher for the game, since they were purchased by Warner Brothers Interactive Entertainment in 2004 after development of F.E.A.R. was under way, after which Vivendi Universal was dropped as a publisher.[5]
While Monolith Productions owns the rights to the game's characters, Vivendi Universal is continuing use of the F.E.A.R. name, publishing Xbox 360 and Playstation 3 ports of the original,[2][3] which are in development by Day 1 Studios. It also announced an expansion titled F.E.A.R. Extraction Point to be released in the fall of 2006.[4]
References to popular media
F.E.A.R. pays many homages to a number of different movies and computer games throughout the game. Various references to Office Space can be found, such as the ATC logo resembling the film's "Initech" logo, Post-Its with "Chotchkie's" written on them, or "TPS REPORT" sheets on several desks. There is also a cubicle in an office, that is a direct replica of Milton's (a character from Office Space), complete with a red Swingline stapler, radio and many boxes of files. The notable science fiction movie THX 1138 is referred to by the presence of many "8311 XHT" fume hoods throughout the game's levels; also there are copies of a magazine laying around with the title "Event Horizon found" on the cover, a clear reference to the film Event Horizon. A subtle Star Wars quotation can be found in the level "First Encounter", where large crates feature black and white shipping tags with the code "IG-88", the name of a robot assassin hired to track down the Millennium Falcon.
References and similarities with several other games developed by Monolith abound in F.E.A.R.. Shogo: Mobile Armor Division is the most cited, as the Armacham name and a couple of weapons come straight from this title, and Shogo's theme song and icon are found throughout the levels of F.E.A.R.. Humorous signs and the large amount of gore bring back to memory Blood, whose cover is also available as a multiplayer symbol in F.E.A.R.. No One Lives Forever's H.A.R.M. organization is referenced by the presence of "Heater And Refrigerator Maintenance" signs, and several objects, like the "Fizzy Cola" vending machines, have been seen in Condemned: Criminal Origins as well. There are also minor relations to other, regular, gaming terms such as, "Number of giant rats in pump" or "Coins collected", that can be found on certain machine labels scattered throughout the game.
References
- ^ a b c "F.E.A.R. at Metacritic". Metacritic. Retrieved September 30.
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- ^ a b "F.E.A.R. - First Encounter Assault Recon" game manual (2005)
- ^ "F.E.A.R. readme for update 1.07" (TXT). Monolith Productions. 2006-08-14. Retrieved 2006-10-05.
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(help) - ^ Bramwell, Tom (April 28, 2006). "FEAR gets mod support". Eurogamer. Retrieved 2006-10-05.
- ^ a b c d "Music to your F.E.A.R.s". GameSpot. October 4, 2005. Retrieved October 4.
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External links
- Official F.E.A.R. website
- Official F.E.A.R. Combat website, free multiplayer download
- Gofear - F.E.A.R. community website
- Official F.E.A.R. community website
- F.E.A.R. Portal
- F.E.A.R. Wiki at FEARgame.net
- F.E.A.R. mapping website
- F.E.A.R. at IGN
- F.E.A.R. at MobyGames
- F.E.A.R. Tweak Guide
- F.E.A.R. fan fiction contest at The Horror Channel
- Interview with John Carpenter about F.E.A.R. at Dread Central
- F.E.A.R. unofficial novelization by Justin Vroone
- F.E.A.R. game review at The Shadow Sun