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F.E.A.R.
F.E.A.R. (First Encounter Assault Recon) is a horror-themed first-person shooter computer and video game developed by Monolith Productions and published by Vivendi. more...
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It was released on October 18, 2005 for Windows, with Day 1 Studios releasing an Xbox 360 version on October 31, 2006, and developing a PlayStation 3 version. An expansion pack to F.E.A.R., entitled F.E.A.R. Extraction Point, was released by Timegate Studios on October 24, 2006, and a direct sequel has been announced by Monolith Productions.
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, while uncovering the secrets of a paranormal menace in the form of a mysterious little girl.
The game was well-received critically, scoring eighty-eight percent out of one hundred on Game Rankings, with The New York Times calling it \"as thrilling and involving as 'Half-Life'\". 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
F.E.A.R., as a first-person shooter, focuses on combat taking place in the first-person perspective. The game is entirely witnessed through the protagonist's eyes, with no cut scene intermissions. The protagonist's body is fully present, allowing the player to see his character's torso and feet while looking down; also, within scripted sequences, such as rising from a lying position or fast-roping from a Blackhawk helicopter, the hands and legs of the protagonist can be seen performing the relevant actions. The game's environments consist mainly of urban-styled, indoor environments; this element has received criticism. 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 ... enemies ... with style\" was crucial for this, and reflex time played a large role in \"mak the player feel like an action movie hero\".
Read more at Wikipedia.org
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