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Is F.E.A.R A Scary Game? - Bards Note
Yes...but No
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What Is F.E.A.R?
F.E.A.R. First Encounter Assault Recon is a 2005 first-person shooter psychological horror video game for Microsoft Windows, Xbox 360, and PlayStation 3. It is the first game in the F.E.A.R. series. Developed by Monolith Productions and originally published by Vivendi Universal Games under the Sierra Entertainment label, the game was released for Windows in October 2005 in both a standard edition and a Director's Edition. Day 1 Studios ported the game to the Xbox 360 in October 2006 and to the PlayStation 3 in April 2007. 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, whilst 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. are 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.
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