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{{short description|2005 video game}}
{{future game par|First Encounter Assault Recon}}
{{About|the 2005 video game|the series|F.E.A.R.{{!}}''F.E.A.R.''}}
{{Infobox CVG| title = F.E.A.R.
{{good article}}{{use mdy dates|date=April 2022}}
|image = ]
{{Infobox video game
|developer = ]
| title = F.E.A.R. First Encounter Assault Recon
|publisher = ]
| image = FEAR DVD box art.jpg
|designer =
| caption = PC cover art
|engine = ]
| developer = ]{{efn|Ported to ] and ] by ].}}
|released = ], ]
| publisher = ]{{efn|Released under the ] brand name.}}
|genre = ]
| director = Craig Hubbard
|modes = ], ]
| producer = {{ubl|Rob Loftus|Chris Hewett}}
|ratings = ]: Mature 17+ (M) - Blood and Gore, Intense Violence, Strong Language
| designer = Craig Hubbard
|platforms = ] (])
| programmer = {{ubl|Brad Pendleton|Kevin Stephens}}
|media = ], ] (For Director's Edition)
| artist = {{ubl|David Longo|Wes Saulsberry}}
|requirements = ]/2000 with Service Packs, ] 1.7 GHz or equivalent, 512MB ], 5GB ] space, ] 9.0-compliant sound card, 64MB ] Ti or ] 9600 or equivalent with hardware ] and ], DirectX 9.0c April edition (Included)
| writer = Craig Hubbard
|input = Mouse, keyboard
| composer = Nathan Grigg
| series = '']''
| engine = ]
| platforms = {{Unbulleted list|]|]|]}}
| 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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 = ], ]<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=] | 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 = ], ]
}} }}
'''''F.E.A.R.''''' (''First Encounter Assault Recon'') is a ] ] developed by ]. It will be published by ] and currently its release date is set on ], ] for the ].


'''''F.E.A.R. First Encounter Assault Recon''''' is a 2005 ] ] video game for ], ], and ]. ] by ] and ] by ], the Windows version was released worldwide in October 2005. The Xbox and PlayStation versions were ported by ] and released in October 2006 and April 2007, respectively. Two standalone ]s were released for the Windows and Xbox 360 versions of the game, both developed by ]; '']'' (2006) and '']'' (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 '']'' ignores the events of both.
A single player demo of the game was released on ], 2005, and a multiplayer demo on ], 2005


The game's story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the ] tasked with investigating ] phenomena. When a ]'s secret research program goes wrong and a dangerous and powerful ] 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 ] menace in the form of a young girl with extraordinary destructive power.
==Story==
{{spoiler}}
"The story begins as an unidentified paramilitary force infiltrates a multi-billion dollar aerospace compound. The government responds by sending in Special Forces, but loses contact as an eerie signal interrupts radio communications. When the interference subsides moments later, the team has been literally torn apart. As part of a classified strike team created to deal with threats no one else can handle, your mission is simple: Eliminate the intruders at any cost. Determine the origin of the signal. And contain this crisis before it spirals out of control."
-


Although the atmosphere of the game was heavily influenced by ], Monolith's primary goal with ''F.E.A.R'' was to make the player feel like the hero of an ]. To this end, they combined a slow-motion technique called "]", a semi-destructible environment, and a highly detailed ] in an attempt to create as immersive an environment as possible. Another vital element in this is the game's ], with Monolith employing a never-before-used technique to give hostile ] 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 ]s, laying down ], and attempting to retreat when under heavy fire.
It is unknown exactly what all the features of the game will be. However ], an effect in which a player can slow down time, was featured in a demo video at ]. Bullet-time was made popular by the '']'' series of games. Martial-arts style combo moves are also featured in the demo.


Upon its initial Windows release, ''F.E.A.R.'' was very well received, with the AI garnering especial praise. Critics also lauded the ], atmosphere, ], ], and ]. Common points of criticism were a lack of enemy variety, a weak plot, and repetitive ]. 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.
The game's horror element also includes allusions to Japanese-style horror movies such as '']'' and ']' level of the game '']'', in that FEAR uses the idea of a terrifying little girl, instead of the more obvious first person perspective scare tactics used in horror-survival games such as '']'' and '']''.


==The team== == Gameplay ==
''F.E.A.R.'' is a ] in which the player's arsenal includes ]s (which the player can ]<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=] | 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 ], ], ], ], ], ], ], and ].<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=] | 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, ], 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=] | 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 - ], ], 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"/>
The FEAR team was formed during ] as a ] branch of the ] to defend various ] interests against threats of a ] or ] nature. However, teammates rant that no one takes them seriously, given the unbelievable nature of what they fight against.


Compared to other shooters where ] 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=] | 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 ] of all firearms can be used in ]; 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=] | 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=] | 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 ].<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=] | 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>
Regardless, FEAR is given the right to use ] and heavy weapons against perceived threats, including ]s, ]s, and even ], as well as experimental ] systems.


]
==Characters==
A prominent ] element in ''F.E.A.R.'' is "]"; 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=] | 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=] | 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 ]'s superhuman ]es, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's ].<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 ] 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 ]).<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=] | 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 ] insofar as ''F.E.A.R.''{{'}}s ] allows hostile ] 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=] | 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=] | 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 ] the player, using ], 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 |
===Allies===
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>
This section to be expanded as more information is released.


===="The New Guy" (you)==== === Multiplayer ===
The game's ] can support up to 16 players, and initially featured ], team deathmatch, ], team elimination, and ].<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=] | 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 ].<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=] | 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 ], 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' ]s.<ref name="GSpotMul"/><ref name="IGNMulti"/><ref name="Manual7"/> The ] and ] 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=] | 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=] | 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=] | 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=] | 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=] | 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>
Little is known about your character, who is refered to as "The New Guy" by some of your F.E.A.R. team members, aside from the fact that he's been on the team for only a week. He wears a mask, as seen in your reflection and game promotional artwork. His reflexes are well beyond the human norm, allowing him to perform maneuvers with surgical accuracy in an extremely short span of time, an ability portrayed in the game as the world "slowing down" around him. It is not known if he is a normal person with exceptional skills, or if he has been enhanced in some way. Speculation as to his origins are fuelled by a flashback at the beginning of the single player demo where you appear to be laying down, staring up at a man who looks like a doctor saying, "You will be a God among men".


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=] | 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=] | 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=] | 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>
====Rowdy Betters====
] Betters is the head of the FEAR team, and is in charge of the tasks expected of one. He relays information as necessary to and from fellow teammates, and stays out of direct action, instead operating from mobile command facilities through wireless communications equipment.


====Jankowski==== ==Plot==
In 2002, the elite ] unit F.E.A.R. (First Encounter Assault Recon) was founded to "combat ] threats to ]". 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 ] operative named Paxton Fettel has gone rogue. Officially an ] and ] company, in reality, ATC are a hugely powerful ] dabbling in ], ], ], and ].<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=] | chapter=Armacham Technology Corporation | pages=2–3 | access-date=February 15, 2022 | quote=ATC's advancements in ], ], and ] have the potential to transform the company into an effective ], just as powerful in world affairs as a ]. | 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=] | publisher=] | 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 ] 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 ] Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.
Jankowski is a veteran of the FEAR team, is ], and has a foul mouth. He lacks faith in your character's capabilities as your character was transferred onto FEAR only a week ago and has not seen your character in action for himself. He believes your characters lack of experience makes him unsuitable for the solo mission you are sent on in the single player demo.


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 ] recon team has dropped out of contact.
====Jin====
A female member of FEAR, Jin is a level-headed woman of small build that serves as the team's ] and is in charge of in-field ].


Point Man learns that Fettel's ] 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=] | publisher=] | date=2005 | level=Interval 04: Infiltration – Watchers | quote='''Charles Habeggar''': The ] 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=] | publisher=] | 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 ] 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 ] recon team is depicted in the bonus mission for the ] 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 ] 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 '']'' and the '']'' 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=] | publisher=] | 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=] | 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."
====Douglas Holiday====
Like your character, Douglas is one of FEAR's field operatives.


Point Man subsequently learns that the prototypes were created from the ] of a female psychic named Alma, who gave physical birth to both prototypes from within an ].<ref>{{cite video game | title=F.E.A.R. First Encounter Assault Recon | developer=] | publisher=] | date=2005 | level=Interval 09: Incursion – Lapdog | quote='''Betters''': The ] they used for the program was apparently a powerful ]. 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 ] 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=] | chapter=Project Origin | page=8 | access-date=February 15, 2022 | quote=The original concept was to create the prototype psychic commander using Alma's ]. However, through testing, Harlan came to the conclusion that psychic abilities are not inherited, but rather a ] 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 ].| 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=] | publisher=] | 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=] | 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=] | 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=] | publisher=] | 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 ], overloading it.
===Weapons===
This section to be expanded.


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 ], 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."
===Enemies===
This section to be expanded as more information is released.


==Development==
====Paxton Fettel====
===Conception===
]
Although it was known from late 2003 that ] was working with ] 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 ].<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=] | 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 (]), 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=] | 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=] | 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=] | 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=] | 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>
A product of Armacham Technology ]'s secretive Origin project, Paxton Fettel commands an entire ] of highly-trained, heavily-armed ] super-]s that take orders directly from Paxton ]. However, in and amongst themselves, the soldiers still rely on using military jargon over radio chatter ("''] 12, we have reports of a possible intruder in your vicinity." "We haven't seen anything." "Roger, keep your eyes open."'').


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=] | 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> ], ], and ] Craig Hubbard stated that the game "evolved out of a concept we started developing right after '']''".<ref name="GSpyPreview"/> Kevin Stephens, Monolith's director of technology and one of the game's ], later elaborated that the concept was to make the player feel like the hero of an ].<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=] | 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 ]; Hubbard said he wanted "to make combat as intense as the tea house shootout at the beginning of ]'s '']''", 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=] | 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 '']'' promoting '']'', he explained,
He is a ], but however seems to eat his victims for cryptic reasons, in addition to ]. He is first seen kneeling in some kind of cell, before being released by the mysterious '''Alma'''. He keeps muttering that "they" should die, though who "they" is, is unknown. He often appears to the player for brief moments of time before dissolving into ash; whether these are ]s directly caused by Fettel's psychic abilities or supernatural phenomena is not known.


{{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=] | 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>}}
====Alma====
]
Not much is known about this person or ''thing''. She has the appearance of a small child about eight years of age, wears a red dress, and has a disturbing, pale ]-like face that never changes its expression. Her behavior and abilities, however, are well beyond human limits. She can ] short distances, walk on ceilings, slaughter an armed squad of men by herself merely by looking at them, tear the flesh off people's bones, cause the surrounding area to ] and other various horrifying abilities. She also has more generic ones taken from the ] genre such as leaving bloody footprints, appearing in only a single frame on videos, and running across corridors and seemingly through dead ends.


Another key influence was ]' '']'' (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=] | 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=] | 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 ].<ref name="Effect"/>
She is apparently known to Armacham, as a few in the game remark that it would be in everyone's best interests that Paxton does not get to Alma. This reinforces the notion that she and Paxton are somehow related, as she is seen at the start of the game releasing him from his holding area and imploring him to "kill them".


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=] | 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=] | 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=] | 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>
==See also==
* ]
* ], the F.E.A.R. promotional ] project by ].


==External links== ===Atmosphere===
As well as its core first-person shooter ], ''F.E.A.R.'' is also a ], and was specifically influenced by ], with Stephens citing films such as ]'s '']'' (1998), the ]' '']'' (2002), ]'s '']'' (2002), and Nakata's '']'' (2002).<ref name="Eurosetting"/> Hubbard also cites ''Ringu'' and ''The Eye'' as well as ]'s '']'' (1988), ] and ]'s '']'' (1999), ]'s '']'' (2001), and ]'s 1991 novel '']'' (on which Nakata's film was based).<ref name="RPS"/><ref name="Effect"/>
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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 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=] | 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 ] 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=] | 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 can form own theories about what's going on, but ideally be left with some uncertainty".<ref name="GSpotQ&A"/> Speaking to '']'' 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"/>
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The main source of the game's horror is ]. In terms of influences, she is often assumed to have been inspired by ] from '']'' (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=] | 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 '']''", he points out that "creepy little girls have been freaking out since '']''".<ref name="Effect"/> Alma was named after Alma Mobley from ]'s novel '']'' (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=] | 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, ] 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 ], who had portrayed Alma Mobley in ]'s ] 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 just because there wasn't enough storytelling real estate."<ref name="RPS"/>

===Engine===
{{main|LithTech}}
''F.E.A.R.'' was the first game developed using the "Jupiter EX" iteration of ], Monolith's own ].<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=] | 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 ] 9 ], "Jupiter EX" has major advancements over its direct precursor, "Jupiter", and features both ] 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=] | 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 ], ], and ] to give ] a more realistic appearance; the latter is used extensively to give the appearance of depth to flat bullet hole ] on walls. It also uses ], ]ping, and a ] model, which allows for complex lighting effects. Vertex, pixel, and high-level ]s are also featured in the game.<ref name="GSpotCES"/> ]s were built using Havok and ].<ref name="Loving"/>

===AI===
The game's ] was the culmination of work which Monolith had begun with '']'' (2000) and '']'' (2002).<ref name="Diary1"/> In developing the AI routines, the team's main goal was to try to match the ]' 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=] | 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 ]-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 ] how best to reach that goal.<ref name="States"/> To do so, the game uses two standard AI components – ] and a ] (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=] | 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 ], with A* ]. 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=] | 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=] | 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>

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,

{{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=] | 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>}}

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 ] 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 ] 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 ] 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 ]), 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 '']''{{'}}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=] | 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 '']'' (2007), '']'' (2010), '']'' (2010), '']'' (2011), and '']'' (2011), as well as subsequent Monolith games, such as '']'' (2008), '']'' (2009), '']'' (2014), and '']'' (2017).<ref name="AI&G2"/>

===Audio and music===
In keeping with ''F.E.A.R.''{{'}}s tonal influences, the ] and ] were designed in the style of Japanese horror films, particularly their tendency to produce tension from ambient sound. The ]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 ... 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===
] (E3) in Los Angeles in May 2005]]
In 2005, ''F.E.A.R.'' made playable appearances at the ] (CES), the ] (GDC), and ], 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=] | 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=] | 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 ] for "Best Action Game".<ref name="Game Critics">{{cite web | url=http://www.gamecriticsawards.com/2005wins.html | title=2005 Winners | website=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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 ] 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=] | 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=] | 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 ] 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 ] 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 ] 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=] | 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 ] enemies. As the series begins, Bravo Team has been sent into a military facility to investigate reports of ] 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 ] 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=] | 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 ], 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=] | 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 ]. 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 ] 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 ] rather than original developers Monolith, who were now owned by ].<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=] | 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 ].<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=] | 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=] | 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 ] 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=] | 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=] | 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=] | 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=] | 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 ] 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=] | 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=] | 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=] | 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 ]) 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=] | 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=] | 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 ], Dave Matthews, told '']'' that for the sequel, "we're handling all three versions, we've changed our development structure to develop all three ]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=] | 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==
{{Video game reviews
| 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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=] | 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 ], based on 57 reviews.<ref name="MCPC"/>

'']''{{'}}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 '']'' (2004).<ref name="IGNPC"/> '']''{{'}}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"/>

'']''{{'}}s Tom Bramwell scored the game 9 out of 10. He too praised the implementation of slow-motion (which he found superior to the '']'' series) and the combat mechanics (which he found superior to both ''Half-Life 2'' and '']''). 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"/> '']''{{'}}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"/>

'']''{{'}}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 '']'' found it to be "as thrilling and involving as '']'', but 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=] | 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>

;Xbox 360

Like the PC version, the ] port received "generally favorable reviews", and holds a score of 85 out of 100 on Metacritic, based on 44 reviews.<ref name="MCPC"/>

''IGN''{{'}}s Eric Brudvig scored it 9.1 out of 10, praising the atmosphere, combat mechanics, AI, ], 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 '']'' (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"/>

''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 '']'' scored it 8 out of 10, praising the AI and slow motion, but criticising the level design and plot.<ref name="OXMUK"/>

;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.<ref name="MCPS3"/>

''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"/> '']''{{'}}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 ]".<ref name="GSpotPS3"/> '']'' 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 ] (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=] | 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=] | 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=] | 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=] | 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 '']''{{'}}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=] | issue=184 | date=March 2006 | pages=42–47}}</ref> It won 2005's "Best Action Game" from both the ] and '']''.<ref name="Game Critics"/><ref name="PC US">{{cite magazine | title=The Twelfth Annual ''PC Gamer'' Awards | magazine=] | 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=] | 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=] | 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 ] in 2006, it shared the "Best Use of Multi-Channel Surround" with '']''.<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=] | 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 ], it was nominated for Computer Game of the Year, ], ], and ].<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"|'']''
|Best Sound Effects
|{{won}}
|rowspan="2" style="text-align:center;"|<ref name="CGM"/>
|-
|Best PC Game
|{{nominated}}
|-
|2005
|]
|Best Action Game
|{{win}}
|style="text-align:center;"|<ref name="Game Critics"/>
|-
|rowspan="2"|2005
|rowspan="2"|'']''
|Best AI
|{{win}}
|style="text-align:center;"|<ref name="GSpot AI"/>
|-
|Best Graphics (Technical)
|{{win}}
|style="text-align:center;"|<ref name="GSpot Graphics"/>
|-
|2005
|'']''
|Best Story
|{{win}}
|style="text-align:center;"|<ref name="GSpy Story"/>
|-
|2005
|'']''
|Best Action Game
|{{win}}
|style="text-align:center;"|<ref name="PC US"/>
|-
|2006
|]
|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;" |]
|Computer Game of the Year
| {{Nom}}
| rowspan="4" style="text-align:center;"|<ref name="DICE"/>
|-
|]
| {{Nom}}
|-
|]
| {{Nom}}
|-
|]
| {{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 ] 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, '']'', was announced for PC in early May 2006. The expansion was being developed by ]. Because of rights issues (Monolith, who had been purchased by Warner in 2004, owned the rights to the ] 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=] | 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=] | 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=] | 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=] | 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 ] 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=] | 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=] |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=] | 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 ] 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=] | 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 ] 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=] | 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 ] program, making the games playable on the ] and ].<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=] | 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=] | 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=] | 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=] | 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}}

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Latest revision as of 23:58, 18 December 2024

2005 video game This article is about the 2005 video game. For the series, see F.E.A.R.

2005 video game
F.E.A.R. First Encounter Assault Recon
PC cover art
Developer(s)Monolith Productions
Publisher(s)Vivendi Universal Games
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
  • WW: October 18, 2005
Xbox 360
  • NA: October 31, 2006
  • AU: October 31, 2006
  • EU: November 10, 2006
PlayStation 3
  • EU: April 20, 2007
  • NA: April 24, 2007
  • AU: April 26, 2007
Genre(s)First-person shooter, psychological horror
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

F.E.A.R. is a first-person shooter in which the player's arsenal includes handguns (which the player can dual wield), an assault rifle, submachine gun, shotgun, sniper rifle, nail gun, repeating cannon, rocket launcher, and particle beam. Each weapon differs in terms of accuracy, range, rate of fire, damage, and weight. 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. Only three different firearms can be carried at any one time. 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.

Compared to other shooters where melee combat is often a last resort, F.E.A.R.'s melee system is a viable combat alternative. 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. Movement speed is maximized if a player holsters their weapon, which allows them to engage in hand-to-hand combat. 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.

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. 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. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. 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).

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. 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).

Multiplayer

The game's multiplayer can support up to 16 players, and initially featured deathmatch, team deathmatch, elimination, team elimination, and capture the flag. "Control" and "Conquer All" games were added later as free downloadable content. 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. 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. 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). 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.

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. 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.

Plot

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. They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander. However, he has now used the Replicas to seize control of the facility. 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. Meanwhile, Point Man finds that the Delta recon team have been massacred. 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. Point Man subsequently learns that Fettel was the "second prototype" resulting from Project Origin. 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. 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. 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. He also learns that Wade is planning on freeing Alma from stasis in the Origin facility, even though she officially died in 2005. 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. 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. 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

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. 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). The following day, a non-playable demo was made available to journalists.

Development had begun with the game tentatively titled Signal. Writer, director, and lead designer Craig Hubbard stated that the game "evolved out of a concept we started developing right after Shogo". 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. 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. 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.

Another key influence was the Wachowskis' The Matrix (1999). In particular, the lobby scene was the team's initial point of reference for how the game's combat should look and feel. 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.

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. 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."

Atmosphere

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). 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).

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." 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 skin". Thus, they shunned the "in your face 'monsters jumping out of closets' approach". Lead level designer John Mulkey states that "creating expectation and then messing with that expectation is extremely important". 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". 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 can form own theories about what's going on, but ideally be left with some uncertainty". 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."

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). 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". 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 out since The Shining". Alma was named after Alma Mobley from Peter Straub's novel Ghost Story (1979).

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. 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 just because there wasn't enough storytelling real estate."

Engine

Main article: LithTech

F.E.A.R. was the first game developed using the "Jupiter EX" iteration of LithTech, Monolith's own game engine. 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). 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.

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. Cutscenes were built using Havok and Bink Video.

AI

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). 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."

To accomplish this, F.E.A.R. was the first video game to use "GOAP" (Goal Oriented Action Planning). 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. To do so, the game uses two standard AI components – A* and a Finite-state machine (FSM) – but it uses them in unconventional ways. 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. 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).

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. 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." 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.

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. To do this, separate sensors are used to gather information, with world-knowledge cached locally so the AI always has information immediately available. 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. 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.

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." 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.

The game's AI was universally lauded upon the original PC release. It went on to win GameSpot's "2005 Best AI Award", and earned the #2 ranking on AIGameDev's "Most Influential AI Games" in 2007. 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).

Audio and music

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. 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."

In relation to the music, Grigg acknowledges that "sound and music blurred a little bit." 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 ... 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".

Promotion

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. A week after the CES show in January, game journalists were allowed to play the game's multiplayer component for the first time. The game's showing at E3 garnered it the Game Critics Award for "Best Action Game". A single-player demo was released to the public in August. 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. A multiplayer demo was released in September. 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."

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. (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."

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). A fifth episode – Episode #0, set moments before "Enter Frank" – was included with F.E.A.R. Director's Edition. 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 comic prequel.

"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.

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.

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 Day 1 Studios rather than original developers Monolith, who were now owned by Warner Bros. 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. 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. 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. This version also features a new weapon – dual wielded automatic handguns.

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. This port features the same Instant Action mode from the Xbox 360 version. 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. Like the Xbox version, the game's native resolution was 720p, but the other enhancements were removed for this version. In early November, Sierra announced that the PlayStation 3 port had been pushed back to February 2007. In February, they announced it had been pushed back to April.

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."

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." 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."

Reception

Reception
Aggregate score
AggregatorScore
PCPS3Xbox 360
Metacritic88/10072/10085/100
Review scores
PublicationScore
PCPS3Xbox 360
Computer Gaming World
Electronic Gaming Monthly5/10
Eurogamer9/109/10
Game Informer9/10
GameSpot9.1/107.1/108.6/10
IGN9.2/108.1/109.1/10
Official Xbox Magazine (UK)8/10
PSM37.2/10

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

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). 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.

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." 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").

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. Charles Herold of The New York Times found it to be "as thrilling and involving as Half-Life, but its narrative panache." He also criticised the characterisation, and felt that the encounters with Alma were "disconnected from the rest of the game."

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.

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." 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."

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." 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.

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.

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. 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.

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". 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."

Sales and awards

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. 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. The PlayStation 3 version itself was the console's best selling title in April, moving 45,864 units in North America.

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. It won 2005's "Best Action Game" from both the Game Critics Awards and PC Gamer US. GameSpy awarded it their 2005 "Best Story" award. In GameSpot's 2005 annual awards, it won "Best AI" and "Best Graphics (Technical)". 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. 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.

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

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 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.

Extraction Point

Main article: 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 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. The game was first shown at E3 2006.

Perseus Mandate

Main article: 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. 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

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. Originally, the plan was to release it on both PlayStation 3 and Xbox 360, but the PlayStation version was cancelled. As well as the two standalone expansions, F.E.A.R. Files also includes seven new instant action maps and five new multiplayer maps.

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. 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. The Platinum Collection was released on GOG.com in February 2015. 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.

Sequel and canonicity

Main article: 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. 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. 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.

Notes

  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.

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