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F.E.A.R. is a first-person shooter psychological horror video game series created by Craig Hubbard in 2005. Released on Microsoft Windows, PlayStation 3, and Xbox 360, there are three main games in the series; F.E.A.R. (2005), F.E.A.R. 2: Project Origin (2009), and F.E.A.R. 3 (2011). There are also two standalone expansion packs for the first game; F.E.A.R. Extraction Point (2006) and F.E.A.R. Perseus Mandate (2007), but these games are no longer considered canon, as their plots were ignored in Project Origin and F.E.A.R. 3. In 2014, F.E.A.R. Online, a free-to-play game, was released, but the servers were shut down in 2015 with the game still in open beta. Monolith Productions developed the original game and Project Origin; Day 1 Studios developed F.E.A.R. 3; TimeGate Studios developed Extraction Point and Perseus Mandate; Inplay Interactive developed F.E.A.R. Online. Initially, the series' publishing rights were owned by Vivendi Games, who published the original game and the two expansions under the Sierra Entertainment label. In 2008, Warner Bros. Interactive Entertainment acquired the publishing rights and went on to publish Project Origin and F.E.A.R. 3. Aeria Games published F.E.A.R. Online under license from Warner.
When the player is controlling Point Man, the sergeant, or Becket, gameplay is very similar, irrespective of which game is being played.[12][13][14][15] Common weaponry across all games includes handguns, assault rifles, submachine guns, shotguns, sniper rifles, nail guns, and rocket launchers. Other weapons available in the games include repeating cannons, particle beams, miniguns, laser carbines, grenade launchers, night vision rifles, lightning arcs, flamethrowers, pulse rifles, and machine pistols.[5][16][17][18][19] The player also has access to various projectiles. Frag genades are common across all games, whilst other types of projectiles include proximity grenades, remote bombs, deplyable turrets, incendiary grenades, shock grenades (electricity-based), flash bangs, and zap grenades (electricity-based).[13][17][20][21][22] Point Man, the sergeant, and Becket also have limited melee abilities; punch, kick, jumping kick, sliding tackle, and using the butts of their guns in hand-to-hand combat.[23][24][25] In F.E.A.R. 3, Point Man also has a knife for use in close combat.[26]
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.[45] 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.[46][47]
F.E.A.R. was announced for Microsoft Windows at E3 2003.[54][55][56] The foundational concept was to make a game where the player felt like the hero of an action film.[57] This led to the development of reflex time, with Writer, director, and lead designer Craig Hubbard stating that he wanted "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard Boiled". Defeating "enemies with style" was crucial to this.[58] Another key influence was the Wachowskis' The Matrix (1999).[56][57][59] In particular, the lobby scene was the team's initial point of reference for how the game's combat should look and feel.[60] In a 2008 interview, Hubbard explained,
During the promotion of the game, producer Tim Hall explained that in making Extraction Point, the designers were keen to address some of the common criticisms of the base game. Hall explained that because one of the main criticisms of the first game was that the levels were too repetitive and enclosed, the team had ensured to include more aesthetically varied environments, especially large outdoor sections.[79] He clarified, "we wanted to not only give the player more of the fun factor of F.E.A.R. but also to address any criticisms that players had - yes we have heard the office layout one a million times - so we changed things up a little. With Extraction Point we not only have that same fun close quarters combat but we have also added in some much larger areas for some fun ranged combat as well."[80]
As of 2008, neither Extraction Point nor Perseus Mandate is considered canon in the F.E.A.R. universe insofar as Project Origin disregards the events of both, acting instead as a direct sequel to the original game. Initial reports were that Monolith had given the expansions' storylines their blessing, and that they were in line with their own in-development sequel.[78][82] However, in December 2008, a year after the release of Perseus Mandate and a few months before the release of Project Origin, Dave Matthews, Project Origin's lead artist, explained that the expansions
In May 2006, Vivendi announced that an expansion pack for the first game was being developed and the press release clarified that the plot for the expansion had been approved by Monolith.[82][84] However, in December 2008, Monolith officially confirmed what had long been suspected; despite initial reports that they had approved the story and that that story was in line with their own plans, in fact, that sequel would ignore the events of both expansions and instead serve as a canonical follow-up to the original game.[83][86] In September 2008, Monolith Productions and Warner re-acquired the F.E.A.R. name from Vivendi.[87][88]
Originally, the plan for Project Origin was to release two completely different games - one for PC, and one for Xbox 360 and PlayStation 3, with Monolith president Samantha Ryan stating, "in addition to continuing the series on PC, we're committed to bringing it to next-generation consoles by creating separate titles tailored to each audience."[85] This plan was never realised and in December 2008, Craig Hubbard explained that the two titles "just merged."[89]
One of the central elements of the game's atmosphere would be Alma, who had a much more involved role in the sequel than in the original.[92] By way of this increased presence, Monolith intended to enhance the game's horror; "we've put a lot of effort and a lot of thought into the ways in which we can give Alma teeth."[10] Hubbard also pointed out that Alma has "a stronger agenda, which gives her a more active, visceral role."[93] Speaking of the balance between combat and horror, Hubbard reminded people that "this is first and foremost an action game. There are horror elements, but it's not meant to be an unrelenting experience in terror."[93] With this in mind, Monolith were attempting to strike a similar balance as in the first game;
we have always perceived close-quarters combat as the centerpiece of the game, and the horror as a secondary element that helps to set up future combat scenarios. [...] The relationship between the two is that the horror elements are a palette cleanser that resets the player's emotional state, and allows the kinetic aspects of the next combat to land with more force.[92]
F.E.A.R. 3 originally began life as F.E.A.R. 2.[94] In 2006, with the rights still split between Warner and Vivendi, each company began development of their own sequel to the original game; Warner stuck with Monolith as developers whereas Vivendi hired Day 1. Thus, two rival sequels were in production at the same time - the Warner/Monolith game and the Vivendi/Day 1 game.[94] In September 2008, 18 months into development on the Vivendi/Day 1 game, Monolith and Warner re-acquired the F.E.A.R. name, bringing all of the copyrights under one roof.[87][88] Monolith continued development on their sequel, which now became the 'official' sequel. When Warner looked at the work Day 1 had been doing for their version of F.E.A.R. 2, they suggested that the game could be moulded into F.E.A.R. 3, and so Day 1 began reworking the game from the ground up.[94]
Officially, the team's main design principle was to avoid messing "too much with the F.E.A.R. franchise's successful formula of frenetic soldier combat and paranormal horror."[96] Behind the scenes, however, Day 1 initially wanted to make the game more like the original than the sequel - emphasising the survival horror elements, such as a dearth of ammo and medkits, and a real sense of being isolated and alone. However, according to Schuller, the then president of Warner Bros. Games, Martin Tremblay, had become a big fan of the Call of Duty games, and Day 1
Created by DC Comics, and released on GameTrailers on October 31, 2008, the F.E.A.R. 2: Project Origin digital comic is an animated 73-second clip depicting the aftermath of the helicopter crash from the end of the first game.[100]
The PC version of the original game received very positive reviews, 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. IGN's Tom McNamara called it "one of the best shooters this year".[117] GameSpot's Jason Ocampo said it "elevates the genre to a whole new level of intensity".[118] Eurogamer's Tom Bramwell called it "fresh and compelling."[119] Game Informer's Adam Biessener praised the "smartest AI-controlled opponents I've ever faced" and called the combat mechanics "intense almost to the point of sensory overload".[120]
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. The game was a commercial success, selling over three million units worldwide across all three systems. 59ce067264
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