Subtitles section Play video
Today I’ve decided to give into my current compulsion and revisit First Encounter Assault Recon
better known as F.E.A.R., developed by Monolith Productions and published by Vivendi
Universal through Sierra Entertainment in 2005.
This Windows PC version may have released over a dozen years ago, but back then it was
setting the computer gaming world on fire, look at these quotes!
The hype was real when this launched in ‘05.
I remember being floored by the E3 demos, with it appearing to be a mix of the John
Woo-inspired bullet time spectacle seen in games like Max Payne mixed with the gory atmospheric
spookiness of Doom 3.
That sounded good to me as-is, plus I was enjoying the mid-2000s trend of stringy-haired
ghost girls in horror movies, so F.E.A.R. seemed liked a fitting mix of my preferred
pop culture trends.
Inside the box you got the game itself on a quintet of CD-ROM discs in sleeves, as well
as a 33-page instruction booklet diving into gameplay basics, along with a description
of items and weaponry without spoiling every detail.
Additionally there was a Director’s Edition release, which included a DVD-ROM version
of the game that also packed a documentary video, interviews and roundtable discussions,
and a spoof by Rooster Teeth titled P.A.N.I.C.S.
Furthermore it came with this sweet comic book by Dark Horse Comics, acting as a brief
narrative prequel.
And in later years, F.E.A.R. came to Xbox 360 and PS3 as well, but from here on out
we’ll be sticking with the PC original.
After some company logo animations that have become oddly nostalgic, you’re greeted by
the main menu, with its eerie ambiance and video clips showing the upcoming chaos.
Before that though it’s best practice to hop into the graphics options and see what’s
up, because in 2005 this was a PC benchmarking staple.
F.E.A.R. makes use of what was then the latest LithTech game engine
known as the Jupiter Extended Engine.
Its combination of DirectX 9 rendering, Shader Model 2 support, Havok Game Dynamics, particle
physics, and a slew of other tech meant F.E.A.R. looked cutting edge on a capable PC.
And getting decent numbers at the end of the built-in benchmark was a point of pride indeed.
Once you’re finished ogling numbers the single player mode awaits!
F.E.A.R. then plays an M.O.V.I.E., beginning with teeny tiny text describing how the US
Army formed the F.E.A.R. team to respond to “paranormal threats to national security,”
but personally I feel it was to have another clever acronym under their belt.
After this you get a pretty excellent intro cinematic showing the possession of one Paxton
Fettel, and how, with the help of a creepy ghost girl in a red dress, he’s escaped
from his cell and taken control of a battalion of cloned soldiers using mind control.
Cuz video games.
To top it off, the man has some particular culinary preferences.
[CHOMP CHOMP]
Oh yeah F.E.A.R. can get a bit graphic, so uh, you’ve been warned and stuff.
Anyway, since there’s a telepathic cannibal weirdo on the loose, the First Encounter Assault
Recon team is brought in to clean up.
You take control of the voiceless protagonist known simply as Point Man: the new guy on
the team that was hired one week prior for his exceptional reflexes.
["You've seen his training results. His reflexes are totally off the charts."]
[“I think he can handle himself!”]
Maybe they should’ve done more research though, since you immediately black out and
start having visions.
["What's the first thing you remember?"]
["Where are you taking him?!"]
["You will be a god among men."]
["Wake up, Mr. Freeman."]
Oh well I’m sure everything is fine.
Once you arrive on-scene and step out of the car you’re provided a peaceful little tutorial
level that guides you by the hand, calmly showing you how to break pieces of wood and
work with a fellow soldier until oh noooo, “Mister Point Man, I don’t feel so good.”
Before long though you stop tripping balls and eventually run across some of Fettel’s
recent happy meal leftovers.
Then it’s this radical helicopter arrival scene where you drop into the level with your
disposable military buddies.
Man these guys are great, I’m sure we’ll be friends foreve-NOPE.
[creepy noises, silent skeletons]
Welp, pack it up boys, tutorial’s over.
And so is the rest of your squad for that matter, thanks to the psionic abilities of
a creepy girl named Alma.
From this point onward your visions continue with increasingly disturbing visuals flashing
before your eyes as you walk through each level.
[shrill, unsettling noises]
[NIC CAGE]
Finally though, you’ve been through enough and are
ready to shoot some mind-controlled soldiers in the face.
Cue the bullet time montage!
[slowed sound effects, classical music]
Dude yes. As effective and unsettling as the horror elements can be,
it’s the feel of the combat that really made F.E.A.R. stand out from the rest.
And the first key component of this is the slow-motion mechanic, explained in-universe
as Point Man having exceptionally high reflexes.
It’s also a legit life-saver in most situations, with plenty of encounters and enemy types
that will handily overwhelm you with both attack speed and sheer volume of ammunition.
Bullet time or reflex time or whatever you wanna call it is as much about difficulty
balancing as it is an easy sales gimmick for the marketing team to get off on, everybody wins!
Then there’s the arsenal at your disposal, which kicks off with a very Hard Boiled akimbo
pistol option, followed by the requisite submachine gun, an incredibly satisfying pump action
shotgun, assault rifles in both fully-automatic and burst firing configurations, a rocket
launcher that lobs multiple missiles with every press of the trigger, and several types
of grenades and explosives for fragging the crap out of everything.
Each of these are mighty pleasing to use, especially that shotgun with its ability to
reduce clones to a fine red mist.
But for the most part it’s a loadout pretty typical for a special forces-focused FPS game
in the mid-2000s.
It’s the remaining weapons where F.E.A.R. really cements itself into memory, starting
with the legendary HV Penetrator.
This is one of my favorite game weapons ever, it’s a military-grade nail gun essentially,
firing chunky metallic cylinders at stupidly high speeds.
This results in some gleeful piercing action, allowing you to staple dudes to the wall for
an extra dosage of overkill.
After this you have the Type-7 Particle Weapon, one of F.E.A.R.’s more absurd options that
is immediately deadly to darn near everyone.
A single shot typically evaporates armor and flesh alike, instantly reducing weaker enemies
to blood and bone.
One of the more tense levels in the game features a whole section where most guys are equipped
with a particle gun themselves, making for quite an anxiety-ridden firefight when everyone
can deal so much damage to everyone else.
And finally there’s the MP-50 Repeating Cannon, an absurd 20mm semi-automatic weapon
that shoots exploding ammo from a substantial 50-round magazine.
It’s a late-game item so you don’t get to do a ton with it, but I’m glad it exists nonetheless.
However, all these wouldn’t be nearly as fun if the baddies themselves weren’t enjoyable
to dispatch, and thankfully they’re outfitted with what I recall as the most advanced artificial
intelligence of its day.
It’s still impressive man, the way these guys move, communicate, flank, regroup, defend,
and generally outmaneuver you throughout the campaign is fantastic.
After all this time I’m still surprised at what each squad is capable of doing during
any given battle, with them shouting tactics and expletives in equal measure.
Every single encounter ends up being a unique event, with any number of variables determining
whether they go high, go low, flank from behind, throw down cover, blast through barriers,
flush you out with explosives, and generally incite unpredictable mayhem that still manages
feel like an intelligent, trained group of soldiers.
So whenever you do manage to get the drop on them and hear something like this
[“ohh fuuu*kk!”]
then you know you’ve done something right.
Partially to thank for these moments are the thoughtfully-built levels and carefully-displayed
lighting, with no shortage of opportunities to remain stealthy and track down enemies
using only shadows on a wall and positional audio cues.
It’s no Splinter Cell or Metal Gear, but it gets the job done.
And the levels themselves are just complicated enough without being overwhelming, consisting
of interconnected rooms and pathways, with an occasional valve puzzle or bit of machinery
to manipulate in order to progress to the next section.
So you get ample opportunity to approach groups of enemies in interesting ways, and there
are plenty of rooms off the beaten path hiding ammo, medkits, armor, and upgrades for your
health and reflexes.
It all leads to an experience that lends itself to a surprising amount of quiet moments.
It’s you, a flashlight, and dark winding hallways for the most part.
You don’t even have to go in guns blazing all the time, as you have a variety of unarmed
combat options.
The Amazing Point Man is apparently adept at martial arts too, serving up bicycle kicks,
sliding takedowns, rapid punches, pistol whips, and sweeping kick attacks.
Melee often ends up getting you killed if you’re not careful so I don’t always recommend
it, but it’s a neat option and further adds to the full body presence going on.
Yeah, F.E.A.R. was one of the first FPS games I experienced with such a believable feeling
of existing as a physical thing in a virtual world.
Not only can you look down and see your own feet and legs and stuff, but when you’re
knocked down you actually see your character push himself up off the ground.
That blew my mind a little back then.
And every time you pass by a light source you can see your own shadows in real time,
reminding you that you’re basically as vulnerable as everyone else.
And man do you feel vulnerable, especially during sections where control is taken away
from you in order to provide some haunted house scares.
Beyond the aforementioned Nic Cage faces flashing on-screen, you’re constantly running into
spots where the lights start flickering, apparitions appear for just long enough to make you wonder
if you actually saw them, and controls are either slowed down or taken away from you
entirely so various disturbing things can happen.
Things that are probably not real but you can still die so it still gets under your skin.
[creepy crying and ghost noises and such]
And then there are ladders, which, heh, you know I think the opportunity to make players
pee themselves is half the reason they were designed this way.
To climb a ladder you press a key to be locked onto the ladder, resulting in limited movements
and camera angles.
While this means the classic FPS problem of accidentally falling off a ladder is solved,
it also means that sometimes HI THERE.
So yeah, F.E.A.R. contains its share of jump scares and scenes of supernatural carnage,
but a hefty amount of the horror stems from the constant threat of the unknown and unseen.
You aren’t sure what exactly Alma and Fettel are capable of, and the visions you experience