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  • 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

  • well be sticking with the PC original.

  • After some company logo animations that have become oddly nostalgic, youre 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 youre 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 toparanormal 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, youve 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 shouldve 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 youre 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 well 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, youve 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 theyre 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 youve 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 youre 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 youre

  • 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 youre 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, youre 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