F.E.A.R. First Encounter Assault Recon | |
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Developer(s) | Monolith Productions |
Publisher(s) | |
Director(s) | Craig Hubbard |
Designer(s) | Craig Hubbard |
Programmer(s) |
|
Artist(s) | |
Writer(s) | Craig Hubbard |
Composer(s) | Nathan Grigg |
Series | F.E.A.R. |
Engine | LithTech Jupiter EX |
Platform(s) | |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
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F.E.A.R. First Encounter Assault Recon is a survival horrorfirst-person shootervideo game developed by Monolith Productions and published by Vivendi Universal Games and Warner Bros. Games. It was released on October 17, 2005, for Microsoft Windows,[1] and ported by Day 1 Studios to the Xbox 360 and PlayStation 3.[4]TimeGate Studios has released two expansion packs, F.E.A.R. Extraction Point in October 2006,[5] and F.E.A.R. Perseus Mandate in November 2007. A direct sequel titled F.E.A.R. 2: Project Origin, was released in February 2009, and a second sequel, F.E.A.R. 3, was released in June 2011, which was developed by Day 1 Studios.
The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of a little girl.
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F.E.A.R. was well received by critics, scoring 89% on GameRankings,[6] and The New York Times calling it 'as thrilling and involving as Half-Life.'[7] A 'Director's Edition' DVD version of the game was also released. The DVD included a 'Making of' documentary, a director's commentary, a short live-action prequel and the exclusive first episode of the promotional P.A.N.I.C.S.machinima. Arelated Dark Horsecomic book was also packaged with the DVD. Along with the Director's Edition, F.E.A.R. Gold Edition was released. Gold Edition included the Director's Edition and Extraction Point. F.E.A.R. Platinum Edition features the original game and two expansion packs.
- 1Gameplay
- 3Development
Gameplay[edit]
F.E.A.R. simulates combat from a first person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.
A prominent gameplay element is 'reflex time', 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 character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was 'to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled.' He continued on to say that 'defeat[ing] ... enemies ... with style' was crucial to this goal and that reflex time plays a large role in 'mak[ing] the player feel like they are an action movie hero.'[8]
The player character uses reflex time while firing on a group of soldiers
The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for '... a balanced arsenal where each weapon serves a specific function', rather than '... just going with a bunch of real-world submachine guns and assault rifles.'[9]F.E.A.R.'s heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.
Compared to other shooters where melee is usually a last resort, F.E.A.R.'s melee is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of melee. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.
F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree 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. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,[10][11] using a STRIPS-based architecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped the game win GameSpot's '2005 Best AI Award',[12] and earn the #2 ranking on AIGameDev's 'Most Influential AI Games'.[11]
Multiplayer[edit]
F.E.A.R.'s multiplayer component includes mainstay gameplay modes, such as deathmatch, team deathmatch, capture the flag, and last man standing.[13] 'Control' and 'Conquer All' gametypes were later added through a patch. Some gametypes in F.E.A.R.'s multiplayer use the 'reflex time' effect: SlowMo deathmatch, SlowMo team deathmatch, and SlowMo capture the flag. Only one player can use/carry the reflex power-up; when fully charged they can activate it and give themselves (and the rest of their team if applicable) a speed advantage over opposing players. However, the one carrying the power-up will have a bluish glow, and they will show up on a foe's HUD.[13]
On August 17, 2006, F.E.A.R.'s multiplayer component was retitled F.E.A.R. Combat and made available for free download.[14] Downloaders of F.E.A.R. Combat and owners of F.E.A.R.'s retail edition may play together online.[15] On December 19, 2012 Gamespy Industries announced the end of its Gamespy Open Program, which ended F.E.A.R. Combat's online multiplayer functionality.
The PC version of the game used the PunkBuster program to prevent cheating. However, in December 2007, Even Balance discontinued PunkBuster support for F.E.A.R. in favor of the second expansion, F.E.A.R. Perseus Mandate.[16] While PunkBuster-enabled servers will still check for and protect against known cheats, the program will no longer automatically update. Because of this, many players with an outdated version of PunkBuster are unable to play in PunkBuster-enabled servers without being automatically kicked from the game.[17]
The Xbox 360 and PlayStation 3 versions, just like the PC edition, only have online multiplayer. There is no split-screen local play.
Plot[edit]
In the year 2025, the military contractor Armacham Technology Corporation (ATC) has developed an experimental unit of telepathically controlled clone supersoldiers known as the Replicas. A rogue psychic named Paxton Fettel takes command of the Replica prototypes, seizing control of the ATC headquarters in Fairport, Washington and killing all occupants.[18]
A covert special forces unit, F.E.A.R. (First Encounter Assault Recon), is deployed to Fairport in response to the crisis. The team is commanded by Commissioner Rowdy Betters, and consists of Spen Jankowski, Jin Sun-Kwon, and the newly-minted, unnamed Point Man. The team's mission is to eliminate Fettel, operating in conjunction with Delta Force.[19]
Fettel is located by means of a satellite tracking device and hunted by F.E.A.R. and Delta Force over several locations.[20] While Fettel evades capture, the Point Man witnesses unexplained, and occasionally life-threatening, paranormal phenomena, including increasingly-vivid hallucinations that frequently afflict him, all of which are centered on a red-dressed little girl named Alma. Laptops found in the course of the mission, remotely hacked by Commissioner Betters, provide details regarding Fettel's background; as a part of ATC's 'Project Origin', he was raised to become a telepathic commander of the Replicas[21] and that he is the son of Alma, a powerful psychic.[22] The files mention something called a 'Synchronicity Event', in which a comatose Alma telepathically linked with Fettel when he was ten years old and resulted in several deaths. The files also mention the existence of another child of Alma, who was born before Fettel.[23]
All clues lead F.E.A.R. to believe Fettel is being controlled by Alma,[24] who was locked in the Origin facility when ATC closed down the project owing to the danger the woman posed; Fettel is searching for that same facility to free his mother.[25] The Point Man travels to the abandoned structure, fighting back both the Replicas and ATC guards, who have received orders to cover up the whole affair.[26] When the protagonist comes to finally face Fettel, he is drawn into a hallucination where the Point Man is Alma's first son and is thereafter enabled to kill Fettel himself.[27]
Alma is nonetheless freed when her storage chamber is opened by ATC researcher and leader of Project Origin, Harlan Wade, who felt guilty over the company's treatment of Alma and who was actually her father.[28] The Point Man is then called to sabotage the structure's reactor,[29] running a gauntlet against Alma's ghosts before the whole location explodes. In the aftermath of the detonation, a Delta Force Black Hawk helicopter extracts the Point Man from the rubble, rescuing him. While he and the survivors of the F.E.A.R. team survey the results of the explosion from the helicopter, Jin wonders what happened to Alma. Just then, the helicopter loses power, and Alma is seen pulling herself up into the cabin: the destruction of the Origin facility has not stopped her quest to get closer to her son.[30]
After the game's credits, the player can listen to a phone call between a mysterious senator and ATC president Genevieve Aristide, which offers some further explanation: the woman considers the project under control and deems the 'first prototype' (presumably a reference to the Point Man) a success.[31]
Development[edit]
F.E.A.R. was announced at an E3 2004 pre-show,[32] though its existence as an untitled project was revealed prior to this announcement.[32] The game's first trailer later premiered at E3 2004 and was well received by critics.[33][34] During the E3 2004 showing, F.E.A.R.'s lead designer, Craig Hubbard, stated that the game '... evolved out of a concept we started developing right after Shogo that we've been dying to work on.'[34] Monolith Productions' director of technology, Kevin Stephens, later elaborated that this concept was '... to make an action movie in a first-person shooter, where you really feel like an action star.'[35] To this effect, the team focused on immersing the player, using elements like a silent, nameless protagonist with an unknown background,[35] and allowing the player to see the protagonist's body when looking down or sideways.[36]
During 2005, F.E.A.R. made playable appearances at Consumer Electronics Show, Game Developers Conference and E3, all of which were well received.[37][38][39] Its showing at E3 garnered it the Game Critics Award for 'Best Action Game'.[40] After the release of a single-player demo,[41] Vivendi allowed gaming journalists to play through the first four levels of the game, which received even more positive reaction than before.[42][43]F.E.A.R. eventually released on October 18, 2005.[1] Alongside the basic CD-ROM edition, a 'Director's Cut' DVD version of F.E.A.R. was released with a number of extra features.[44] A Dark Horse Entertainment comic book and a series of live action vignettes help clarify a number of plot elements depicted in the game, while the 'Making of F.E.A.R.' and 'Developers' commentary' documentaries offer several insights and trivia into the game's development through interviews with employees of Monolith Productions and Vivendi. Also included is the exclusive first episode of the F.E.A.R. machinima, P.A.N.I.C.S., created by Rooster Teeth Productions.
Over the course of the 'Developer's roundtable commentary', producer Chris Hewitt reveals, 'We had a whole level in the game where we had this car chase sequence [...] we spent about two months on that thing....' '[B]ut the car chase sequence didn't work the way we hoped it would', adds designer Craig Hubbard, commenting on the choice to remove that level from the game.[45] Hewitt also comments that, 'Actually we started off with two villains, and [Fettel] was one of them until we merged them together....' Craig Hubbard also remarks that '... his jacket actually used to belong to another villain we had in the game named Conrad Krieg, whom we combined with Fettel pretty literally.'[45]
Atmosphere[edit]
A core element of F.E.A.R. is its horror theme, which is heavily inspired by Japanese horror.[46] The design team attempted to keep '[the] psychology of the encounter' in the player's mind at all times, in order to 'get under [the player's] skin', as opposed to the 'in your face 'monsters jumping out of closets' approach'.[47] Lead designer Craig Hubbard stated in an interview that 'horror is extremely fragile ... you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity'. He remarked that he attempted to strike a balance with the narrative elements of F.E.A.R., to give players 'enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty'.[9] Lead level designer John Mulkey stated, 'Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood'.[47]
The player is subjected to a variety of visions created by Alma
The main source of the game's horror is Alma, a ghostly little girl. Craig Hubbard remarked that 'a guy in a mask chasing co-eds with a meat cleaver can be scary, but on some level you're thinking to yourself you could probably kick his ass if you got the drop on him...but when a spooky little girl takes out an entire Delta Force squad, how are you supposed to deal with that?'[8] While Alma has been compared to the character Samara from The Ring,[48][49] Craig Hubbard stated that she '... was born out of a tradition of eerie, faceless female ghosts ...' and not '... as an answer to any specific movie character.'[8] Hubbard acknowledged that Alma '... admittedly bears some visual resemblance to the ghosts in Dark Water or Séance', but '... creepy little girls have been freaking [him] out since The Shining.'[8] Developers Dave Matthews and Nathan Hendrickson say the name 'Alma' comes from the character Alma Mobley in Peter Straub's novel Ghost Story.[50]
F.E.A.R.'s audio was designed in the style of Japanese horror films, with the sound engineers using inexpensive equipment to create sound effects, using methods including dragging metal across different surfaces and recording pump sounds.[46] Monolith Productions commented, 'The sound designers had to be concerned with avoiding predictability', since '[l]isteners are smart ... they will recognize your formula quickly and then you won't be able to scare them anymore.'[46] Silence is present in order to '... allow players to fill in the space, which lets their imagination create their own personal horror'.[46]
Monolith Productions composed F.E.A.R.'s music in reaction to scenes, instead of '... creating a formula that would consistently produce music throughout the game'.[46] The design team called F.E.A.R.'s music structure '... more cerebral and tailored to each individual event', and continued that '... sometimes the music is used to ratchet up the tension to toy with players ... [it] 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.'[46]
F.E.A.R.'s horror theme was praised by critics. Game Informer claimed that '... the frequent spooky head trips that Monolith has so skillfully woven together make an experience that demands to be played.'[51]IGN opined that '... the environment has been so well-crafted to keep you edgy and watchful ... [that] playing the game for a few hours straight can get a little draining.' GameSpot reacted similarly, calling F.E.A.R.'s horror '... exceedingly effective', and agreeing that it '... can leave you a bit emotionally exhausted after a while.'
Engine technology[edit]
F.E.A.R. is the first game developed using the newest iteration of Monolith's Lithtech engine. Codenamed 'Jupiter EX', the F.E.A.R. engine is driven by a DirectX 9 renderer and has seen major advancements from its direct precursor, 'Jupiter'. The new engine includes both Havok physics and the Havok 'Vehicle Kit', which adds support for common vehicle behavior.[52] The latter feature goes mostly unused in F.E.A.R., as no vehicles appear outside of scripted sequences.
Graphically, F.E.A.R. uses normal mapping and parallax mapping to give textures a more realistic appearance; the latter is used to give the appearance of depth to flat bullet hole sprites on walls. Volumetric lighting and lightmapping are included with the addition of a per-pixel lighting model, allowing complex lighting effects to be developed. Vertex, pixel and high-level shaders, including a host of additional special effects, are also featured in Jupiter EX.[52]
Reception[edit]
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Prior to release, F.E.A.R. garnered large amounts of attention from video game journalists.[37][66] Upon release, F.E.A.R. received critical acclaim, with Computer Gaming World calling it '... one of the year's top single-player shooters ...'[67] and PC Gamer regarding it as '... the first game to convincingly channel the kinetic exhilaration of 'John Woo violence' in the FPS format.'[68]
IGN claimed that 'Monolith forges new shooter territory with some truly freaky elements, challenge, fun, and beauty.'[69] GameSpy praised the game's plot,[70] later awarding it their 'Best Story' Game of the Year award.[71]The New York Times thought differently, stating 'I was never quite clear on what was going on in the game. I knew my goal—track down a psychic, escort a corporate executive's daughter out of danger—but I didn't ever care who these people were nor did I understand their motives.'[7] The game has also received criticism for its system requirements, which called for an extremely powerful PC for its time.[56] The Xbox 360 port has also received positive reviews, almost as favorable as the PC version. The multiplayer and instant-action mode were praised for better gameplay, but the control scheme was negatively viewed. Reviews have also stated that it lacked bonus features, despite the new mission included in the game. GameSpot gave the game 8.6.[56] while IGN rated it 9.1[72]
F.E.A.R. won PC Gamer US's 'Best Action Game 2005' award. The magazine's Logan Decker wrote, 'With its brutally cunning AI and siege tactics, F.E.A.R.'s intense and prolonged combat makes mission goals easy to forget as you're crouched beneath a file cabinet with a far more immediate objective — survival, by any means necessary.'[73] The editors of Computer Games Magazine presented F.E.A.R. with their 2005 'Best Sound Effects' award. It was a runner-up for their list of the year's 10 best computer games.[74]
The PlayStation 3 port received less favorable reviews than the other two versions, but still had positive reviews overall. It contained a different longer bonus mission than the one included in the Xbox 360 port,[75] but the chief complaints of the negative reviewers were downgraded graphics and long loading times. GameSpot has given the port a 7.1,[57] making it the third lowest rating of the F.E.A.R. franchise in GameSpot.
F.E.A.R.'s computer version received a 'Silver' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[76] indicating sales of at least 100,000 copies in the United Kingdom.[77]
Expansion packs[edit]
An expansion pack titled F.E.A.R. Extraction Point was released by TimeGate Studios on October 24, 2006.[5] The second expansion pack, F.E.A.R. Perseus Mandate, also from TimeGate Studios, was released in November 2007. F.E.A.R. Files was released simultaneously for the Xbox 360, consisting of both Extraction Point and Perseus Mandate.[78]
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Sequel[edit]
Monolith Productions announced a sequel to F.E.A.R., which is titled F.E.A.R. 2: Project Origin after Monolith and Warner Bros. regained the rights to the F.E.A.R. name.[79] Prior to September 2008, the sequel was not to be titled F.E.A.R. 2 due to Vivendi's ownership of the F.E.A.R. name.[80] The game was instead to be called Project Origin, which is a name derived from a contest to name the sequel. The sequel focuses on a different character.[80] Monolith Productions published the game with Warner Bros. Interactive Entertainment, which purchased the studio in 2004 while development of F.E.A.R. was under way, after which Vivendi Universal was dropped as a publisher.[80] Vivendi Universal published the Xbox 360 and PlayStation 3 ports of the original game,[4] developed by Day 1 Studios.
P.A.N.I.C.S.[edit]
In 2005, Rooster Teeth Productions created P.A.N.I.C.S. or PANICS, an acronym for People Acting Normal In Crazy-Ass Situations, is a comic science fiction series based on F.E.A.R. The series was produced primarily by using the machinima technique of synchronizing video footage from video games to pre-recorded dialogue and other audio. The series was produced at the request of Monolith Productions as a part of a tie-in with the Director's Edition of F.E.A.R., which the Rooster Teeth team used to produce the series. The mini-series consists of five episodes. Four of these have been released on the Rooster Teeth website, and one — episode 0, a prequel — originally shipped exclusively with the F.E.A.R. Director's Edition DVD. It is also included with the game's digital release on GOG.com.[81]
The story centers on a newcomer to Bravo Team, a special military group formed to battle supernatural enemies. As the series begins, Bravo Team has been sent into a military facility at night to investigate the reports of paranormal activity from within. This is a parody of the main scenario used in F.E.A.R.
References[edit]
- ^ abc'F.E.A.R. release dates (Windows)'. GameSpot. Retrieved 2008-02-18.
- ^'F.E.A.R. release dates (Xbox 360)'. GameSpot. Retrieved 2008-02-18.
- ^'F.E.A.R. release dates (PlayStation 3)'. GameSpot. Retrieved 2008-02-18.
- ^ abSurette, Tim (2007-03-29). 'Europe feels the F.E.A.R. early'. GameSpot. Retrieved 2007-04-20.
- ^ ab'F.E.A.R. Extraction Point at GameSpy'. GameSpy. Retrieved 2006-10-02.
- ^'F.E.A.R. Reviews'. GameRankings. Retrieved 2006-09-30.
- ^ abHerold, Charles (2005-10-29). 'If Looks Could Kill...and Here They Do'. The New York Times. Retrieved 2006-09-30.Registration required.
- ^ abcdBramwell, Tom (2005-10-12). 'The F.E.A.R. Effect'. Eurogamer. Retrieved 2006-10-04.
- ^ ab'F.E.A.R. Q&A - Story, Weapons, Multiplayer'. GameSpot. 2005-04-01. Retrieved 2006-10-04.
- ^Orkin, Jeff (2006-03-23). 'Three States and a Plan: The A.I. of F.E.A.R.'(DOC). Game Developers Conference 2006. Retrieved 2006-10-04.
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- ^'GameSpot's 2005 Best AI Award'. GameSpot. Archived from the original on 2007-01-09. Retrieved 2006-10-11.
- ^ ab'F.E.A.R. - First Encounter Assault Recon' game manual (2005)
- ^Thorsen, Tor (2006-08-17). 'F.E.A.R. Combat is H.E.R.E.'GameSpot. Retrieved 2006-09-30.
- ^'F.E.A.R. Combat Announcement'. Sierra.com. 2006-08-08. Archived from the original on 2006-08-26. Retrieved 2006-10-02.
- ^'The end for punkbuster support in F.E.A.R. Retail/Combat - DS-Game Solutions Forum'. Archived from the original on April 11, 2008. Retrieved January 28, 2017.
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- ^Genevieve Aristide: There was an uprising. Fettel has taken command of the prototypes.
- ^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 psychic commander. Top secret, of course. Fettel was one of the commanders.
- ^Jin Sun-Kwon: How do we find him? / Betters: That's easy. He's got a transmitter embedded in his head that'll lead us right to him.
- ^Betters (reading from an ATC laptop): Well, this confirms the point of Perseus was to train telepathic commanders to work with cloned soldiers, although Paxton Fettel was the only commander of the program. The weird thing is they refer to him as the second prototype.
- ^Betters (reading from an ATC laptop): More info on Origin: the genetic reference they used for the program was apparently a powerful psychic. Makes sense. If you want a telepathic commander, you need a telepath. 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 better chance they'd be passed along if the fetus gestated inside the subject. So they put her in a coma, made her carry a genetically engineered baby to term, then induced labor.
- ^Betters (reading from an ATC laptop): Here's some more info about Fettel: he's developed as part of a project called Origin. It says the first prototype didn't work out, Fettel was the second, and there was never a third. They just pulled the plug a few years after he was born.
- ^Betters (reading from an ATC laptop): I figured out what a synchronicity event is. There was an incident when they lost control of Fettel, he just suddenly started freaking out. He was only about ten years old at the time, but I guess he killed a few people. In the investigation, 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's must've been why they pulled the plug on Origin.
- ^Betters: It's starting to make sense. The name of the woman they used for Origin is Alma. That's who Fettel's looking for.
- ^Betters (reading from an ATC laptop): She was just a kid. Says here Alma was eight years old when Origin started up. They used a little girl. No wonder they're so fucking anxious to keep a lid on this mess.
- ^Fettel: We are brothers, you and I. [...] You and I were born from the same mother.
- ^Wade: They want to destroy her. But I think she's suffered enough. We put her in there two days before her eighth birthday. She died six days after we pulled the plug.
- ^Mapes: You have to destroy this facility, before he lets her out. There are four pylons. Damage the reactor cells and you'll trigger a chain reaction. Blow the whole place to hell, where it belongs.
- ^Holiday: We still don't know the extent of the damage. / Jin Sun-Kwon: We haven't been able to get through to anyone since the explosion. What about Alma? What happened to her? (After a loud crash is heard) What was that sound?
- ^Genevieve Aristide: I just wanted to assure you that the Origin situation has been resolved. / Senator: But so much for discretion. / Genevieve Aristide: It was unavoidable. There is some good news, however: the first prototype was a complete success.
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- ^Adams, Dan (2005-08-16). 'F.E.A.R. Hands-on'. IGN. Retrieved 2006-10-08.
- ^Park, Andrew (2005-08-12). 'F.E.A.R. Exclusive Single-Player Hands-On - The First Four Levels with Spoilers'. GameSpot. Retrieved 2006-10-08.
- ^MacNamara, Tom (2005-09-02). 'F.E.A.R. Director's Edition Unveiled'. IGN. Retrieved 2006-10-09.
- ^ abMonolith Productions (2005). F.E.A.R. Developer's Commentary (DVD). Vivendi Universal.
- ^ abcdef'Music to your F.E.A.R.s'. GameSpot. 2005-10-04. Retrieved 2006-10-04.
- ^ ab'Level design - it's scary'. IGN. 2005-10-04. Retrieved 2006-10-04.
- ^Todd, Brett (2005-10-23). 'F.E.A.R. review at FiringSquad'. FiringSquad. Retrieved 2006-10-09.
- ^Kuo, Li C. (2006-05-04). 'F.E.A.R. Official for Xbox 360'. Retrieved 2007-06-27.
- ^'Ask the Developers: Round 3'. Project Origin. Archived from the original on 2009-05-08. Retrieved 2009-06-15.
- ^'Game Informer review of F.E.A.R.'. Game Informer. Archived from the original on October 11, 2007. Retrieved 2006-10-04.
- ^ ab'Jupiter EX Technology Brochure'(PDF). Touchdown Entertainment. Archived from the original(PDF) on 2005-10-13. Retrieved 2009-06-15.
- ^Bramwell, Tom (18 October 2005). 'F.E.A.R. - Frighteningly good'. Eurogamer. Gamer Network. Retrieved 25 June 2015.
- ^Reed, Kristan (14 November 2006). 'F.E.A.R. - Wave of mutilation'. Eurogamer. Gamer Network. Retrieved 25 June 2015.
- ^Ocampo, Jason (14 October 2005). 'F.E.A.R. Review - GameSpot'. GameSpot. CBS Interactive. Retrieved 25 June 2015.
- ^ abcOcampo, Jason (2006-11-01). 'GameSpot Xbox 360 review'. GameSpot. Retrieved 2006-11-01.
- ^ abOcampo, Jason (2007-04-26). 'GameSpot PlayStation 3 review'. GameSpot. Retrieved April 26, 2007.
- ^McNamara, Tom (12 October 2005). 'Disturbing, strange, violent... and rather awesome'. IGN. Ziff Davis. Retrieved 26 June 2015.
- ^Brudvig, Erik (25 October 2006). 'Prepare to be scared'. IGN. Ziff Davis. Retrieved 26 June 2015.
- ^Miller, Greg (20 April 2007). 'Busting (caps) makes me feel good'. IGN. Ziff Davis. Retrieved 26 June 2015.
- ^'F.E.A.R. for PC Reviews - Metacritic'. Metacritic. CBS Interactive. Retrieved 25 June 2015.
- ^'F.E.A.R. for PS3 Reviews - Metacritic'. Metacritic. CBS Interactive. Retrieved 25 June 2015.
- ^'F.E.A.R. for Xbox 360 Reviews - Metacritic'. Metacritic. CBS Interactive. Retrieved 25 June 2015.
- ^Orry, Tom (25 April 2007). 'F.E.A.R. Review for PS3'. VideoGamer.com. Candy Banana. Retrieved 25 June 2015.
- ^Orry, Tom (13 November 2006). 'F.E.A.R. Review for Xbox 360'. VideoGamer.com. Candy Banana. Retrieved 25 June 2015.
- ^Green, Jeff (2005-08-18). 'F.E.A.R. PC preview'. 1up.com. Archived from the original on 2006-10-05. Retrieved 2006-10-09.
- ^Elliott, Shawn (2005-12-01). 'F.E.A.R. PC Review'. Computer Gaming World. Archived from the original on 2006-06-28. Retrieved 2006-10-09.
- ^PC Gamer November 2005 issue, p.48
- ^McNamara, Tom (2005-10-12). 'F.E.A.R. review at IGN'. IGN. Retrieved 2006-10-09.
- ^Accardo, Sal (2005-10-27). 'F.E.A.R. Review at GameSpy'. GameSpy. Retrieved 2006-10-09.
- ^'GameSpy's Game of the Year 2005'. GameSpy. Archived from the original on 2006-10-14. Retrieved 2006-10-02.
- ^Brudvig, Erik. 'Xbox 360 port review on IGN'. IGN. Retrieved 2016-09-12.
- ^Decker, Logan (March 2006). 'The Twelfth Annual PC Gamer Awards'. PC Gamer US. 13 (3): 33–36, 38, 40–42, 44.
- ^Staff (March 2006). 'The Best (and Worst) of 2005; The 15th Annual Computer Games Awards'. Computer Games Magazine (184): 42–47.
- ^'F.E.A.R. Review'. GameSpot. April 26, 2007. Retrieved January 25, 2017.
- ^'ELSPA Sales Awards: Silver'. Entertainment and Leisure Software Publishers Association. Archived from the original on February 21, 2009.
- ^Caoili, Eric (November 26, 2008). 'ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK'. Gamasutra. Archived from the original on September 18, 2017.
- ^Burnes, Andrew (2007-07-11). 'F.E.A.R. Files & F.E.A.R. Perseus Mandate Announced; Screenshots'. Voodoo Extreme. Retrieved 2009-06-15.
- ^Ocampo, Jason (2008-09-08). 'Project Origin is Now F.E.A.R. 2'. IGN. Retrieved 2009-06-15.
- ^ abcSurette, Tim (2006-02-21). 'Monolith scaring up new F.E.A.R.s'. GameSpot. Archived from the original on 2007-03-02. Retrieved 2006-10-02.
- ^'F.E.A.R. Platinum'. GOG.com. Retrieved January 25, 2017.
- ^Released under the Sierra Entertainment brand name
External links[edit]
- 'F.E.A.R.'whatisfear.com. Archived from the original on December 30, 2005. Retrieved January 28, 2017.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=F.E.A.R.&oldid=898748572'
/ fɪər /
||
noun
a distressing emotion aroused by impending danger, evil, pain, etc., whether the threat is real or imagined; the feeling or condition of being afraid.
a specific instance of or propensity for such a feeling: an abnormal fear of heights.
concern or anxiety; solicitude: a fear for someone's safety.
Definition Of Fear Movie
reverential awe, especially toward God: the fear of God.
something that causes feelings of dread or apprehension; something a person is afraid of: Cancer is a common fear.
anticipation of the possibility that something unpleasant will occur: Having grown up during the Great Depression, he had a constant fear of running out of money.
verb (used with object)
to have reverential awe of.
to consider or anticipate (something unpleasant) with a feeling of dread or alarm: It's about to snow again, I fear.
Archaic. to experience fear in (oneself): I fear me he will ne'er forgive us.
verb (used without object)
to have fear; be afraid: I'll go with you, so do not fear!
to feel apprehensive or uneasy (usually followed by for): In this time of economic instability, I fear for my children's future.
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RELATED WORDS
dismay, anxiety, angst, horror, unease, jitters, doubt, suspicion, dread, despair, terror, uneasiness, panic, scare, worry, concern, foresee, avoid, suspect, shun
Nearby words
- fdr,
- fe,
- fe.,
- feal,
- fealty,
- feared,
- fearful,
- fearfully,
- fearless,
Idioms
for fear of/that, in order to prevent or avoid the risk of: She is afraid to say anything for fear of the consequences.
put the fear of God in/into, to cause to be greatly afraid.
Origin of fear
before 900;Middle Englishfere,Old Englishfær sudden attack or danger; cognate with Old Saxonfār ambush, Dutchgevaar,GermanGefahr danger, Old Norsefār disaster
Related formsself-fear·ing, adjectiveun·fear·ing, adjective
Synonym study
Fear,alarm,dread all imply a painful emotion experienced when one is confronted by threatening danger or evil. Alarm implies an agitation of the feelings caused by awakening to imminent danger; it names a feeling of fright or panic: He started up in alarm.Fear and dread usually refer more to a condition or state than to an event. Fear is often applied to an attitude toward something, which, when experienced, will cause the sensation of fright: fear of falling.Dread suggests anticipation of something, usually a particular event, which, when experienced, will be disagreeable rather than frightening: She lives in dread of losing her money. The same is often true of fear, when used in a negative statement: She has no fear of losing her money.
Popular references
— Fear and Trembling: A philosophical exploration of faith and ethics by Sören Kierkegaard. Published in 1843 under the pseudonym Johannes de Silentio.
— Fear and Loathing in Las Vegas: A Savage Journey to the Heart of the American Dream: A roman à clef by gonzo journalist Hunter S. Thompson, illustrated by Ralph Steadman. First printed in 1971 as a two-part series in Rolling Stone magazine, and as a novel in 1972.
— Fear and Loathing in Las Vegas: A film adaptation of the Hunter S. Thompson book, directed by Terry Gilliam. Released in 1998.
— The Culture of Fear: Why Americans Are Afraid of the Wrong Things: 1999 book by sociologist Barry Glassner, examining why Americans' fears are misplaced and exaggerated. Revised and updated in 2010.
— Fear Factor: An American reality game show (2001–2006) in which contestants had to complete a series of dangerous, disgusting, or otherwise fear-inducing stunts.
—No FEAR Act: The Notification and Federal Employee Antidiscrimination and Retaliation Act of 2002 (Public Law 107–174). The act, signed into law by President George W. Bush in 2002, increases Federal agency accountability for acts of discrimination or reprisal against employees.
- 'Fear obscures reason, intensifies emotions and makes it easier for demagogic politicians to mobilize the public on behalf of the policies they want to pursue.'-Zbigniew Brzezinski Terrorized by ‘War on Terror’: How a Three-Word Mantra Has Undermined America The Washington Post (March 25, 2007)
- 'What we, following the Scriptures, call the fear of God, is not terror or dread, but an awe that holds God in reverence.'-Martin Luther by Wilhelm Herrmann, transl. by J. Sandys Stanyon, revised by R. W. Stewart The communion of the Christian with God: Described on the basis of Luther's statements (1906)
- 'I have a huge need for financial security; the immigrant in me has a fear of ending up homeless and in the gutter.'-Ruth Behar Translated Woman: Crossing the Border with Esperanza's Story (2003)
- 'To fear love is to fear life, and those who fear life are already three parts dead.'-Bertrand Russell Marriage and Morals (1929)
- -Anthony Trollope The Three Clerks (1858)
- '[T]here may be dark abysses before which intelligence must be silent, for fear of going mad.'-George Santayana compiled by Martin A. Coleman The Essential Santayana: Selected Writings (2009)
Definition forfear (2 of 2)
/ fɪər /
noun
a river in SE North Carolina. 202 miles (325 km) long.
Dictionary.com UnabridgedBased on the Random House Unabridged Dictionary, © Random House, Inc. 2019
Examples from the Web for fear
- The fear of violence should not determine what one does or does not say.Trolls and Martyrdom: Je Ne Suis Pas Charlie|Arthur Chu|January 9, 2015|DAILY BEAST
- Stephanie Giorgio, a classical musician, credits The Class for helping her cope with anxiety, focus, fear, and self-doubt.How Taryn Toomey’s ‘The Class’ Became New York’s Latest Fitness Craze|Lizzie Crocker|January 9, 2015|DAILY BEAST
- The choice between freedom and fear is not difficult when seen with perspective.Why We Stand With Charlie Hebdo—And You Should Too|John Avlon|January 8, 2015|DAILY BEAST
- The decision not to run the cartoons is motivated by nothing more than fear: either fear of offending or fear of retaliation.Why We Stand With Charlie Hebdo—And You Should Too|John Avlon|January 8, 2015|DAILY BEAST
- I thought about the mother, her fear of the dark, of the harm she feared might come to her daughters.I Tried to Warn You About Sleazy Billionaire Jeffrey Epstein in 2003|Vicky Ward|January 7, 2015|DAILY BEAST
- What caused the fear which, at the beginning of their interview, had been so apparent?
- The fear of its loss can alone teach us the true value of our treasure.Guy Rivers: A Tale of Georgia|William Gilmore Simms
- 'I fear that the spending of thousands can do no good,' said Mr. Low.
- 'Let them hate, if they fear us as well,' muttered Gregory poring over the mysterious phrases.
- Ah, she need have no fear; I would not trouble her with so much as a word.
British Dictionary definitions forfear
noun
a feeling of distress, apprehension, or alarm caused by impending danger, pain, etc
awe; reverencefear of God
possibility; chancethere is no fear of that happening
for fear of, for fear thatorfor fear lestto forestall or avoid
put the fear of God intoto frighten
verb
to be afraid (to do something) or of (a person or thing); dread
Definition Of Fear Full Movie
(tr; takes a clause as object)to be sorry: used to lessen the effect of an unpleasant statementI fear that you have not won
(intr foll by for) to feel anxiety about something
Derived Formsfearer, nounfearless, adjectivefearlessly, adverbfearlessness, noun
Word Origin for fear
Old English fǣr; related to Old High German fāra, Old Norse fār hostility, Latin perīculum danger
Collins English Dictionary - Complete & Unabridged 2012 Digital Edition © William Collins Sons & Co. Ltd. 1979, 1986 © HarperCollins Publishers 1998, 2000, 2003, 2005, 2006, 2007, 2009, 2012
Word Origin and History forfear (1 of 2)
n.Old English fær 'calamity, sudden danger, peril,' from Proto-Germanic *feraz 'danger' (cf. Old Saxon far 'ambush,' Old Norse far 'harm, distress, deception,' Dutch gevaar, German Gefahr 'danger'), from PIE root *per- 'to try, risk, come over, go through' (perhaps connected with Greek peira 'trial, attempt, experience,' Latin periculum 'trial, risk, danger').
Sense of 'uneasiness caused by possible danger' developed late 12c. Old English words for 'fear' as we now use it were ege, fyrhto; as a verb, ondrædan.
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Word Origin and History forfear (1 of 2)
v.Old English færan 'terrify, frighten,' originally transitive (sense preserved in archaic I fear me and somewhat revived in digital gaming). Meaning 'feel fear' is late 14c. Cognate with Old Saxon faron 'to lie in wait,' Middle Dutch vaeren 'to fear,' Old High German faren 'to plot against,' Old Norse færa 'to taunt.' See fear (n.). Related: Feared; fearing.
Online Etymology Dictionary, © 2010 Douglas Harper
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Medicine definitions forfear
n.
Definition Of Fear Movie Download Torrent Full
A feeling of agitation and dread caused by the presence or imminence of danger.
The American Heritage® Stedman's Medical Dictionary Copyright © 2002, 2001, 1995 by Houghton Mifflin Company. Published by Houghton Mifflin Company.
Idioms and Phrases withfear
see fools rush in where angels fear to tread; for fear of; never fear; put the fear of god in.
The American Heritage® Idioms Dictionary Copyright © 2002, 2001, 1995 by Houghton Mifflin Harcourt Publishing Company. Published by Houghton Mifflin Harcourt Publishing Company.