F.E.A.R. - Interval 02 - Initiation - First Encounter

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Game:
F.E.A.R. (2005)
Category:
Let's Play
Duration: 7:26
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F.E.A.R. First Encounter Assault Recon is a survival horror first-person shooter video game developed by Monolith Productions and published by Sierra Entertainment and Warner Bros. Games. It was released on October 17, 2005, for Microsoft Windows, and ported by Day 1 Studios to the Xbox 360 and PlayStation 3. TimeGate Studios has released two expansion packs, F.E.A.R. Extraction Point in October 2006, 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.

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 making the player feel like they are an action movie hero."







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