To this day, 14 years ago, a shooter called F.E.A.R. came out. and pierced the bone with its horror elements, as well as the devilishly clever intelligence of the enemy.
To this day, fourteen years ago, a first-person shooter called F.E.A.R. came out. It was provided to us by the Monolith Productions team (credited with Shadow of Mordor / War games), first as a PC exclusive, and a year later for the X360, and a year later for the PS3 console.
F.E.A.R. has instantly become one of the best singleplayer FPS games of the time with a brutal cracking model, as well as the lauded artificial intelligence of opponents who still perform better today than they do in modern games.
In the game, as a member of the First Encounter Assault Recon special unit, we hunt down a maniacal killer and escape from a paranormal girl named Alma. The story continued through two expansions: Extraction Point and Persus Mandate, but also through two sequels from 2009 and 2011.
F.E.A.R. was a skilful blend of several opposite inspirations. On the one hand, he wanted to give the player a sense of power and control as if he were in an American action movie. Because of this, it was crucial that the player feel like a Point Man character, that is, he could see his body when he looked down, which was not yet common in FPS games in 2005.
On the other hand, the game used the familiar motif of Japanese horror films in the form of a little girl that reminded many of Samara of The Ring. Just like in Japanese horror, a significant focus was placed on sound, not just for the sake of atmosphere but also for gameplay. Eg. some enemies in the game were invisible, so their arrival in the game could only be predicted by sound, that is, listening.
F.E.A.R. is available today on Steam and GOG, and can be played in PlayStation 3 and Xbox 360 versions.
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