The player takes on the role of the unit's newest recruit, Point Man, as he faces down not only the psychic, but also a lethal and unpredictable paranormal menace in the form of a young girl, Alma Wade.
Micheal Becket of Delta Force, who awakens in a strange hospital only to find that Alma, now free from her confinements, has taken a keen interest in him.
The original game received very strong reviews and went on to be celebrated as a defining title in the FPS genre, both for its mechanics and its innovations in AI technology.
Subsequent games were not as well-received; whilst their mechanics were generally lauded, a common complaint has been that the series' psychological horror elements have lost potency with each entry.
EPAs also have fully regenerative health and an optional night vision display that allows the player to easily discern heat signatures.
Combat was compatible with the original PC retail edition's multiplayer, meaning those with only the download could play with those who own the full game.
[57] This led to the development of reflex time, with Writer, director, and lead designer Craig Hubbard stating that he wanted "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard Boiled".
[60] In a 2008 interview, Hubbard explained, we were setting out to make a really over-the-top John Woo style action movie with the intense combat.
[62] Hubbard, however, explains that Alma "was born out of a tradition of eerie, faceless female ghosts" and not "as an answer to any specific movie character".
[58] Although he does acknowledge that Alma "bears some visual resemblance to the ghosts in Dark Water or Séance", he points out that "creepy little girls have been freaking [him] out since The Shining".
[59] In developing the AI routines, the team's main goal was to try to match the NPCs' intelligence with the player's skill level.
"[65] This is manifested in the gameplay insofar as, a character that formulates his own plan to satisfy his goals exhibits less repetitive, predictable behavior and can adapt his actions to custom-fit his current situation.
"), it was stated in a press release that the plot for Extraction Point had been approved by Monolith and was in line with their own plans for a full sequel, which they had announced in February.
Hall explained that because one of the main criticisms of the first game was that the levels were too repetitive and enclosed, the team had ensured to include more aesthetically varied environments, especially large outdoor sections.
As Mulkey explains, "as we started to change the volume of the space the combat altered, and it gave us new opportunities to approach the AI in different ways, educate them with different activities and abilities.
Matthews names films such as Timur Bekmambetov's Nightwatch (2004) and Daywatch (2006), Alexandre Aja's Haute tension (2003), and the Saw franchise as especially important inspirations for the game's atmosphere.
[...] The relationship between the two is that the horror elements are a palette cleanser that resets the player's emotional state, and allows the kinetic aspects of the next combat to land with more force.[92]F.E.A.R.
"[94] On the other hand, narrative designers Stephen Dinehart and Cory Lanham said that Carpenter was involved, albeit limited to conference calls where he would listen to the team's ideas and give suggestions, occasionally advising on cutscenes and the script.
"[96] Behind the scenes, however, Day 1 initially wanted to make the game more like the original than the sequel - emphasising the survival horror elements, such as a dearth of ammo and medkits, and a real sense of being isolated and alone.
(People Acting Normal In Crazy-Ass Situations) is a parody of F.E.A.R., produced primarily by way of the machinima technique of synchronizing footage created by a game engine (in this case, the LithTech Jupiter EX) to pre-recorded dialogue and audio effects.
We liked the idea of creating a humorous viral machinima series that would entertain fans and showcase the spectacular visuals and character animations offered in the game.
[100] Included with a limited steel box edition of Project Origin available only by preordering the game from GameStop, Armacham Field Guide is a primer detailing much of the background mythology behind the F.E.A.R.
"[119] Game Informer's Adam Biessener praised the "smartest AI-controlled opponents I've ever faced" and called the combat mechanics "intense almost to the point of sensory overload".
IGN's Greg Miller wrote, "the PS3 doesn't hold a candle to the visuals found in the Xbox 360 version", but called it "still one of the best experiences I've had on a PS3".
"[125] Electronic Gaming Monthly's Joe Rybicki called it "a tragedy", citing "inexcusable technical issues", and finding it to be "one of the most reprehensible ports in recent memory.
"[4] The PC version of Perseus Mandate received mixed reviews with critics praising the mechanics, but criticising the dated graphics and the game's similarity to previous titles.
PALGN's Neil Booth criticised it for not "deviating one inch from the formula", finding it "so familiar that an air of been-there-done-that sucks a lot of the life out.
Critics generally lauded the multiplayer, co-op, and the mechanics, but were unimpressed with the plot, the absence of any real horror, and the short length of the campaign.
Eurogamer's Jeffrey Matulef was critical of the "subpar scares" and "shoddy narrative", but found it to be "a finely crafted action game.
By the time the game was released on PlayStation 3 in April 2007, the combined worldwide sales of the PC and Xbox 360 versions were over two million units.