F.E.A.R. Extraction Point

Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows in October 2006 and for Xbox 360 in November 2007.

ends; the helicopter carrying Point Man, Douglas Holiday, and Jin Sun-Kwon loses power and crashes.

With the city deserted in the wake of the Origin facility's explosion, the trio set out to attempt to reach an extraction point.

Split off from Holiday and Jin, Point Man is shocked to find Paxton Fettel is still alive, and the Replicas have been reanimated.

Extraction Point was well received on PC, with critics praising its fidelity to the base game, and lauding the combat mechanics, sound design, graphics, atmosphere, implementation of "reflex time", and AI.

Common criticisms included a lack of replay value, a short campaign given the $30 price, and TimeGate's failure to innovate or try anything new.

Files received mixed reviews, with most critics preferring Extraction Point to Perseus Mandate, but finding the overall package dated and too similar to the base game.

The butts of all firearms can be used in close combat; lighter weapons, although less powerful, allow the player to move around more quickly and increase the chances of a successful melee attack.

[10] Movement speed is maximized if a player holsters their weapon, which allows them to engage in hand-to-hand combat.

As well as the basic melee attack, players can also perform a jumping kick and a sliding tackle, both of which, if landed correctly, instantly kill regular enemies.

[10] A prominent gameplay element in Extraction Point is "reflex time"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds.

The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.

[7][10] Reflex time is an important element of the game's combat mechanics insofar as Extraction Point's artificial intelligence allows hostile NPCs an unusually large range 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, all in reaction to what the player is doing at any given moment.

's Point Man and Jin Sun-Kwon and Delta Force's Douglas Holiday has crashed into a derelict building.

Entering a church, he is confronted by Paxton Fettel, who notes that the circumstances do not make sense; Point Man already killed him, about which he is not happy.

Holiday learns that an extraction point has been established on the roof of Auburn Memorial Hospital, and so arranges for the three to meet there.

As he moves through the tunnels, it becomes apparent that Alma (in her red dress form) is aiding him by pointing him in the right direction and eliminating Replicas.

[20] Point Man's hallucinations continue, including a recurring vision where he sees the transparent creatures entering and exiting a ball of blue light.

Shortly thereafter, he has a hallucination of Jin being chased by the transparent creatures, and moments later he finds her mutilated body.

There, he experiences a hallucination which concludes with both of Alma's forms (red dress and physical) walking towards the bright blue light and it flaring when they reach it.

Initial reports stated that Monolith Productions, creators of the original game, had given the expansions' storylines their blessing, and that they were in line with their own in-development sequel.

[22][23] However, in December 2008, a year after the release of Perseus Mandate and a few months before the release of Project Origin, Dave Matthews, Project Origin's lead artist, explained that the expansions were made outside of Monolith and they took the story in a very different direction than we had intended, so when we started working on F.E.A.R.

), 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.

[38] Xplay's Jason D'Aprile scored it 4 out of 5, saying it retained "the intense action that made the original game such a winner."

"[7] GameSpot's Jason Ocampo scored it 7.8 out of 10, praising the atmosphere, AI, sound design, and combat mechanics.

Although he was critical of the story and lack of replay value, he concluded, "TimeGate deserves plenty of credit for maintaining the intensity of the original".

He was critical of the new environments, and found the game too similar to the original F.E.A.R., writing, "you may at times be fooled into thinking you're playing the first F.E.A.R."

"[37] IGN's Erik Brudvig scored it 6.7 out of 10, praising the gameplay, combat mechanics, implementation of slow motion, AI, and the player's arsenal.

"[42] Game Informer's Adam Biessener scored it 6.5 out of 10, arguing that the expansions "fail to recapture the magic of the original."

Point Man fires the minigun, one of the new weapons introduced in the game.
Alma's two forms merge near the conclusion of the game.