F.E.A.R.

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F.E.A.R.
Developer(s) Monolith Productions (PC)
Day 1 Studios (Xbox 360, PlayStation 3)
Publisher(s) Vivendi Universal
Distributor(s) Flag of Poland CD Projekt
Flag of Japan Livedoor
Designer(s) Craig Hubbard
Engine Lithtech: Jupiter EX
Latest version 1.08 (October 20, 2006)
Release date(s) October 18, 2005[1] (Flag of United States / Flag of European Union)
Genre(s) First-person shooter, Horror
Mode(s) Single player, Multiplayer
Rating(s) ESRB: Mature (17+)
BBFC: 18
PEGI: 18+
OFLC: MA15+
Platform(s) Windows, Xbox 360, PlayStation 3
Media CD (5), DVD (Director's Edition), DVD (Xbox 360 DVD9), Blu-ray Disc (PlayStation 3)
System requirements Windows XP/2000 with Service Packs, Pentium 4 1.7 GHz or equivalent, 512 MB RAM, 5 GB hard disk space, DirectX 9.0-compliant sound card, 64 MB GeForce 4 Ti or Radeon 9000 or equivalent with hardware T&L and PS, DirectX 9.0c April edition
Input Keyboard and Mouse (Windows), gamepad (Xbox 360, PlayStation 3)

F.E.A.R. (First Encounter Assault Recon) is a horror-themed first-person shooter computer and video game developed by Monolith Productions and published by Vivendi. It was released on October 18, 2005 for Windows,[1] with Day 1 Studios releasing an Xbox 360 version on October 31, 2006, and developing a PlayStation 3 version.[2] An expansion pack to F.E.A.R., entitled F.E.A.R. Extraction Point, was released by Timegate Studios on October 24, 2006,[3] and a direct sequel has been announced by Monolith Productions.[4]

F.E.A.R.'s story details the events following a paranormal crisis that the special forces team "First Encounter Assault Recon" is called to contain. The player assumes the role of the First Encounter Assault Recon Point Man, gifted with lightning-fast reflexes, as he fights against an army of clone soldiers and their rebellious leader, while uncovering the secrets of a paranormal menace in the form of a mysterious little girl.

The game was well-received critically, scoring 89% on Game Rankings,[5] with The New York Times calling it "as thrilling and involving as 'Half-Life'".[6] The game received a "Director's Edition" DVD, including a "making of" documentary, a director's commentary, a short live-action prequel and related Dark Horse comic book, and the exclusive first episode of the promotional P.A.N.I.C.S. machinima.

Contents

[edit] Gameplay

F.E.A.R., as a first-person shooter, focuses on combat taking place in the first-person perspective. The game is entirely witnessed through the protagonist's eyes, with almost no cut scene intermissions. The protagonist's body is fully present, allowing the player to see his character's torso and feet while looking down; also, within scripted sequences, such as rising from a lying position or fast-roping from a Blackhawk helicopter, the hands and legs of the protagonist can be seen performing the relevant actions. The game's environments consist mainly of urban-styled, indoor environments; this element has received criticism.[7] While many objects are affected by gunfire or physics, only a few may be operated by the player, including specific laptops and switches.

The player character uses reflex time while firing on a group of soldiers.
The player character uses reflex time while firing on a group of soldiers.

A prominent gameplay element is "reflex time", which slows down the game world while allowing the player to aim and react at normal speeds. This effect is used to simulate the player character's super-human reflexes. F.E.A.R.'s visual presentation of reflex time includes effects such as air distortion caused by bullets in flight, and interaction with the game's particle effects. 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," continuing that "defeat[ing] ... enemies ... with style" was crucial for this, and reflex time played a large role in "mak[ing] the player feel like an action movie hero".[8]

The game's arsenal contains both weapons based on non-fictional firearms, such as pistols, assault rifles and submachine guns, and entirely fictional armaments like particle beam weapons. Each firearm differs from its peers in terms of ammunition type, accuracy, range, fire rate, damage and bulkiness; this latter characteristic affects the player character, as more cumbersome weapons slow the player's maneuvers. 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 weapons, thus requiring strategy in the use and selection of firearms. All weapons may be used for mêlée purposes, in addition to the game's hand-to-hand combat system, which allows the player to attack with maneuvers including punches and kicks.

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, jump down to a lower level, climb ladders, push over large objects to create cover, and flank players. Various opponents may act as a team, taking back routes to surprise the player, and using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,[10] and its efficiency brought the game to win "GameSpot's 2005 Best AI Award".[11]

[edit] Multiplayer

F.E.A.R.'s multiplayer component includes mainstay gameplay modes, such as Deathmatch, Team deathmatch, Capture the flag and Last man standing.[12] "Control" and "Capture All" gametypes were later added through a patch. These new gametypes feature rules similar to Unreal Tournament's "Domination" gametype.[13][14] Some gametypes in F.E.A.R.'s multiplayer utilize the "reflex time" effect: SlowMo Deathmatch, SlowMo Team deathmatch and SlowMo Capture the flag. In multiplayer, a power-up must be collected to enable this ability. As each map contains only one such power-up, acquiring it gives players a large advantage over their opponents.[12]

On August 17, 2006, F.E.A.R.'s multiplayer component was retitled F.E.A.R. Combat and made available for free download.[15] F.E.A.R. Combat includes all the updates and the additional official maps and gametypes for F.E.A.R.; players are able to play against both other F.E.A.R. Combat players and owners of the retail version of F.E.A.R..[16]

[edit] Atmosphere

A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror.[17] Monolith Productions has stated that 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", in opposition to the "in your face 'monsters jumping out of closets' approach".[18] 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", remarking 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, some doubt."[9] Lead level designer John Mulkey stated that "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".[18]

A horror sequence.
A horror sequence.

The main source of the game's horror is Alma, a ghostly little girl. In an interview, 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,[19] 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 stated 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]

The game's audio was designed in the style of Japanese horror films, with F.E.A.R.'s sound engineers using inexpensive equipment to create sound effects, utilizing methods including dragging metal across different surfaces and recording pump sounds.[17] Monolith Productions commented that "the sound designers had to be concerned with avoiding predictability," as "Listeners are smart ... they will recognize your formula quickly and then you won't be able to scare them anymore."[17] Silence was also utilized, in order to "allow players to fill in the space, which lets their imagination create their own personal horror".[17]

Monolith Productions created F.E.A.R.'s music using the "nontraditional form" of "compos[ing] music in reaction to the scenes, instead of creating a formula that would consistently produce music throughout the game".[17] Monolith Productions stated that "[F.E.A.R.'s] music structure is more cerebral and tailored to each individual event," continuing 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".[17]

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."[20] IGN stated 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 remarked similarly, calling F.E.A.R.'s horror "exceedingly effective", and stating that it "can leave you a bit emotionally exhausted after a while".

[edit] Synopsis

[edit] Plot

Spoiler warning: Plot and/or ending details follow.

The story of F.E.A.R. is presented in such a way that only a few minor elements are presented in the game's beginning, thus allowing players to experience the adventure as "the hero[es] in [their] own spine-tingling epic of action, tension and terror".[21] The manual briefly mentions the player character's recent induction as "Point man" to the F.E.A.R., a secret special ops group of the U.S. government specialized in dealing with paranormal threats. The character's extraordinarily reactive reflexes are described as well, hinting that the government is interested in his abilities.[12] When the game begins, the player witnesses a man named Paxton Fettel taking command of a battalion of telepathically controlled clone supersoldiers, seizing control of the Armacham Technology Corporation (ATC) structure and killing all its occupants.[22]

Now fully in control of the Point Man, the player attends a briefing held by Commissioner Betters, in the company of his F.E.A.R. team-mates Jankowski and Jin Sun-Kwon. The team's mission consists of eliminating Fettel, operating in conjunction with Delta Force.[23]

A firefight against replica soldiers
A firefight against replica soldiers

Fettel is located by means of a satellite tracking device and hunted by F.E.A.R. and Delta Force over several locations.[24] The search for Fettel begins at a water treatment plant and later continues at Armacham headquarters. While the villain evades capture by the special forces, the player witnesses unexplained, and occasionally life-threatening, paranormal phenomena, including hallucinations that frequently afflict him, all of which are centered around a red-dressed little girl named Alma. Laptops found in the course of the mission, conveniently hacked by Commissioner Betters, provide details regarding the background story; the player learns how Fettel was raised to become a telepathic military commander,[25] and that he is the son of Alma, who is described as being a powerful psychic, as part of ATC project Origin[26] and the existence of another child of Alma, who was born before Fettel.[27]

All clues lead F.E.A.R. to believe Fettel is under control of Alma,[28] who was buried into the Origin facility when ATC closed down the project owing to the danger the woman posed; now the villain is searching for that same facility to free his mother.[29] The player eventually takes the Point Man to such an abandoned structure, fighting back both the clone soldiers and ATC, whose security agents have received orders to cover up the whole affair.[30] When the protagonist comes to finally face Fettel, he is drawn into an hallucination where the player learns how the Point Man is Alma's first son and is thereafter enabled to kill Fettel himself.[31] The story does not end here however, as Alma is nonetheless freed when her storage chamber is opened by an ATC researcher, Harlan Wade, who felt guilty over the company's treatment of Alma,[32] and who is eventually revealed to share her last name, which implies that he might be her father or a relative.[33] The player is then called to sabotage the structure's reactor,[34] running a gauntlet against Alma's ghosts before the whole location explodes. In the aftermath of the detonation, a Delta Force UH-60 Black Hawk extracts the Point Man from the rubble, rescuing him. While the player and the survivors of the F.E.A.R team survey the results of the explosion from the helicopter, Alma makes one last sudden appearance over the side of the helicopter, preparing to pull herself up into the cabin: the destruction of the Origin facility has not stopped her quest for revenge.[35]

After the game's credits, the player can listen to a phone call between a mysterious senator and ATC president Aristide, which offers some further explanation: the woman considers the project under control and deems the first prototype (ostensibly the Point Man) a success.[36]

Although the final few chapters of the game (referred to as "intervals") contain major story revelations, several plot points are left substantially unexplained. Notably, these include: the role of contaminated water and the water treatment plant in Armacham's and Fettel's operations, the nature of Alma's presence and powers given that she supposedly died many years prior to the events of the game, and an explanation for the involvement of the Point Man in the F.E.A.R. operation targeting his brother (Fettel) and mother (Alma), which the final phone call suggests could be the result of ATC and government machinations of some kind. Additionally, F.E.A.R. operative Jankowski, who disappears early in the game, is never solidly accounted for (although in the DVD Director's Cut commentary, it is remarked that the developers intended the player to find Jankowski dead, but, more atmospherically, instead left his fate unknown). The expansion pack, F.E.A.R. Extraction Point, sheds little light on these issues. In addition, the expansion pack contains story developments that make Alma's motivations and goals considerably less clear.[3]

Spoilers end here.

[edit] Characters and organizations

Main article: List of F.E.A.R. characters & organizations.

The player interacts with a number of different characters from various organizations. Some of them are allies, like the F.E.A.R. and Delta Force team members, while others will be hostile, like Fettel's soldiers and some ATC personnel. The player character never speaks, instead participating in one-sided discussions with other characters. On occasion, the Point Man is required to hand a communicator to other characters, allowing them to speak over the F.E.A.R. team radio. No artificial intelligence-controlled characters fight alongside the player in F.E.A.R., except for some sequences in the expansion Extraction Point.

[edit] Development

F.E.A.R. was announced at an E3 2004 pre-show,[37] though its existence as an untitled project was revealed prior to this announcement.[37] The game's first trailer later premiered at E3 2004, and was well-received by critics.[38][39] 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".[39] 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".[40] To this effect, the team focused on immersing the player, utilizing elements like a silent, nameless protagonist with an unknown background,[40] and allowing the player to see the protagonist's body when looking down or sideways.[41]

During 2005, F.E.A.R. made playable appearances at Consumer Electronics Show, Game Developers Conference and E3, all of which were well-received.[42][43][44] Its showing at E3 garnered it the Game Critics Award for "Best Action Game".[45] After the release of a single-player demo,[46] Vivendi allowed gaming journalists to play through the first four levels of the game, which received even more positive reaction than before.[47][48] 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.[49] 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...", "... but 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.[50] Hewitt also comments that: "Actually we started off with two villains, and he [Fettel] was one of them until we merged them together...", Craig Hubbard also remarks "his jacket actually used to belong to another villain we had in the game, named Conrad Krieg, whom we combined with Fettel pretty literally".[50]

[edit] Engine technology

Main article: Lithtech.

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.[51] This latter feature goes mostly unused in F.E.A.R., as no vehicles appear outside of scripted sequences.

Graphically, F.E.A.R. utilizes normal mapping and parallax mapping to give textures a more realistic appearance; the latter is used to make flat bullet hole sprites on walls appear to have depth. 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.[51]

[edit] Reception

Prior to release, F.E.A.R. generated large amounts of hype from computer game journalists.[42][52] Upon release, F.E.A.R. received critical acclaim, with Computer Gaming World calling it "one of the year's top single-player shooters,"[53] and PC Gamer regarding it as "the first game to convincingly channel the kinetic exhilaration of 'John Woo violence' in the FPS format."[54]

IGN claimed that "Monolith forges new shooter territory with some truly freaky elements, challenge, fun, and beauty."[55] GameSpy praised the game's plot,[56] later awarding it their "Best Story" Game of the Year award.[57] 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."[6] The game has also received criticism for its system requirements, which call for an extremely powerful PC.[7]

Maximum PC stated that "Monolith did a great job with both the in-game sounds and the soundtrack ... the spooky audio makes exploring deserted ruins creepy, and the positional sound works to great effect; sinister noises like breaking bottles and creaking metal come from your rear channels with just the right frequency to freak you out," but "after eight hours of battling the exact same opponents, in a perfectly linear environment, it’s tough to remain enthusiastic."[58] GameSpot also found the game slightly repetitive, but still called it "quite easily one of the most intense and atmospheric games that you'll play",[7] and later awarded it their "Shooter of the Year" award.[59]

[edit] Later developments

Monolith Productions has announced a sequel to F.E.A.R., which will not be titled F.E.A.R. 2, due to Vivendi's ownership of the F.E.A.R. name.[4] However, the follow-up will stay in the game's existing universe, continuing the original storyline and characters.[4] Monolith Productions will be looking for a new publisher for the game, since they were purchased by Warner Brothers Interactive Entertainment in 2004 while development of F.E.A.R. was under way, after which Vivendi Universal was dropped as a publisher.[4]

While Monolith Productions owns the rights to the game's characters, Vivendi Universal is continuing use of the F.E.A.R. name, publishing Xbox 360 and Playstation 3 ports of the original,[2] developed by Day 1 Studios. An expansion pack titled F.E.A.R. Extraction Point was released by Timegate Studios on October 24, 2006.[3]

[edit] References

  1. ^ a b c F.E.A.R. at Metacritic. Metacritic. Retrieved on September 30, 2006.
  2. ^ a b Surette, Tim (August 17, 2006). F.E.A.R. spreads to PS3. GameSpot. Retrieved on October 1, 2006.
  3. ^ a b c F.E.A.R. Extraction Point at GameSpy. GameSpy. Retrieved on October 2, 2006.
  4. ^ a b c d Surette, Tim (February 21, 2006). Monolith scaring up new F.E.A.R.s. GameSpot. Retrieved on October 2, 2006.
  5. ^ F.E.A.R. Reviews. Game Rankings. Retrieved on September 30, 2006.
  6. ^ a b Herold, Charles (October 29, 2005). If Looks Could Kill ... and Here They Do. The New York Times. Retrieved on September 30, 2006. Registration required.
  7. ^ a b c Ocampo, Jason (October 14, 2005). F.E.A.R. for PC Review at GameSpot. GameSpot. Retrieved on October 8, 2006.
  8. ^ a b c d Bramwell, Tom (October 12, 2005). The FEAR Effect. Eurogamer. Retrieved on October 4, 2006.
  9. ^ a b F.E.A.R. Q&A - Story, Weapons, Multiplayer. GameSpot (April 1, 2005). Retrieved on October 4, 2006.
  10. ^ Orkin, Jeff (March 23, 2006). Three States and a Plan: The A.I. of F.E.A.R. (DOC). Game Developers Conference 2006. Retrieved on 2006-10-04.
  11. ^ GameSpot's 2005 Best AI Award. GameSpot. Retrieved on 2006-10-11.
  12. ^ a b c "F.E.A.R. - First Encounter Assault Recon" game manual (2005)
  13. ^ F.E.A.R. readme for update 1.07 (TXT). Monolith Productions (2006-08-14). Retrieved on 2006-10-05.
  14. ^ Bramwell, Tom (April 28, 2006). FEAR gets mod support. Eurogamer. Retrieved on 2006-10-05.
  15. ^ Thorsen, Tor (August 17, 2006). F.E.A.R. Combat is H.E.R.E.. GameSpot. Retrieved on September 30, 2006.
  16. ^ F.E.A.R. Combat Announcement. Sierra.com (August 08, 2006). Retrieved on October 2, 2006.
  17. ^ a b c d e f Music to your F.E.A.R.s. GameSpot (October 4, 2005). Retrieved on October 4, 2006.
  18. ^ a b Level design -- it's scary. IGN (October 4, 2005). Retrieved on October 4, 2006.
  19. ^ Todd, Brett (October 23, 2005). F.E.A.R. review at FiringSquad. FiringSquad. Retrieved on October 9, 2006.
  20. ^ Game Informer review of F.E.A.R.. Game Informer. Retrieved on October 4, 2006.
  21. ^ F.E.A.R. Game Information. Sierra Entertainment. Retrieved on 2006-10-13.
  22. ^ Genevieve Aristide: There was an uprising. Fettel has taken command of the prototypes.
  23. ^ 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.
  24. ^ 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.
  25. ^ 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.
  26. ^ 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.
  27. ^ 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.
  28. ^ 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.
  29. ^ 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.
  30. ^ 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.
  31. ^ Fettel: We are brothers, you and I. [...] You and I were born from the same mother.
  32. ^ 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.
  33. ^ In the final hallucination sequence of the game, Alma's full name is shown to be Alma Wade.
  34. ^ 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.
  35. ^ 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?
  36. ^ 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.
  37. ^ a b Adams, Dan (May 12, 2004). E3 2004: F.E.A.R.. IGN. Retrieved on October 3, 2006.
  38. ^ Adams, Dan (May 12, 2004). E3 2004: F.E.A.R. Impressions. Retrieved on October 5, 2006.
  39. ^ a b Accardo, Sal (May 11, 2004). F.E.A.R. Preview. GameSpy. Retrieved on October 5, 2006.
  40. ^ a b Bramwell, Tom (January 24, 2005). Setting the scene for F.E.A.R. Eurogamer. Retrieved on October 5, 2006.
  41. ^ Reed, Kristan (March 17, 2005). F.E.A.R And Loving In San Francisco. Eurogamer. Retrieved on October 5, 2006.
  42. ^ a b Shoemaker, Brad (January 6, 2005). F.E.A.R. Hands-On at GameSpot. GameSpot. Retrieved on October 9, 2006.
  43. ^ Park, Andrew (March 9). F.E.A.R. Updated Hands-On - Single-Player. GameSpot. Retrieved on October 8, 2006.
  44. ^ Blevins, Tal (May 17, 2005). E3 2005: F.E.A.R. Single-Player Hands-On. IGN. Retrieved on October 8, 2006.
  45. ^ 2005 Winners. Game Critics Awards. Retrieved on October 2, 2006.
  46. ^ F.E.A.R. for PC Downloads. GameSpot. Retrieved on September 30, 2006.
  47. ^ Adams, Dan (August 16, 2005). F.E.A.R. Hands-on. IGN. Retrieved on October 8, 2006.
  48. ^ Park, Andrew (August 12, 2005). F.E.A.R. Exclusive Single-Player Hands-On - The First Four Levels with Spoilers. GameSpot. Retrieved on October 8, 2006.
  49. ^ MacNamara, Tom (September 2, 2005). F.E.A.R. Director's Edition Unveiled. IGN. Retrieved on 2006-10-09.
  50. ^ a b Monolith ProductionsF.E.A.R. Developer's Commentary [DVD]. Vivendi Universal.
  51. ^ a b Jupiter EX Technology Brochure. Touchdown Entertainment. Retrieved on 2006-07-15.
  52. ^ Green, Jeff (August 18, 2005). F.E.A.R. PC preview. 1up.com. Retrieved on October 9, 2006.
  53. ^ Elliott, Shawn (December 1, 2005). F.E.A.R. PC Review. Computer Gaming World. Retrieved on October 9, 2006.
  54. ^ PC Gamer Nov 2005 issue, p.48
  55. ^ McNamara, Tom (October 12, 2005). F.E.A.R. review at IGN. IGN. Retrieved on October 9, 2006.
  56. ^ Accardo, Sal (October 27, 2005). F.E.A.R. Review at GameSpy. GameSpy. Retrieved on October 9, 2006.
  57. ^ GameSpy's Game of the Year 2005. GameSpy. Retrieved on October 2, 2006.
  58. ^ Smith, Will (January 2006). F.E.A.R. review at Maximum PC. Maximum PC. Retrieved on October 9, 2006.
  59. ^ GameSpot's Best of 2005 - Genre Awards. GameSpot. Retrieved on October 2, 2006.

[edit] External links