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F.E.A.R. is a first-person shooter in which the player's arsenal includes handguns (which the player can dual wield, an assault rifle, submachine gun, shotgun, sniper rifle, nail gun, repeating cannon, rocket launcher, and particle beam. Each weapon differs in terms of accuracy, range, rate of fire, damage, and weight. The latter characteristic is important, as the more powerful weapons (rocket launcher, cannon, and particle beam) tend to be more cumbersome and slow the player's movement and reaction speed. Only three different firearms can be carried at any one time. The player also has access to three different types of explosive – frag grenades, proximity grenades, and remote bombs. The player can carry five of each type and can carry all three at once (allowing for up to 15 explosives), but only one type may be equipped at any one time. Additionally, when using the remote bombs, the player must holster their weapon.

Compared to other shooters where melee combat is often a last resort, F.E.A.R.'s melee system is a viable combat alternative. 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. 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.

Point Man uses reflex time in the PC version of the game. Note the visual distortions representing the bullet trails.

A prominent gameplay element in F.E.A.R. is "reflex time"; an ability 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 player character's superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the player's health meter).

Reflex time is an important element of the game's combat mechanics insofar as F.E.A.R.'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. Various opponents may also act as a team, taking back routes to flank the player, using suppressive fire, taking cover and often falling back if under fire, alerting one another as to the player's location, and giving one another orders (which may, or may not, be followed).

F.E.A.R

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