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F.E.A.R. 3 is a first-person shooter in which the campaign can be played in either single-player mode or co-op mode. As well as being playable online, co-op is also available offline via split screen.[4] In single-player mode, the player can initially only play as Point Man. However, upon the completion of each level, the player unlocks the ability to play through that level as Paxton Fettel. Level layout, cutscenes, and dialogue are identical irrespective of which character the player is using.[5][6]

When playing as Point Man, the player's arsenal includes a handgun, assault rifle, submachine gun, combat shotgun, sniper rifle, nail gun, rocket launcher, machine pistols (which the player can dual wield), and arc weapon.[7] Only two different firearms can be carried at any one time.[8] Point Man also has access to three different types of projectile - frag grenades, flash bangs, and zap grenades (electricity-based).[9] The player can initially carry only two of each type, but this limit can be upped to five via upgrades. The player can carry all three types at once, but only one type may be equipped at any one time. Players can also "cook" grenades before throwing them; arming them but holding onto them for a moment before tossing them. An on screen meter tells the player how much time is left before they detonate.[9] Point Man also carries a knife for hand-to-hand combat, and can perform a silent insta-kill on an enemy if he can sneak up behind the enemy without being seen. He also has several melee attacks, such as a punch, a jumping kick, and a sliding kick.[10]

A prominent gameplay element when playing as Point Man is "reflex time"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds.[11] This effect is used to simulate Point Man'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.[9]

Instead of reflex time, when playing as Fettel, the player has access to a possession ability.[11] Like reflex time, possession is determined by an on-screen meter, but unlike reflex time, possession only becomes available when the meter is full. The ability allows Fettel to take control of an enemy NPC, who then becomes the playable character. When Fettel possesses an NPC, he gains access to any abilities and weaponry wielded by that individual, meaning that although the player cannot use guns when playing directly as Fettel, they can use guns when Fettel possesses gun-wielding enemies.[12][13] Once in possession of an NPC, the possession meter will begin to empty, and when it is depleted, the possession ends, and the player returns to controlling Fettel. The meter fills up automatically when the ability is not being used. The player also has the option to manually end possession at any time.[14]Although he cannot carry any weapons in his normal form, Fettel does have other combat abilities.[12] He can fire bolts of psychic energy, use telekinesis to lift and throw objects, punch enemies, crush their heads with his hands (if he can successfully sneak up behind them), suspend them mid-air, explode them (if he is close enough to a suspended enemy), and send out a concussive blast (only available in co-op mode, and only when the other player is using Point Man's reflex time ability).[12][15]Whether playing in single-player or co-op mode, the player can permanently increase the size of the reflex time/possession meter via the game's ranking system, which is based on completing various challenges in four different categories (aggressive, technical, aptitude, psychic).[16] These challenges include such things as killing a certain number of enemies, using specific weapons a certain number of times, finding hidden collectibles, using reflex time or possession for a certain amount of time, killing a certain number of enemies from cover, etc.[11] Completing a challenge awards points, and when enough points have been accrued, the player's rank increases. Each rank progression gives the player an award, such as increasing the size of the reflex time/possession meter, unlocking new melee abilities, increasing ammo and grenade capacity, or allowing the player's health to regenerate faster.[11]As with F.E.A.R. 2: Project Origin, the player can use mechs, although in F.E.A.R. 3 there are two available; the REV9 Powered Armor and the Enhanced Power Armor (EPA). The REV9 is armed with two burst cannons and a head-mounted raygun. The EPA has two miniguns and a shoulder-mounted rocket launcher.[17] Ammo is infinite for all weapons, but the cannons/miniguns overheat if fired continuously, and require a short cool-down period. Similarly, the raygun/rocket launchers require a moment to arm.[18] Both mechs also have fully regenerative health.[6][18] New to the EPA in F.E.A.R. 3 is that it has shields, which can significantly reduce incoming damage. However, when the shields are deployed, the rocket launchers cannot be used. Also new is a target lock system for the rockets, a melee attack, and a foot stomp that stuns enemies within a certain radius.[18][19]F.E.A.R. 3 also features an active cover system, the first game in the franchise to do so. When cover is available to the player, a command prompt will appear on-screen, allowing the player to snap to cover. Once in cover, the player can peer around or over their cover and can move around to a limited degree while staying snapped. If another piece of cover is nearby, the player can move from one piece to the other without having to leave cover.[17] Players can also vault over cover and automatically spin 180 degrees to face in the opposite direction and target any enemies who have emerged behind them.[13][20] Players are also capable of firing from within cover, both standard firing and unsighted firing over the top of the cover without being able to aim.[21]

F.E.A.R 3

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