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, and killing enemies while possessing an NPC will drop psychic energy pickups that the player can collect to recharge the meter by a set amount. The player also has the option to manually end possession at any time.[14]
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