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f.e.a.r. wiki

by Mrs. Meaghan Crona Jr. Published 2 years ago Updated 1 year ago

Why do we fear?

Fear is one of the most basic human emotions. It is programmed into the nervous system and works like an instinct. From the time we're infants, we are equipped with the survival instincts necessary to respond with fear when we sense danger or feel unsafe. Fear helps protect us.

Is fear learned?

Fear is defined as a fundamental emotion promptly arising in the context of threat and when danger is perceived. Fear can be innate or learned. Examples of innate fear include fears that are triggered by predators, pain, heights, rapidly approaching objects, and ancestral threats such as snakes and spiders.

What is the concept of fear?

Definition of fear (Entry 1 of 2) 1a : an unpleasant often strong emotion caused by anticipation or awareness of danger. b(1) : an instance of this emotion. (2) : a state marked by this emotion. 2 : anxious concern : solicitude.

What is fear in psychology?

What Is Fear? Fear is a natural, powerful, and primitive human emotion. It involves a universal biochemical response as well as a high individual emotional response. Fear alerts us to the presence of danger or the threat of harm, whether that danger is physical or psychological.

What is the root cause of fear?

Fear starts in the part of the brain called the amygdala. According to Smithsonian Magazine, “A threat stimulus, such as the sight of a predator, triggers a fear response in the amygdala, which activates areas involved in preparation for motor functions involved in fight or flight.

Are we born with fear?

Fear is an adaptive behavior that we have to help identify threats. It is an ability that has allowed us as humans to survive predators and natural disasters. We are born with only two innate fears: the fear of falling and the fear of loud sounds.

What are the three types of fear?

The Three Types of FearRational Fear. Rational fears occur where there is a real, imminent threat. ... Primal Fear. Primal fear is defined as an innate fear that is programmed into our brains. ... Irrational Fear. Irrational fears are the ones that don't make logical sense and can vary greatly from person to person.

What are the 7 fears?

Our fears can be grouped into 7 basic fears:Fear of success and failure;Fear of poverty;Fear of criticism;Fear of sickness;Fear of losing loved ones;Fear of old age;Fear of death.

What the Bible says about fear?

" 'So do not fear; I will provide for you and your little ones. ' Thus he comforted them and spoke kindly to them." "You shall not fear them, for it is the LORD your God who fights for you." "And the LORD said to Joshua, 'Do not fear and do not be dismayed.

Where is fear stored in the body?

Fear is experienced in your mind, but it triggers a strong physical reaction in your body. As soon as you recognize fear, your amygdala (small organ in the middle of your brain) goes to work. It alerts your nervous system, which sets your body's fear response into motion.

Is fear a choice?

Fear is a natural feeling built into our bodies for survival. Fear stops us from getting eaten by lions or touching hot things, fear is good. But you have to understand that fear is a feeling, afraid is a choice. Things happen that are out of our control, all day, every day.

How do you control fear?

Ten ways to fight your fearsTake time out. It's impossible to think clearly when you're flooded with fear or anxiety. ... Breathe through panic. ... Face your fears. ... Imagine the worst. ... Look at the evidence. ... Don't try to be perfect. ... Visualise a happy place. ... Talk about it.More items...•

What is F.E.A.R. 2?

F.E.A.R. is a series of first-person shooter survival horror video games developed by Monolith Productions. There are three main games, F.E.A.R. , F.E.A.R. 2: Project Origin and F.E.A.R 3 with additional expansion packs. F.E.A.R., F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate were published by Vivendi Games through Sierra Entertainment, while the rest of the games were published by Warner Bros. Interactive Entertainment. The series is known for its horror gameplay and its main antagonist, Alma Wade .

Who published the F.E.A.R. series?

F.E.A.R., F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate were published by Vivendi Games through Sierra Entertainment, while the rest of the games were published by Warner Bros. Interactive Entertainment. The series is known for its horror gameplay and its main antagonist, Alma Wade .

What is the story of the first encounter assault recon?

Synopsis. The games mostly revolve around the F.E.A.R. team (First Encounter Assault Recon) having to fight against a paranormal entity, Alma Wa de, a young psychic girl who was experimented on and imprisoned by Armacham Technology Corporation. Alma becomes a powerful psychic entity filled with rage and an insatiable bloodlust.

Who controls Foxtrot 813?

2: Project Origin and this time has one of Replica soldiers named Foxtrot 813 as the protagonist who is controlled by Paxton Fettel and is told to free him from the psychic amplifier.

Is F.E.A.R. a good series?

On its release, the F.E.A.R. series has received "generally positive" reviews according to Metacritic .

Who is the player in the first and third game of F.E.A.R?

In the first and third games, the player is the Point Man, a silent protagonist and member of F.E.A.R. The second game's playable character is Michael Becket, a member of the Delta Force.

Is F.E.A.R. online free?

Aeria Games and Warner Brothers developed a free-to-play online multiplayer game called F.E.A.R. Online that was unveiled to the public by launching the official site in 2013. The game featured a four-player co-op option along with the traditional demolition and deathmatch game modes.

Who made the F.E.A.R. game?

Interactive Entertainment, which purchased the studio in 2004 while development of F.E.A.R. was under way, after which Vivendi Universal was dropped as a publisher. Vivendi Universal published the Xbox 360 and PlayStation 3 ports of the original game, developed by Day 1 Studios.

What is F.E.A.R multiplayer?

F.E.A.R. 's multiplayer component includes mainstay gameplay modes, such as deathmatch, team deathmatch, capture the flag, and last man standing. "Control" and "Conquer All" gametypes were later added through a patch. Some gametypes in F.E.A.R. 's multiplayer use the "reflex time" effect: SlowMo deathmatch, SlowMo team deathmatch, and SlowMo capture the flag. Only one player can use/carry the reflex power-up; when fully charged they can activate it and give themselves (and the rest of their team if applicable) a speed advantage over opposing players. However, the one carrying the power-up will have a bluish glow, and they will show up on a foe's HUD.

What weapons are in F.E.A.R?

The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions said 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". 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 firearms at a time; thus, strategy is required when using and selecting weapons.

What was the first game to channel the kinetic exhilaration of John Woo violence?

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

What engine is used in F.E.A.R?

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

What is the point man in F.E.A.R?

The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of Alma, a young girl.

When was F.E.A.R. released?

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

Where does F.E.A.R get its name?

F.E.A.R. receives its name from the protagonist organization, F.E.A.R. Every game except for F.E.A.R. 2: Project Origin and its expansion features at least one of the members of F.E.A.R.

What does F.E.A.R do?

F.E.A.R. acts to scare the player with random appearances of Alma or her creations, often accompanied by sudden loud sound effects. Alma is designed to be an unbeatable enemy, serving to frighten the player more than an easily killable enemy could.

What is the F.E.A.R. series?

The F.E.A.R. series is a series of horror first-person shooters set around Alma Wade, the silent protagonists that the player controls and several mysterious events. The canon content in the series is developed by Monolith Productions and Day 1 Studios, with two non-canon expansions having been developed by Vivendi .

What is the catalyst for the Fairport games?

These events are the catalyst for all F.E.A.R. games, affecting the entire city of Fairport. The games follow the ensuing events after Alma's awakening, with various organizations becoming involved in the chaos. Alma acts as a dominant figure in the series, often controlling or influencing the fates of other characters. In the second and third installments, her psychic power is shown to be so great that she has driven many of the surviving citizens of Fairport into madness.

What is the role of Alma in the game?

Alma acts as a dominant figure in the series, often controlling or influencing the fates of other characters.

What is Alma's influence?

Her psychic influence is capable of driving normal people to madness, and can overtake the minds of others who exhibit unnatural abilities. Alma is capable of drawing characters into the Almaverse, an alternate version of reality borne of Alma's memories of her horrific treatment at the hands of ATC.

What is the most encountered enemy in the F.E.A.R. series?

Replica soldiers are the most encountered enemy in the F.E.A.R. series.

How does F.E.A.R work?

simulates combat from a first-person perspective. The Point Man's body is fully present, allowing the player to see the character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.

What is the theme of F.E.A.R?

A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. 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", as opposed to the "in your face 'monsters jumping out of closets' approach". 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". He remarked 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". Lead level designer John Mulkey stated, "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".

Where is Fettel located?

and Delta Force over several locations. The search for Fettel begins at the South River Wastewater Treatment Plant and later continues at Armacham Technology Corporation Headquarters. While the villain evades capture by the special forces, the Point Man witnesses unexplained and occasionally life-threatening paranormal phenomena, including frequent hallucinations, all of which center around a little girl in a red dress named Alma Wade. Laptops found during the course of the mission, hacked by Commissioner Rodney Betters, provide details regarding the background story. The Point Man learns that Fettel was raised to become a telepathic military commander as part of a top secret Armacham Technology Corporation project called Project Origin. He is the son of Alma Wade, who is described as being a powerful psychic. The Point Man also learns of the existence of another child of Alma, who was born before Fettel.

What is F.E.A.R. in Point Man?

F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpot's "2005 Best AI Award."

What is the point man in F.E.A.R?

The game's story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.

When was F.E.A.R. released?

F.E.A.R. eventually released on October 18, 2005. Alongside the basic CD-ROM edition, the Director's Cut DVD version of F.E.A.R. was released with a number of extra features. 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 director's and developer's commentary 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 .

Is F.E.A.R. a single player game?

Prior to release, F.E.A.R. generated large amounts of hype from computer game journalists. Upon release, F.E.A.R. received critical acclaim, with aggregating review websites GameRankings and Metacritic giving the PC version 88.94% and 88/100,, the Xbox 360 version garnering an 84.19% and 85/100, and the PlayStation 3 version 73.29% and 72/100. Computer Gaming World called it "one of the year's top single-player shooters" and PC Gamer regarding it as "the first game to convincingly channel the kinetic exhilaration of 'John Woo violence' in the FPS format."

Plot

The plot of the expansion starts off exactly where F.E.A.R. left off; while the huge explosion of the Origin Facility has flattened the Auburn District and devastated the city, the helicopter evacuating the survivors of the first F.E.A.R. team crash land in the midst of the chaos.

Reception

The game received generally favorable reviews and has a Meta-critic score of 75/100 based on 30 reviews. Jason Ocampo, writing for GameSpot, praised the atmosphere and gameplay but found the story and replay value lacking.

Who made F.E.A.R. 2?

The sequel, titled F.E.A.R. 2: Project Origin, was developed by Monolith Productions and published by Warner Bros. Interactive Entertainment.

Who made the first F.E.A.R. game?

The first game in the series, F.E.A.R. First Encounter Assault Recon, was developed by Monolith Productions and published by Vivendi Universal. However, Monolith Productions was purchased by Warner Bros. Interactive Entertainment during the game's development, and Vivendi Universal was dropped as their publisher.

Who owns the Perseus Mandate?

Vivendi Universal later went on to publish two expansions, F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate, which were both developed by TimeGate Studios. During this time, Monolith Productions still owned the rights to the game's characters and storyline, while Vivendi Universal owned the F.E.A.R. title.

Is F.E.A.R. 2 an alternate universe?

Prior to the game's release, Dave Matthews of Monolith Productions confirmed that the two expansions published by Vivendi Games are considered an "alternate universe" set apart from that of F.E.A.R. 2: Project Origin.

Is F.E.A.R. canonical?

First Encounter Assault Recon. As a result, not all of the games in the series may be considered canonical. This inconsistency is due to the fact that games in the F.E.A.R. series have been developed and published by a number of companies. The so-called Monolith Timeline, which includes games developed by Monolith Productions and Day 1 Studios, is generally considered to be official, while the Vivendi Timeline, consisting entirely of games published by Vivendi Universal, is not. The only game which overlaps both timelines is the first in the series.

Overview

F.E.A.R. is a first-person shooter psychological horror video game series created by Craig Hubbard in 2005. Released on Microsoft Windows, PlayStation 3, and Xbox 360, there are three main games in the series; F.E.A.R. (2005), F.E.A.R. 2: Project Origin (2009), and F.E.A.R. 3 (2011). There are also two standalone expansion packs for the first game; F.E.A.R. Extraction Point (2006) and F.E.A.R. …

Games

• F.E.A.R. First Encouter Assault Recon was developed by Monolith Productions for Microsoft Windows and published by Vivendi Games, under the Sierra Entertainment label. Released in October 2005, it was made available in both a standard edition and a Director's Edition, which included both a CD-ROM and DVD version of the game, a Dark Horse comic prequel, a live-action prequel, a "Making of F.E.A.R." documentary, a one-hour "Developers' commentary", and an episo…

Gameplay overview

All games in the F.E.A.R. series are first-person shooters and all share multiple game mechanics. In the first game and F.E.A.R. Extraction Point, the only playable character is Point Man; in F.E.A.R. Perseus Mandate, the player controls an unnamed F.E.A.R. sergeant; in F.E.A.R. 2: Project Origin, the player controls Sgt. Michael Becket of Delta Force; in F.E.A.R. 3, which can be played in either single player or co-op modes, the player can control both Point Man and Paxton Fettel, one of the …

Development

F.E.A.R. was announced for Microsoft Windows at E3 2003. The foundational concept was to make a game where the player felt like the hero of an action film. This led to the development of reflex time, with Writer, director, and lead designer Craig Hubbard stating that he wanted "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard Boiled". Defeating "enemies with style" was crucial to this. Another key influence was the Wachowskis' The Matrix (1…

Other media

P.A.N.I.C.S.
In the lead up to the first game's release in October 2005, episodes were released online of a comedy miniseries created by Rooster Teeth and distributed by BeSeen Communications. P.A.N.I.C.S. (People Acting Normal In Crazy-Ass Situations) is a parody of F.E.A.R., produced primarily by way of the machinima technique of synchronizing footage created by a game engine …

Reception

The PC version of the original game received very positive reviews, with the AI garnering especial praise. Critics also lauded the graphics, atmosphere, sound design, music, and combat mechanics. Common points of criticism were a lack of enemy variety, a weak plot, and repetitive level design. IGN's Tom McNamara called it "one of the best shooters this year". GameSpot's Jason Ocampo said it "elevates the genre to a whole new level of intensity". Eurogamer's Tom Bramwell called it …

Overview

F.E.A.R. First Encounter Assault Recon is a first-person shooter psychological horror video game for Microsoft Windows, Xbox 360, and PlayStation 3. It is the first game in the F.E.A.R. series. Developed by Monolith Productions and originally published by Vivendi Games under the Sierra Entertainment label, the game was released for Windows in October 2005 in both a standard edition and a Directo…

Gameplay

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 move…

Plot

In 2002, the elite United States Army unit F.E.A.R. (First Encounter Assault Recon) was founded to "combat paranormal threats to national security". The game is set in 2025 in the fictional city of Fairport, and begins as the unit is joined by a newly assigned rookie (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a psychic operative named Paxton Fettel has gone rogue. Officially an aerospace manufacturer and medical research compa…

Development

Although it was known from late 2003 that Monolith Productions were working with Vivendi on a new title, nothing was officially revealed until May 2004, when a single screenshot from the new game was published in Vivendi's weekly newsletter. Written above the picture was, "They say bullets taste like chicken," and written below was, "Hope you're hungry." Vivendi promised that more would be revealed in a few days, at the upcoming E3. F.E.A.R. was formally announced at E…

Reception

The initial PC release received "generally favorable reviews", and holds a score of 88 out of 100 on Metacritic, based on 57 reviews.
IGN's Tom McNamara scored it 9.2 out of 10, praising the atmosphere and weapon variety. Although he was critical of the repetitive environments and cliched plot, he called the game "one of the best shooters this year", finding it to be the best first-person shooter since Half-Life 2 (2004).

Editions and expansions

F.E.A.R. Director's Edition was announced a few weeks prior to the release of the game and was released alongside it. Accompanying the basic CD-ROM version of the game was a DVD version, which also contains the Dark Horse comic prequel, "Alma Interview", a "Making of F.E.A.R." documentary, a one-hour "Developers' commentary" (featuring writer/director/designer Craig Hubbard, artist David Longo, producer Chris Hewitt, programmer Kevin Stephens, and lead level …

Sequel and canonicity

In February 2006, Monolith confirmed they would be making a sequel to the original game, explaining that because Vivendi owned the rights to the F.E.A.R. name, the sequel would come under a different title. Up to September 2008, the sequel was to be called simply Project Origin, but that month, Monolith and Warner regained the rights to the F.E.A.R. name, allowing them to name the game F.E.A.R. 2: Project Origin. In December 2008, it was confirmed that despite initia…

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