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the fear game

by Corene O'Connell Published 3 years ago Updated 2 years ago

How many fear games are there?

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.

What is the Fear Island?

The Fear Island is an online co-op survival horror game where players accidentally land on an island full of supernatural entities and need to find an escape vehicle and its necessary resources. To advance, explore the island, collecting all the resources needed for the escape.

What is the story of Far Cry 1 multiplayer?

A multiplayer version of the game, F.E.A.R. Combat, was released on PC August 17, 2006. The game's story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain.

What is the FERA wiki?

The F.E.A.R. Wiki is a collaborative project to create the most definitive, accurate, and accessible. encyclopedia and reference database for everything related to the F.E.A.R. series. We are currently editing 859 articles. You are welcome to join us and contribute to this wiki.

What does fear the game mean?

First Encounter Assault ReconPlot. 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).

Is fear a horror game?

'IT'S A HORROR GAME YOU MORON OF COURSE IT IS!" But.... I'm not easily scared. When I first started playing horror games I started with Dead Space.

Is fear available on PC?

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....F.E.A.R.Platform(s)Microsoft Windows PlayStation 3 Xbox 360First releaseF.E.A.R. October 18, 2005Latest releaseF.E.A.R. Online October 17, 20145 more rows

Who made the game fear?

Monolith ProductionsWargaming Chicago-BaltimoreF.E.A.R./Developers

How long is fear game?

Read More. When focusing on the main objectives, F.E.A.R. is about 8 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 12 Hours to obtain 100% completion.

How do you sleep after playing a horror game?

Which is why we are going to share with you some of our top tips on how to sleep after watching a scary movie.Watch with Friends: ... Turn on the Lights: ... Change the Mood: ... Watch a Different Movie: ... Call Someone You Love: ... Watch Your Scary Movie Early: ... Calm Yourself with Meditation: ... Play The “Behind the Scenes”:More items...•

Can you still buy fear?

To my surprise, it turns out that you actually can't purchase F.E.A.R. on Steam – not on its own anyway. The only way to get a copy on the service is to purchase a collection of all six F.E.A.R. titles (that includes the numbered games as well as the expansions to F.E.A.R.

Where can I get fear?

F.E.A.R. is provided via Steam for Windows. A free Steam account is required.

Is fear still on Steam?

Do not buy on Steam. Just a heads up for anyone curious.

Are the fear games connected?

The F.E.A.R. universe consists of two timelines which diverge after the events of F.E.A.R. First Encounter Assault Recon. As a result, not all of the games in the series may be considered canonical.

Why did they stop making FEAR games?

A 2013 attempted free-to-play online multiplayer game called F.E.A.R. Online would never even make it out of open beta due to a lack of support and general apathy from a gaming audience. Unfortunately, while both the lacklustre sales of F. 3.

Is fear available on PS4?

Dawn of Fear is now available on PS4. Investigate paranormal activities, solve puzzles, collect clues, wisely manage your inventory, fight zombies, reapers and evil creatures in this survival horror.

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 best game of 2005?

F.E.A.R. won PC Gamer US ' s "Best Action Game 2005" award. The magazine's Logan Decker wrote: "With its brutally cunning AI and siege tactics, F.E.A.R. ' s intense and prolonged combat makes mission goals easy to forget as you're crouched beneath a file cabinet with a far more immediate objective — survival, by any means necessary". The editors of Computer Games Magazine presented F.E.A.R. with their 2005 "Best Sound Effects" award. It was a runner-up for their list of the year's 10 best computer games.

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.

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.

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.

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 .

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 .

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.

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

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

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.

Who developed F.E.A.R. 3?

Monolith then handed the series over to Day 1 Studios, who developed the third installment, F.E.A.R. 3 .

Is there a sequel to F.E.A.R.?

Eventually, Monolith was able to buy back the F.E.A.R. name from Vivendi, and soon released a sequel to F.E.A.R., F.E.A.R. 2: Project Origin .

When did F.E.A.R. 2 come out?

A direct sequel was announced by Monolith Productions, F.E.A.R. 2: Project Origin, and was released in February of 2009. A multiplayer version of the game, F.E.A.R. Combat, was released on PC August 17, 2006.

When was F.E.A.R. first encounter assault recon released?

F.E.A.R.: First Encounter Assault Recon is a first-person shooter developed by Monolith Productions and published by Vivendi. It was released on October 18, 2005, with XBOX 360 and PS3 ports following in 2006 and 2007. An expansion pack, F.E.A.R.: Extraction Point, was released by TimeGate Studios in October 2006. The second expansion, F.E.A.R.: Perseus Mandate, was released in November 2007. A direct sequel was announced by Monolith Productions, F.E.A.R. 2: Project Origin, and was released in February of 2009. A multiplayer version of the game, F.E.A.R. Combat, was released on PC August 17, 2006.

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 Director's Edition. Day 1 Studios ported the game to the Xbox 360 in October 2006 a…

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 woul…

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…

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. Perseus Mandate (2007), but these games are no longer considered canon, as their plots were ig…

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 …

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      28
      google_rich_snippet
      29
      google_search_result
      30
      indexedArray
      31
      total_images
      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    • themes.DevBlog.panels.footer (resources/views/themes/DevBlog/panels/footer.blade.php)41blade
      Params
      0
      __env
      1
      app
      2
      errors
      3
      post
      4
      postContent
      5
      author
      6
      updated_at
      7
      bing_rich_snippet_text
      8
      bing_rich_snippet_link
      9
      bing_related_keywords
      10
      google_related_keywords
      11
      bing_news_title
      12
      bing_news_description
      13
      bing_videos
      14
      bing_images
      15
      bing_search_result_title
      16
      bing_search_result_description
      17
      bing_search_result_url
      18
      bing_paa_questions
      19
      bing_paa_answers
      20
      bing_slider_faq_questions
      21
      bing_slider_faq_answers
      22
      bing_pop_faq_questions
      23
      bing_pop_faq_answers
      24
      bing_tab_faq_questions
      25
      bing_tab_faq_answers
      26
      google_faq_questions
      27
      google_faq_answers
      28
      google_rich_snippet
      29
      google_search_result
      30
      indexedArray
      31
      total_images
      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    • themes.DevBlog.panels.scripts (resources/views/themes/DevBlog/panels/scripts.blade.php)41blade
      Params
      0
      __env
      1
      app
      2
      errors
      3
      post
      4
      postContent
      5
      author
      6
      updated_at
      7
      bing_rich_snippet_text
      8
      bing_rich_snippet_link
      9
      bing_related_keywords
      10
      google_related_keywords
      11
      bing_news_title
      12
      bing_news_description
      13
      bing_videos
      14
      bing_images
      15
      bing_search_result_title
      16
      bing_search_result_description
      17
      bing_search_result_url
      18
      bing_paa_questions
      19
      bing_paa_answers
      20
      bing_slider_faq_questions
      21
      bing_slider_faq_answers
      22
      bing_pop_faq_questions
      23
      bing_pop_faq_answers
      24
      bing_tab_faq_questions
      25
      bing_tab_faq_answers
      26
      google_faq_questions
      27
      google_faq_answers
      28
      google_rich_snippet
      29
      google_search_result
      30
      indexedArray
      31
      total_images
      32
      total_videos
      33
      settings
      34
      url_current
      35
      menus
      36
      sidebar
      37
      i
      38
      __currentLoopData
      39
      loop
      40
      item
    uri
    GET {post}
    middleware
    web, checkdate
    as
    post.show
    controller
    App\Http\Controllers\Frontend\json_data\PostController@show
    namespace
    where
    file
    app/Http/Controllers/Frontend/json_data/PostController.php:18-166
    7 statements were executed1.17s
    • select * from `posts` where `published_at` <= '2025-06-14 18:52:32' and `slug` = 'the-fear-game' and `posts`.`deleted_at` is null limit 1
      2.64ms/app/Providers/RouteServiceProvider.php:54receivinghelpdeskask
      Metadata
      Bindings
      • 0. 2025-06-14 18:52:32
      • 1. the-fear-game
      Backtrace
      • 15. /app/Providers/RouteServiceProvider.php:54
      • 18. /vendor/laravel/framework/src/Illuminate/Routing/Router.php:842
      • 19. Route binding:39
      • 20. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 21. /vendor/laravel/framework/src/Illuminate/Foundation/Http/Middleware/VerifyCsrfToken.php:78
    • select * from `json_post_contents` where `json_post_contents`.`post_id` = 99702 and `json_post_contents`.`post_id` is not null and `rewrite_id` = 0
      12.27msmiddleware::checkdate:30receivinghelpdeskask
      Metadata
      Bindings
      • 0. 99702
      • 1. 0
      Backtrace
      • 19. middleware::checkdate:30
      • 20. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 21. /vendor/laravel/jetstream/src/Http/Middleware/ShareInertiaData.php:61
      • 22. /vendor/laravel/framework/src/Illuminate/Pipeline/Pipeline.php:167
      • 23. /vendor/laravel/framework/src/Illuminate/Routing/Middleware/SubstituteBindings.php:50
    • select * from `nova_menu_menus` where `slug` = 'header' limit 1
      720μs/vendor/outl1ne/nova-menu-builder/src/helpers.php:32receivinghelpdeskask
      Metadata
      Bindings
      • 0. header
      Backtrace
      • 15. /vendor/outl1ne/nova-menu-builder/src/helpers.php:32
      • 17. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 18. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 19. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
      • 20. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:205
    • select * from `nova_menu_menu_items` where `nova_menu_menu_items`.`menu_id` = 1 and `nova_menu_menu_items`.`menu_id` is not null and `parent_id` is null order by `parent_id` asc, `order` asc, `name` asc
      490μs/vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35receivinghelpdeskask
      Metadata
      Bindings
      • 0. 1
      Backtrace
      • 19. /vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35
      • 20. /vendor/outl1ne/nova-menu-builder/src/helpers.php:33
      • 22. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 23. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 24. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
    • select * from `nova_menu_menu_items` where `nova_menu_menu_items`.`parent_id` in (1) order by `order` asc
      230μs/vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35receivinghelpdeskask
      Metadata
      Backtrace
      • 24. /vendor/outl1ne/nova-menu-builder/src/Models/Menu.php:35
      • 25. /vendor/outl1ne/nova-menu-builder/src/helpers.php:33
      • 27. /vendor/laravel/framework/src/Illuminate/Routing/Controller.php:54
      • 28. /vendor/laravel/framework/src/Illuminate/Routing/ControllerDispatcher.php:45
      • 29. /vendor/laravel/framework/src/Illuminate/Routing/Route.php:261
    • select `id`, `post_title`, `slug` from `posts` where `status` = 'publish' and `posts`.`deleted_at` is null order by RAND() limit 10
      1.16s/app/View/Composers/SidebarView.php:22receivinghelpdeskask
      Metadata
      Bindings
      • 0. publish
      Backtrace
      • 14. /app/View/Composers/SidebarView.php:22
      • 15. /app/View/Composers/SidebarView.php:12
      • 16. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:124
      • 17. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:162
      • 20. /vendor/laravel/framework/src/Illuminate/View/Concerns/ManagesEvents.php:177
    • select * from `fake_users` where `fake_users`.`id` = 43906 limit 1
      1.09msview::2dd102cf0462e89a4d4d8bc77355d767652bf9aa:15receivinghelpdeskask
      Metadata
      Bindings
      • 0. 43906
      Backtrace
      • 21. view::2dd102cf0462e89a4d4d8bc77355d767652bf9aa:15
      • 23. /vendor/laravel/framework/src/Illuminate/Filesystem/Filesystem.php:108
      • 24. /vendor/laravel/framework/src/Illuminate/View/Engines/PhpEngine.php:58
      • 25. /vendor/livewire/livewire/src/ComponentConcerns/RendersLivewireComponents.php:69
      • 26. /vendor/laravel/framework/src/Illuminate/View/Engines/CompilerEngine.php:61
    App\Models\FakeUser
    1
    Outl1ne\MenuBuilder\Models\MenuItem
    1
    Outl1ne\MenuBuilder\Models\Menu
    1
    App\Models\JsonPostContent
    1
    App\Models\Post
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        PHPDEBUGBAR_STACK_DATA
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        path_info
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        200
        
        status_text
        OK
        format
        html
        content_type
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        request_query
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