History VideoGame / FirstEncounterAssaultRecon

16th Jun '18 2:45:32 PM Ferot_Dreadnaught
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* BiggerBad: Harlan Wade, as he's responsible for what Alma becomes, and [[spoiler: he himself becomes a far greater threat in the 3rd game]].
1st Jun '18 11:45:03 AM Kadorhal
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* ArtificialBrilliance: The F.E.A.R. A.I. is actually a good example of emergent behavior, which is programmer-speak for "we didn't program it specifically to do that, but for some random reason it does it anyway, and it's really, really cool that it does!". In other words, a relatively simple set of rules intended for a limited set of functions actually provides for more complex behavior than intended. Specifically, the A.I. is programmed for a limited number of simple behaviors: moving in coordinated squads, providing covering fire, seeking cover, and repositioning itself based on the player's movement and position. The A.I. isn't actually programmed to flank or circle behind the player, but its tendency to seek cover and reposition itself based on the player's movements results in flanking and circling behaviors occurring naturally without "conscious" effort on the A.I.'s part (mostly due to the A.I.'s high mobility combined with its preference for seeking lateral cover rather than charging the player directly). In fact, the A.I. of the Replica Soldiers was toted as perhaps the best enemy A.I. seen in a FPS game to date, and it holds up almost a full decade later. Its only [[ArtificialStupidity failings]] are when two AI sides are pitted against one another - which only happens twice overall in the entire series (once in the original game between Replica and ATC, once in ''Perseus Mandate'' between friendly Delta Force and Replica) for this exact reason - that they are completely blind to mines or remote bombs set by the player in spite of their ability to recognize and actively avoid regular grenades, and that they don't quite know how to deal with transparent but bulletproof surfaces, often causing them to simply stare you down through them if there isn't an immediately-obvious way to navigate around it from their position.

to:

* ArtificialBrilliance: The F.E.A.R. A.I. is actually a good example of emergent behavior, which is programmer-speak for "we didn't program it specifically to do that, but for some random reason it does it anyway, and it's really, really cool that it does!". In other words, a relatively simple set of rules intended for a limited set of functions actually provides for more complex behavior than intended. Specifically, the A.I. is programmed for a limited number of simple behaviors: moving in coordinated squads, providing covering fire, seeking cover, and repositioning itself based on the player's movement and position. The A.I. isn't actually programmed to flank or circle behind the player, but its tendency to seek cover and reposition itself based on the player's movements results in flanking and circling behaviors occurring naturally without "conscious" effort on the A.I.'s part (mostly due to the A.I.'s high mobility combined with its preference for seeking lateral cover rather than charging the player directly). In fact, the A.I. of the Replica Soldiers was toted as perhaps the best enemy A.I. seen in a FPS game to date, and it holds up almost a full decade later. Its only [[ArtificialStupidity failings]] are when two that the AI sides are pitted against is not designed to fight one another - which (which only happens twice overall in the entire series (once series, once in the original game between Replica and ATC, once in ''Perseus Mandate'' between friendly Delta Force and Replica) Replica, for this exact reason - reason); that they are completely blind to mines or remote bombs set by the player player, even if you plant them in full view of the entire squad, in spite of their ability to recognize and actively avoid regular grenades, grenades; and that they don't quite know how to deal with transparent but bulletproof surfaces, often causing them to simply stare you down through them if there isn't an immediately-obvious way to navigate around it from their position.
1st Jun '18 11:32:57 AM Kadorhal
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* ShortRangeShotgun: Severely downplayed with the first game's VK-12 and the [=Ultra92=] in ''Project Origin''. The spread is tight enough to hit a human torso at ten meters without missing a pellet, but damage falloff dampens damage output by a lot past medium range, requiring five or six shells to put down even the most lightly armored enemy when in close range typically only one shot is needed. The SHO Series-3 in ''Project Origin'' and the EL-10 CAS in ''F.3.A.R.'' progressively play this straighter, the former at least still being somewhat useful at the ranges you expect from a video-game shotgun, then the latter being so pathetic that even at the ranges where you're physically touching them, you still need two shells to kill even the weakest enemies.

to:

* ShortRangeShotgun: Severely downplayed with the first game's VK-12 and the [=Ultra92=] in ''Project Origin''. The spread is tight enough to hit a human torso at ten meters without missing a pellet, but damage falloff dampens damage output by a lot past medium range, requiring five or six shells to put down even the most lightly armored enemy when in close range typically only one shot is needed. The SHO Series-3 in ''Project Origin'' and the EL-10 CAS in ''F.3.A.R.'' progressively play this straighter, the former at least still being somewhat useful at the ranges you expect from a video-game shotgun, then the latter being so pathetic that even at the ranges where you're physically touching them, you a target still need needs at least two shells to actually kill even the weakest enemies.them.
31st May '18 3:29:47 PM Kadorhal
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* ShortRangeShotgun: Severely downplayed with the first game's VK-12 and the [=Ultra92=] in ''Project Origin''. The spread is tight enough to hit a human torso at ten meters without missing a pellet, but damage falloff dampens damage output by a lot past medium range, requiring five or six shells to put down even the most lightly armored enemy when in close range only one or two shots are needed. Played straight with the SHO Series-3 in ''Project Origin''.

to:

* ShortRangeShotgun: Severely downplayed with the first game's VK-12 and the [=Ultra92=] in ''Project Origin''. The spread is tight enough to hit a human torso at ten meters without missing a pellet, but damage falloff dampens damage output by a lot past medium range, requiring five or six shells to put down even the most lightly armored enemy when in close range typically only one or two shots are shot is needed. Played straight with the The SHO Series-3 in ''Project Origin''.Origin'' and the EL-10 CAS in ''F.3.A.R.'' progressively play this straighter, the former at least still being somewhat useful at the ranges you expect from a video-game shotgun, then the latter being so pathetic that even at the ranges where you're physically touching them, you still need two shells to kill even the weakest enemies.



** While Monolith explicitly rejected the plotline of the 2 outsourced F.E.A.R. expansion packs as noncanonical, ''Project Origin'' has several scenes and gameplay additions that echo similar ones introduced in the expansion packs, indicating there's not complete bad blood between the teams. Examples include the laser weapon, being able to open doors with melee or explosions, the hospital and subway levels, and the crashing airplane.

to:

** While Monolith explicitly rejected the plotline of the 2 outsourced F.E.A.R. expansion packs as noncanonical, ''Project Origin'' has several scenes and gameplay additions that echo similar ones introduced in the expansion packs, indicating there's not complete bad blood between the teams. Examples include the laser weapon, being able to open doors [[DynamicEntry with melee or explosions, explosions]], the hospital and subway levels, and the crashing airplane. airplane.



** One of the magazines in the first game has a cover that reads "Film/EventHorizon Found." While that might by itself refer to the black-hole phenomenon, the second game has "Liberate tutame ex infernis" written in blood, in the room in which Becket first fights Abominations. That same room also has "Can he see?" written in blood, and whomever "he" may be in-game (Becket himself?), it functions nicely as a ShoutOut to the fate of Sam Niell's character.

to:

** One of the magazines in the first game has a cover that reads "Film/EventHorizon Found." While that might by itself refer to the black-hole phenomenon, the second game has "Liberate tutame ex infernis" written in blood, in the room in which Becket first fights Abominations. That same room also has "Can he see?" written in blood, and whomever "he" may be in-game (Becket himself?), it functions nicely as a ShoutOut shout-out to the fate of Sam Niell's character.
28th May '18 6:21:16 AM REV6Pilot
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* ShotgunsAreJustBetter: The VK-12. Accurate, powerful, plentiful ammo, fast reload... several reasons, really. The Ultra 92 follows the same path. Coincidentally, both are made by the same manufacturer, Vollmer.

to:

* ShortRangeShotgun: Severely downplayed with the first game's VK-12 and the [=Ultra92=] in ''Project Origin''. The spread is tight enough to hit a human torso at ten meters without missing a pellet, but damage falloff dampens damage output by a lot past medium range, requiring five or six shells to put down even the most lightly armored enemy when in close range only one or two shots are needed. Played straight with the SHO Series-3 in ''Project Origin''.
* ShotgunsAreJustBetter: The VK-12. Accurate, powerful, plentiful ammo, fast reload... several reasons, really. The Ultra 92 [=Ultra92=] follows the same path.path, being a semi-automatic leadstorm. Coincidentally, both are made by the same manufacturer, Vollmer.
17th May '18 1:33:16 AM Sullytofu
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F.E.A.R. is a FirstPersonShooter set up as a horror movie. The player must survive long enough to unravel the secrets of Project Perseus and its parent, Project Origin, while battling the Replica forces, ATC security teams and experiencing increasingly disturbing visions. It is not a SurvivalHorror game, however, but a near-future sci-fi action game with strong horror elements. The main element of the gameplay is the slow motion reflexes feature. At will, the player can slow down time for about six or so seconds before time returns to normal. In it, you can aim and fire much faster than your enemies can, but your low health means that frontal assaults with this tactic is discouraged. Instead, the game incentivizes HitAndRunTactics, which are facilitated by the Replica's deceptively intelligent and persistent A.I, and their abilities to adapt and coordinate with one another on the fly and the fact that most of the game's shootouts take place in cramped, enclosed environments.

to:

F.E.A.R. is a FirstPersonShooter set up as a horror movie. The player must survive long enough to unravel the secrets of Project Perseus and its parent, Project Origin, while battling the Replica forces, ATC security teams and experiencing increasingly disturbing visions. It is not a SurvivalHorror game, however, but a near-future sci-fi action game with strong horror elements. The main element of the gameplay is the slow motion reflexes feature. At will, the player can slow down time for about six or so seconds before time returns to normal. In it, you can aim and fire much faster than your enemies can, but your low health means that frontal assaults with this tactic is discouraged. Instead, the game incentivizes HitAndRunTactics, which are facilitated by the Replica's deceptively intelligent and persistent A.I, and their abilities to adapt and coordinate with one another on the fly and fly. Couple this with the fact that most of the game's shootouts take place in cramped, enclosed environments.
environments, and you get one deadly game of Cat and Mouse.
17th May '18 1:19:13 AM Sullytofu
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F.E.A.R. is a FirstPersonShooter set up as a horror movie. The player must survive long enough to unravel the secrets of Project Perseus and its parent, Project Origin, while battling the Replica forces, ATC security teams and experiencing increasingly disturbing visions. It is not a SurvivalHorror game, however, but a near-future sci-fi action game with strong horror elements.

to:

F.E.A.R. is a FirstPersonShooter set up as a horror movie. The player must survive long enough to unravel the secrets of Project Perseus and its parent, Project Origin, while battling the Replica forces, ATC security teams and experiencing increasingly disturbing visions. It is not a SurvivalHorror game, however, but a near-future sci-fi action game with strong horror elements.
elements. The main element of the gameplay is the slow motion reflexes feature. At will, the player can slow down time for about six or so seconds before time returns to normal. In it, you can aim and fire much faster than your enemies can, but your low health means that frontal assaults with this tactic is discouraged. Instead, the game incentivizes HitAndRunTactics, which are facilitated by the Replica's deceptively intelligent and persistent A.I, and their abilities to adapt and coordinate with one another on the fly and the fact that most of the game's shootouts take place in cramped, enclosed environments.
11th May '18 10:45:25 PM Sullytofu
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Added DiffLines:

* CriticalHit: In the first game, your gunshots will occasionally deal a bonus effect that dramatically effects your target. For some guns, like the Pistols and the SMG, your opponents can go flying or lose their head, while the shotgun causes them to ''explode into red mist''. Fun!
11th May '18 12:12:55 PM Bisected8
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Added DiffLines:

* CanonIdentifier: The series gives the protagonist of the first and third games the title of The Point Man (distinguishing him from Becket, the PC of the second game). [[spoiler: Of course, this also happens to be his CanonName]].
23rd Apr '18 1:27:52 AM Kadorhal
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The DownloadableContent ''F.E.A.R. 2: Reborn'' was released in Fall 2009. In this DLC, the player controls a Replica called Foxtrot 813, who encounters [[spoiler:[[CloningBlues and becomes]]]] Paxton Fettel.

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The DownloadableContent ''F.E.A.R. 2: Reborn'' was released in Fall 2009. In this DLC, the player controls a Replica called Foxtrot 813, who encounters [[spoiler:[[CloningBlues and becomes]]]] goes rogue after an encounter with the ghost of Paxton Fettel.
Fettel, slaughtering his entire squadron while hallucinating that they are dangerous creatures trying to kill him.



* {{Animesque}}: Surprisingly, the series has much in common with anime. The MegaCorp, psychic powers, villain origins, and military personnel bring to mind more than a few similarities with anime such as ''Manga/{{Akira}}'' and especially ''Manga/ElfenLied'', and when in slow-mo, the combat has a lot in common with the techniques seen in anime, complete with subtle SpeedLines effects. Not surprisingly, a few names and ideas behind the series were re-used from ''VideoGame/ShogoMobileArmorDivision'', an earlier FPS from the same developers that was more obviously anime-influenced.

to:

* {{Animesque}}: Surprisingly, the series has much in common with anime. The MegaCorp, psychic powers, villain origins, and military personnel bring to mind more than a few similarities with anime such as ''Manga/{{Akira}}'' and especially ''Manga/ElfenLied'', and when in slow-mo, the combat has a lot in common with the techniques seen in anime, complete with subtle SpeedLines effects. Not surprisingly, a few names names, weapons, and other ideas behind the series were re-used from ''VideoGame/ShogoMobileArmorDivision'', an earlier FPS from the same developers that was much more obviously anime-influenced.overt in its influence from HumongousMecha anime (and which the second game nods to by dressing a character in a T-shirt advertising a fictional sequel to ''Shogo'').



* ArtificialBrilliance: The F.E.A.R. A.I. is actually a good example of emergent behavior, which is programmer-speak for "we didn't program it specifically to do that, but for some random reason it does it anyway, and it's really, really cool that it does!". In other words, a relatively simple set of rules intended for a limited set of functions actually provides for more complex behavior than intended. Specifically, the A.I. is programmed for a limited number of simple behaviors: moving in coordinated squads, providing covering fire, seeking cover, and repositioning itself based on the player's movement and position. The A.I. isn't actually programmed to flank or circle behind the player, but its tendency to seek cover and reposition itself based on the player's movements results in flanking and circling behaviors occurring naturally without "conscious" effort on the A.I.'s part (mostly due to the A.I.'s high mobility combined with its preference for seeking lateral cover rather than charging the player directly). In fact, the A.I. of the Replica Soldiers was toted as perhaps the best enemy A.I. seen in a FPS game to date, and it holds up almost a full decade later...

to:

* ArtificialBrilliance: The F.E.A.R. A.I. is actually a good example of emergent behavior, which is programmer-speak for "we didn't program it specifically to do that, but for some random reason it does it anyway, and it's really, really cool that it does!". In other words, a relatively simple set of rules intended for a limited set of functions actually provides for more complex behavior than intended. Specifically, the A.I. is programmed for a limited number of simple behaviors: moving in coordinated squads, providing covering fire, seeking cover, and repositioning itself based on the player's movement and position. The A.I. isn't actually programmed to flank or circle behind the player, but its tendency to seek cover and reposition itself based on the player's movements results in flanking and circling behaviors occurring naturally without "conscious" effort on the A.I.'s part (mostly due to the A.I.'s high mobility combined with its preference for seeking lateral cover rather than charging the player directly). In fact, the A.I. of the Replica Soldiers was toted as perhaps the best enemy A.I. seen in a FPS game to date, and it holds up almost a full decade later...later. Its only [[ArtificialStupidity failings]] are when two AI sides are pitted against one another - which only happens twice overall in the entire series (once in the original game between Replica and ATC, once in ''Perseus Mandate'' between friendly Delta Force and Replica) for this exact reason - that they are completely blind to mines or remote bombs set by the player in spite of their ability to recognize and actively avoid regular grenades, and that they don't quite know how to deal with transparent but bulletproof surfaces, often causing them to simply stare you down through them if there isn't an immediately-obvious way to navigate around it from their position.



*** Each of the Intervals always start the player off with the Strader Mk. VII, regardless of what weapons they had beforehand [[GameplayAndStorySegregation or if they even had it by the end of the Interval to begin with]], and their other weapons will normally be removed from the inventory. Appropriately, the Point Man is permanently modeled with the Strader in a chest holster.
* BareYourMidriff: Lt. Stokes' uniform. To be fair, her actual body armor provides just as much coverage as those worn by the male members of Dark Signal. It's just her underlying shirt that's a few inches too short. [[spoiler:Genevieve bypasses the armor entirely by shooting her in the stomach at the end of the game.]]

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*** Each of the Intervals always Intervals, if they even start the player off with a gun, always give them the Strader Mk. VII, regardless of what weapons they had beforehand [[GameplayAndStorySegregation or if they even had it by the end of the Interval to begin with]], and their other weapons will normally be removed from the inventory.inventory, with one exception where the player also gets a Briggs SMG to start with. Appropriately, the Point Man is permanently modeled with the Strader in a chest holster.
* BareYourMidriff: Lt. Stokes' uniform. To be fair, her actual body armor provides just about as much coverage as those worn by the male members of Dark Signal. It's just her underlying shirt that's a few inches too short. [[spoiler:Genevieve bypasses the armor entirely by shooting her in the stomach at the end of the game.]]



* {{BFG}}: Many kinds to go around with. The first ''F.E.A.R.'' and its two {{expansion pack}}s alone will give you an [[MoreDakka automatic cannon]], a revolving {{grenade launcher}}, a [[MacrossMissileMassacre multishot rocket rifle]], a [[FrickinLaserBeams frickin' laser carbine]], a [[GatlingGood gatling gun]], a [[StrippedToTheBone flesh-vaporizing]] {{disintegrator ray}} and a [[ChainLightning chain]] {{lightning gun}}.

to:

* {{BFG}}: Many kinds to go around with. The first ''F.E.A.R.'' and its two {{expansion pack}}s alone will give you an [[MoreDakka automatic 20mm cannon]], a revolving {{grenade launcher}}, a [[MacrossMissileMassacre multishot rocket rifle]], a [[FrickinLaserBeams frickin' laser carbine]], a [[GatlingGood gatling gun]], a [[StrippedToTheBone flesh-vaporizing]] {{disintegrator ray}} and a [[ChainLightning chain]] {{lightning gun}}.



** Also from the third game, the Strader Mk. VII pistol. It has readily available ammo, a high rate of fire that that doesn't slow down when using slow-mo, and can kill most Armacham grunts with a single headshot. It becomes a bit less useful with the introduction of the [[EliteMooks heavy soldiers]].

to:

** Also from the third game, the Strader Mk. VII pistol. It has readily available ammo, ammo (though you can't hold a whole lot at once), a high rate of fire that that doesn't slow down when using slow-mo, and can kill most Armacham grunts with a single headshot. It becomes a bit less useful with the introduction of the [[EliteMooks heavy soldiers]].soldiers]], at which point the Briggs SMG mostly takes over as the workhorse weapon due to having even more plentiful ammo and making up for low damage per-shot with its fast rate of fire and larger magazines.



*** The Nightcrawler Elites have the same SloMo ability as the player, which they use to zoom around in short split-second bursts. Running out of slow-mo when fighting them is the red flag for retreating immediately, as you need it for bringing their speed down to your level.

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*** The Nightcrawler Elites have the same SloMo [=SloMo=] ability as the player, which they use to zoom around in short split-second bursts. Running out of slow-mo when fighting them is the red flag for retreating immediately, as you need it for bringing their speed down to your level.



* CorruptCorporateExecutive: Genevive Aristide in particular, but all of Armacham, really. In ''F.E.A.R. 2'', they [[spoiler: send a virtual army of mercenary commandos to snuff out all the evidence of Projects Origin, Harbinger, and Paragon, and the latter theoretically involved the killing of ''children.'' (Alma going nuclear had already killed them.)]]

to:

* CorruptCorporateExecutive: Genevive Aristide in particular, but all of Armacham, really. In ''F.E.A.R. 2'', they [[spoiler: send a virtual army of mercenary commandos to snuff out all the evidence of Projects Origin, Harbinger, and Paragon, and the latter theoretically were ready to be involved in the killing of ''children.'' (Alma ''children'' ([[FalseReassurance don't worry]], though, Alma going nuclear had already killed them.)]]them).]]



* CriticalExistenceFailure: Low health only makes the Point Man breathe heavier, like he does when exiting some scare sequences - once his health actually hits zero he seems to be instagibbed. The Replica are pretty easy to turn into LudicrousGibs, as well.

to:

* CriticalExistenceFailure: Low health only makes the Point Man breathe heavier, like he does when exiting some scare sequences - once his health actually hits zero he seems to be instagibbed. The Replica are pretty easy to turn into LudicrousGibs, as well.well, especially with close-range shotgun blasts or the damage bonus from hitting an unaware enemy.



* EvenEvilHasStandards: Even Genevieve Aristide finds the fact that [[spoiler: Harlan Wade supplied some of the DNA used to impregnate Alma]] to be absolutely sickening.

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* %%* EvenEvilHasStandards: Even Genevieve Aristide finds the fact that [[spoiler: Harlan Wade supplied some of the DNA used to impregnate Alma]] to be absolutely sickening.
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