History Videogame / FirstEncounterAssaultRecon

26th Jul '16 6:05:54 PM Kadorhal
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---> [[AC:[=SnakeFist=] says: ... Anyway, did you see my conclusions? You know, the part where it says PROBILITY OF SUCCESS: 3% / PROBABILITY OF CATASTROPHIC SIDE EFFECTS: 84%]]\\

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---> [[AC:[=SnakeFist=] says: ... Anyway, did you see my conclusions? You know, the part where it says PROBILITY PROBABILITY OF SUCCESS: 3% / PROBABILITY OF CATASTROPHIC SIDE EFFECTS: 84%]]\\



* CrateExpectations: Introduced in the two ''F.E.A.R.'' expansion packs, where they can contain anything from weapon caches to {{Heart Container}}s.

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* CrateExpectations: Introduced in the two ''F.E.A.R.'' expansion packs, where they can contain anything from weapon caches to {{Heart Container}}s.[[HeartContainer health boosters]]. Strangely, they're all marked as explosive, despite ''very'' rarely actually having any sort of explosive weapon in them (though grenades too occasionally pop up in smaller metal boxes).



* CriticalExistenceFailure: The Point Man seems to be instagibbed when his health hits zero. The Replica are pretty easy to turn into LudicrousGibs, as well.

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* CriticalExistenceFailure: The 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 when his health hits zero.instagibbed. The Replica are pretty easy to turn into LudicrousGibs, as well.



* [[DarkerandEdgier Darker and Edgier]]: While the blood and atmosphere was quite bleak in the first game, the disturbing factor continued to grow with each installment. An increasingly apocalyptic atmosphere, more terrifying baddies, betrayal, and [[spoiler: rape]] all contribute.

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* [[DarkerandEdgier Darker and Edgier]]: DarkerAndEdgier: While the blood and atmosphere was quite bleak in the first game, the disturbing factor continued to grow with each installment. An increasingly apocalyptic atmosphere, more terrifying baddies, betrayal, and [[spoiler: rape]] all contribute.



* DestructibleProjectiles: It's also hinted, in fact, that stuff like grenades, mines, bombs and even mid-flight rockets can be destroyed. In other words, you trying to explode an incoming enemy rocket early at its owner's face for a kill is an encouraged mechanism.

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* DestructibleProjectiles: It's also hinted, in fact, that stuff like grenades, mines, bombs and even mid-flight rockets can be destroyed. In other words, you trying to explode an incoming enemy rocket early at its owner's face for a kill is an encouraged mechanism. A more effective use of grenades, as well, is to throw one, enter slow-mo with an accurate weapon like the Penetrator, and shoot it when it's close to who you threw it at.



* DoubleEntendre: The final level of ''Project Origin'' is called "Climax." [[ImmodestOrgasm Guess what Alma does in that level.]]

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* DoubleEntendre: The final level of ''Project Origin'' is called "Climax." [[ImmodestOrgasm Guess what Alma does in that level.]]]] Even better, the Interval that level is a part of is named "Union".
23rd Jul '16 9:06:54 PM Wade2012
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Added DiffLines:

* AntiFrustrationFeatures: Replica Soldiers can shred the player's health in a few seconds, especially on higher difficulties. To prevent the player from walking around corners and being killed instantly, forcing EXTREMELY careful gameplay or SaveScumming, Replica encounters are usually preceded by loud radio chatter, letting you prepare for the fight. They are also usually unaware of the player's presence, allowing you to move into a better position before engaging.
23rd Jul '16 1:54:25 PM Morgenthaler
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A Korean-developed free-to-play game, ''F.E.A.R. Online'', was released by Aeria Games in October 2014. The game uses the ''F.E.A.R. 2: Project Origin'' engine and has a ''CombatArms''-style free-to-play model with a crafting system and a number of weapons, items, and characters that can be purchased with in-game gold or real money. The game features both PVP (team deathmatch and various other modes), and a 4-player co-op mode taking place immediately after the ending of ''F.E.A.R. 2'' and featuring a team of Delta Force operatives fighting their way through Fairport in the wake of Dark Signal's failed attempt to stop Alma.

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A Korean-developed free-to-play game, ''F.E.A.R. Online'', was released by Aeria Games in October 2014. The game uses the ''F.E.A.R. 2: Project Origin'' engine and has a ''CombatArms''-style ''VideoGame/CombatArms''-style free-to-play model with a crafting system and a number of weapons, items, and characters that can be purchased with in-game gold or real money. The game features both PVP (team deathmatch and various other modes), and a 4-player co-op mode taking place immediately after the ending of ''F.E.A.R. 2'' and featuring a team of Delta Force operatives fighting their way through Fairport in the wake of Dark Signal's failed attempt to stop Alma.
18th Jul '16 6:35:56 AM Morgenthaler
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* 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:[[DangerouslyGenreSavvy Genevieve bypasses the armor entirely by shooting her in the stomach at the end of the game.]]]]

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* 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:[[DangerouslyGenreSavvy Genevieve [[spoiler:Genevieve bypasses the armor entirely by shooting her in the stomach at the end of the game.]]]]]]
11th Jul '16 1:32:53 PM REV6Pilot
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** ArtificialStupidity: ...except when it's a fight between two computer-controlled characters, probably because the A.I. has been built to respond specifically to actions undertaken by a human player. If, by any chance, the player sees two sides duking it out, it'll be nothing more than a simple exchange of bullets, the winner decided by the attrition of which side manages to put more bullets on target than the other first. The bad guys will more likely ignore your friends and go after you, assuming you show up in the same firefight.



* ArtificialStupidity: ...except when it's a fight between two computer-controlled characters, probably because the A.I. has been built to respond specifically to actions undertaken by a human player. If, by any chance, the player sees two sides duking it out, it'll be nothing more than a simple exchange of bullets, the winner decided by the attrition of which side manages to put more bullets on target than the other first. The bad guys will more likely ignore your friends and go after you, assuming you show up in the same firefight.
10th Jul '16 9:56:17 AM Eon-the-Dragon
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Added DiffLines:

*** 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.
27th Jun '16 6:41:34 AM REV6Pilot
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Added DiffLines:

* BigBoosHaunt: The Old Underground Metro Area in ''Perseus Mandate'' is populated exclusively by Alma's hostile apparitions, and is [[NightmareFuel one of the scariest places in the whole series]].
27th Jun '16 6:40:01 AM REV6Pilot
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* ActionizedSequel: ''F.E.A.R. 3'' is more actionized that its predecessors. You're constantly notified of how many points you've accumulated by completing challenges, which gives the whole thing an arcade-y score attack feel. This had a polarizing effect on both critics and gamers in general: the gun combat was fun, ''really'' fun, but the scoring mechanic detracted from the creepy feel for some reviewers.

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* ActionizedSequel: ActionizedSequel:
**
''F.E.A.R. 3'' is more actionized that its predecessors. You're constantly notified of how many points you've accumulated by completing challenges, which gives the whole thing an arcade-y score attack feel. This had a polarizing effect on both critics and gamers in general: the gun combat was fun, ''really'' fun, but the scoring mechanic detracted from the creepy feel for some reviewers.reviewers.
** If an ExpansionPack counts as a sequel, ''Perseus Mandate'' qualifies. The game focuses a lot more on firefights with scary setpieces being few and far between.



* BigBad: Alma, though Genevive Aristide is really pushing it.
** Then again, Alma does help you repeatedly in ''Extraction Point'' by clearing away Replicas and leading the Point Man into areas to navigate his way to pick-up.
** ''F.E.A.R. 3'' casts a different light on the overarching narrative, painting [[spoiler: Paxton Fettel as the true BigBad.]]

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* BigBad: Alma, though Genevive Aristide is really pushing it.
** Then again, Alma does help you repeatedly in ''Extraction Point'' by clearing away Replicas and leading the Point Man into areas to navigate his way to pick-up.
**
pushes it. ''F.E.A.R. 3'' casts a different light on the overarching narrative, painting [[spoiler: Paxton Fettel as the true BigBad.]]BigBad]]. Non-canonically, Alma does help the Point Man repeatedly in ''Extraction Point'' by clearing away Replicas and leading the Point Man into areas to navigate his way to pick-up, or at least her child self does.
21st Jun '16 7:21:40 AM REV6Pilot
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* BulletTime: The Point Man and Becket have SuperReflexes, which is depicted in-game by allowing them to temporarily enter bullet time. In ''F.E.A.R. 3'', any time Point Man uses this ability, time also slows for Paxton Fettel- allowing him to use a special [[ShockwaveStomp psychic shockwave]] attack.

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* BulletTime: The Point Man and Becket have SuperReflexes, which is depicted in-game by allowing them to temporarily enter bullet time. In ''F.E.A.R. 3'', any time Point Man uses this ability, time also slows for Paxton Fettel- allowing him to use a special [[ShockwaveStomp psychic shockwave]] attack. [[SelfImposedChallenge Completing the first game's campaign without using it]] nets you [[VideoGameAchievements an achievement]], "Real Time".
7th Jun '16 11:13:17 AM REV6Pilot
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* ArtificialStupidity: ...except when it's a fight between two computer-controlled characters, probably because the A.I. has been built to respond to actions undertaken by a human player. If, by any chance, the human player sees two sides duking it out, it'll be nothing more than a simple exchange of bullets, the winner decided by which side manages to put more bullets on target than the other. The bad guys will more likely ignore your friends and go after you, assuming you show up in the same firefight.

to:

* ArtificialStupidity: ...except when it's a fight between two computer-controlled characters, probably because the A.I. has been built to respond specifically to actions undertaken by a human player. If, by any chance, the human player sees two sides duking it out, it'll be nothing more than a simple exchange of bullets, the winner decided by the attrition of which side manages to put more bullets on target than the other.other first. The bad guys will more likely ignore your friends and go after you, assuming you show up in the same firefight.
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