Follow TV Tropes

Following

History YMMV / FirstEncounterAssaultRecon

Go To

OR

Added: 324

Changed: 55

Is there an issue? Send a MessageReason:
None


* CriticalDissonance: ''F.3.A.R.'' received a fairly positive reception by critics, with some even declaring it one of the best shooters of the year, but fans were not nearly as pleased. A look at the [[http://www.metacritic.com/game/pc/fear-3 Metacritic page]] shows a critic score of 74 and a user rating of ''5.8''.

to:

* CriticalDissonance: ''F.3.A.R.'' received a fairly positive reception by critics, with some even declaring it one of the best shooters of the year, but fans players were not nearly as pleased.pleased, and let's not talk about fans of the franchise. A look at the [[http://www.metacritic.com/game/pc/fear-3 Metacritic page]] shows a critic score of 74 and a user rating of ''5.8''.


Added DiffLines:

* {{Woolseyism}}: In Spain, the in-game meaning of F.E.A.R. was changed from "First Encounter Assault Recon" to the Spanish language translation of "Assault and Reconnaissance Elite Force" in order to keep the acronym. In Russia, it was changed to their translation of "Federal Aggressive Reaction Unit" for the same reason.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FanonDiscontinuity: There's a group of fans that don't consider ''Project Origin'' and ''F.3.A.R'' canonical and only count the first game and ''Extraction Point'' as canon, mostly for tonal, style and themes consistency, even though ''Extraction Point'' ends in a huge SuddenDownerEnding (which was one of the many reasons it was not considered canon by Monolith, the other being rights issues with the first game's publisher).
Is there an issue? Send a MessageReason:
None


* ContestedSequel: ''Project Origin'' is perhaps the most divisive game in the series. While it is widely considered to be better than ''F.3.A.R.'', most debates revolve around how it lives up to the first game.

to:

* ContestedSequel: ''Project Origin'' is perhaps the most divisive game in the series. While series, what with most debates revolving around how [[ToughActToFollow it lives up to the first game.]] Fans of the game say its a worthy follow up primarily for It's dark story and how the gameplay manages to capture the energetic feel of the first game. Detractors on the other hand dislike the changes made to the gameplay that made the game feel too similar to [[ItsTheSameSoItSucks other FPS games at the time]] as well as how the [[ActionizedSequel increase in action]] (Such as the addition of a mech suit) takes away from the horror. Most do agree however that it is widely considered to be a better game than ''F.F.3.A.R.'', most debates revolve around how it lives up to the first game.

Added: 589

Changed: 297

Is there an issue? Send a MessageReason:
None


** In the single player, you'll rarely find anyone who doesn't use the shotgun in one of their three weapon slots. There are a few reasons: one, it's useful in just about every situation, as it has decent range, can be useful for suppressing fire (which enemies do respond to) and is deadly up close; two, it's the loudest thing on earth (and thus very satisfying to use); three, it's almost impossible to run out of ammo for it, since extra shotguns are everywhere once you have access to it and it has the best ammo-pickup rate in the game (it's the only gun to give you one full magazine when you pick up a copy from an enemy, to say nothing of getting two for other pre-placed copies and starting with ''three'' when you first grab one); and four, when you're wandering around a dark, spooky hallway with scary noises all about, perhaps the best thing to keep you safe is the knowledge that whatever's coming for you, it'll have to deal with a few dozen pellets coming straight at their face before it can get to you.

to:

** In the single player, you'll rarely find anyone who doesn't use always carry the shotgun in one of their three weapon slots. There are a few reasons: one, it's useful in just about every situation, as it has decent range, can be useful for suppressing fire (which enemies do respond to) and is deadly up close; two, it's the loudest thing on earth (and thus very satisfying to use); three, it's almost impossible to run out of ammo for it, since extra shotguns are everywhere once you have access to it and it has the one of the best ammo-pickup rate rates in the game (it's the only gun to give which gives you one full magazine when you pick it up a copy from off of an enemy, to say nothing of getting and you get two for other mags from pre-placed copies and starting with ''three'' when you first grab one); copies); and four, when you're wandering around a dark, spooky hallway with scary noises all about, perhaps the best thing to keep you safe is the knowledge that whatever's coming for you, it'll have to deal with a few dozen pellets coming straight at their face from what is probably the most powerful video-game shotgun of the 2000s before it can get to you.you.
** It's also rare to find someone who doesn't hold onto the pistols for as long as possible for several reasons: they're [[PunchPackingPistol powerful]] and accurate enough for the vast majority of situations, with [[GunsAkimbo finding a second one]] granting no downsides other than a slightly slower reload, it has ''the'' best ammo-pickup rate (giving you three magazines for every one you pick up) in return for not being dropped by enemies, and as a semi-auto weapon its fire rate increases when you use it during Slow-Mo, which makes it capable of incredibly quick damage per-second.



** It doesn't help either that the ''other'' half of the disastrous events are caused by Armacham being firmly entrenched in the idea of [[KickTheDog being as morally reprehensible as humanly possible]], often [[ForTheEvulz for no particular reason other than because they can]], thus necessitating they [[CavalryBetrayal immediately turn on the people they themselves called for help]] once they show the slightest bit of difficulty in dealing with the uprising, lest that help immediately uncover the ''several'' terrible things Armacham has done and take it to the US government.

to:

** It doesn't help either that the ''other'' half of the disastrous events are caused by Armacham being firmly entrenched in the idea of [[KickTheDog being as morally reprehensible as humanly possible]], often [[ForTheEvulz for no particular reason other than because they can]], thus necessitating they [[CavalryBetrayal immediately turn on the people they themselves called for help]] once they show the slightest bit of difficulty in dealing with the uprising, lest that help immediately uncover the ''several'' ''several other'' terrible things Armacham has done and take it to the US government.



** The Vivendi expansion packs are also polarizing, ''Extraction Point'' for being buggier, a little too in-your-face with copied-and-pasted scares from the original game to the detriment of the creepy atmosphere, and characters who aren't as well-written, and ''Perseus Mandate'' for having too much action and next to zero tense paranormal moments.

to:

** The Vivendi expansion packs are also polarizing, ''Extraction Point'' for being buggier, a little too in-your-face with copied-and-pasted scares from the original game to the detriment of the creepy atmosphere, and characters who aren't as well-written, and ''Perseus Mandate'' for having too much action and next to zero tense paranormal moments.moments and a new villainous faction that's a little too over-the-top to take seriously.
Is there an issue? Send a MessageReason:
None


* SequelDifficultyDrop[=/=]SequelDifficultySpike: ''F.E.A.R. 2: Project Origin'' is noticeably easier than the first game; health and armor pickups restore 100% instead of just a partial amount, enemies can survive less damage, and the developers have admitted that the A.I. was dumbed down to compensate for the slower aiming of a console controller compared to mouse aiming. Conversely, ''F.E.A.R. 3'' brings the difficulty level back up, with dramatically improved A.I. that's noticeably faster, smarter, and more mobile than in ''Project Origin''. Also, while you have regenerating health, you no longer have armor, and can survive less damage in one go.

to:

* SequelDifficultyDrop[=/=]SequelDifficultySpike: ''F.E.A.R. 2: Project Origin'' is noticeably easier than the first game; health and armor pickups restore 100% instead of just a partial amount, enemies can survive less damage, damage and are more easily staggered for longer periods, and the developers have admitted that the A.I. was dumbed down to compensate for the slower aiming of a console controller compared to mouse aiming. Conversely, ''F.E.A.R. 3'' brings the difficulty level back up, with dramatically improved A.I. that's noticeably faster, smarter, and more mobile than in ''Project Origin''. Also, while you have regenerating health, you no longer have armor, and can survive less damage in one go.



** The sequels aren't held in as high regard as the original ''F.E.A.R.'' for a variety of reasons, with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic shooter with a neat gimmick in the asymmetrical co-op.
** The Vivendi expansion packs are also polarizing, ''Extraction Point'' for being a little too in-your-face with the scares to the detriment of the creepy atmosphere and characters not being as well-written, and ''Perseus Mandate'' for having too much action and next to zero tense paranormal moments.

to:

** The sequels aren't held in as high regard as the original ''F.E.A.R.'' for a variety of reasons, with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic shooter cover-shooter with a neat gimmick in the asymmetrical co-op.
** The Vivendi expansion packs are also polarizing, ''Extraction Point'' for being buggier, a little too in-your-face with the copied-and-pasted scares from the original game to the detriment of the creepy atmosphere atmosphere, and characters not being who aren't as well-written, and ''Perseus Mandate'' for having too much action and next to zero tense paranormal moments.



** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces (and the only enemies of any variety in the second to show their faces were ''intended'' to give an uncanny-valley impression).

to:

** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces (and the only most other enemies of any variety in the second to show their faces in the second were ''intended'' to give an uncanny-valley impression).
Is there an issue? Send a MessageReason:
unexplained yahtzee reference that just makes the entry more confusing


** The sequels aren't held in as high regard as the original ''F.E.A.R.'' for a variety of reasons, with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic spunkgargleweewee with a neat gimmick in the asymmetrical co-op.

to:

** The sequels aren't held in as high regard as the original ''F.E.A.R.'' for a variety of reasons, with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic spunkgargleweewee shooter with a neat gimmick in the asymmetrical co-op.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Sergeant Keegan in ''Project Origin''. There's every indication he was the NiceGuy of his squad only to become literally madly in love with Alma, who doesn't even notice him. In the the end he's so badly twisted that killing him [[MercyKill is a mercy]].
** Alice Wade. She has no idea of the horrors of her family, but ends up [[spoiler:getting murdered by her own nephew at the behest of the sister she didn't know she had.]]
Is there an issue? Send a MessageReason:
None


** Paxton Fettel, the cannibalistic, oedipal psychic from the first game. He's disturbing to watch all right, but also smooth and effortlessly badass, not to mention having a [[VillainHasAPoint very solid motive to go after Armacham.]]

to:

** Paxton Fettel, the cannibalistic, oedipal psychic from the first game. He's disturbing to watch all right, but also smooth and effortlessly badass, not to mention having a [[VillainHasAPoint [[FreudianExcuse very solid motive to go after Armacham.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SequelDifficultyDrop[=/=]SequelDifficultySpike: ''F.E.A.R. 2: Project Origin'' is noticeably easier than the first game; health and armor pickups restore 100% instead of just a partial amount, enemies can survive less damage, and the developers have admitted that the A.I. was dumbed down to compensate for the slower aiming of a console controller compared to mouse aiming. Conversely, ''F.E.A.R. 3'' brings the difficulty level back up, with dramatically improved A.I. that's noticeably faster, smarter, and more mobile than in ''Project Origin''. Also, while you have regenerating health, you no longer have armor, and can survive less damage in one go.

Added: 1737

Changed: 1022

Is there an issue? Send a MessageReason:
None


* IdiotPlot: Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure they have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to psychically to an army of cloned yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.

to:

* IdiotPlot: IdiotPlot:
**
Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure they have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to psychically to control an army of cloned yet conventional gunmen while keeping aware of everything happening in their area of operations is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large - they have enough Replica for a full thousand-man battalion - that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.them.
** It doesn't help either that the ''other'' half of the disastrous events are caused by Armacham being firmly entrenched in the idea of [[KickTheDog being as morally reprehensible as humanly possible]], often [[ForTheEvulz for no particular reason other than because they can]], thus necessitating they [[CavalryBetrayal immediately turn on the people they themselves called for help]] once they show the slightest bit of difficulty in dealing with the uprising, lest that help immediately uncover the ''several'' terrible things Armacham has done and take it to the US government.



** Paxton Fettel crosses this if you win ''F.3.A.R.'s'' campaign as Fettel. [[spoiler:For someone obsessed with talking about his mother with his brother, it's horrifying to see Fettel absorbing Point Man's body to eat his mother. It's easy to lose any sympathy for him after seeing this ending.]]

to:

** Paxton Fettel crosses this if you win ''F.3.A.R.'s'' campaign as Fettel.him. [[spoiler:For someone obsessed with talking about his mother with his brother, it's horrifying to see Fettel absorbing Point Man's body to eat his mother. It's easy to lose any sympathy for him after seeing this ending.]]

Changed: 1013

Removed: 2464

Is there an issue? Send a MessageReason:
The government is explicitly in bed with Armacham about the whole scenario, which is why they don't send in more troops or shut down ATC.


* IdiotPlot:
** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure they have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to psychically to an army of cloned yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in a major city. Instead of summoning all the military and coordinating an operation to wipe out the rogues[[note]]super soldiers or not, they lack heavy vehicles, have little aerial support beyond a small handful of gunships, and are easy to track by satellite, and still amount only to a battalion[[/note]] or at least contain them until a specialized unit can take down their psychic commander[[note]]which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project[[/note]], they leave them unconfronted and opt to call an unit of ghost busters for the obviously non-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].

to:

* IdiotPlot:
**
IdiotPlot: Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure they have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to psychically to an army of cloned yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in a major city. Instead of summoning all the military and coordinating an operation to wipe out the rogues[[note]]super soldiers or not, they lack heavy vehicles, have little aerial support beyond a small handful of gunships, and are easy to track by satellite, and still amount only to a battalion[[/note]] or at least contain them until a specialized unit can take down their psychic commander[[note]]which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project[[/note]], they leave them unconfronted and opt to call an unit of ghost busters for the obviously non-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].
them.

Added: 398

Changed: 285

Is there an issue? Send a MessageReason:
None


** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to link psychically an army of clonic yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating an operation to wipe out the rogues[[note]]super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite, and still amount only to a battalion[[/note]] or at least contain them until a specialized unit can take down their psychic commander[[note]]which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project[[/note]], they leave them unconfronted and opt to call an unit of ghost busters for the obviously non-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].

to:

** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay they have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics' abilities that is both counterintuitive[[note]]using an available RealityWarper's bloodline to link psychically to an army of clonic cloned yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point when their numbers are so large that they're equally as unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in a major cities. city. Instead of summoning all the military and coordinating an operation to wipe out the rogues[[note]]super soldiers or not, they lack heavy vehicles, have little aerial support beyond a small handful of gunships, and are easy to track by satellite, and still amount only to a battalion[[/note]] or at least contain them until a specialized unit can take down their psychic commander[[note]]which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project[[/note]], they leave them unconfronted and opt to call an unit of ghost busters for the obviously non-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].



** Just the premise of [[spoiler:having sex with a ghost girl, especially within the context of a darker-then-average FPS. While some people find it still horrifying, there is barely anyone on the internet who takes it seriously, either for it being a giggling-inducing idea or for the sake of the "doesn't matter had sex" meme. Some just wonder whether the game's developers had [[https://en.wikipedia.org/wiki/Spectrophilia spectrophilia]].]]

to:

** Just the premise of [[spoiler:having sex with a ghost girl, especially within the context of a darker-then-average FPS. While some people find it still horrifying, there is barely anyone on the internet who takes it seriously, either for it being a giggling-inducing giggle-inducing idea or for the sake of the "doesn't matter had sex" meme. Some just wonder whether the game's developers had [[https://en.wikipedia.org/wiki/Spectrophilia spectrophilia]].]]



** From the end of ''Perseus Mandate'', there's the Nightcrawler Commander's line about "Betters sending one of his tin men to kill me". He sounds like he's recounting yet another battle with his old nemesis, but it makes no sense in context because Betters and the rest of FEAR [[UnknownRival had no idea the Nightcrawlers existed]] before the events of the expansion - and that's '''by design'''.



** Some people call this series, more so the first game, the best FirstPersonShooter version of ''Max Payne'', ''Literature/TheRing'', and ''Film/TheGrudge'' ever made. Especially since ''The Ring'' had [[TheProblemWithLicensedGames a horrible game adaption]] on the Dreamcast.

to:

** Some people call this series, more so the first game, the best FirstPersonShooter version of ''Max Payne'', ''VideoGame/MaxPayne'', ''Literature/TheRing'', and ''Film/TheGrudge'' ever made. Especially since ''The Ring'' had Ring''[='=]s actual game adaptation on the Dreamcast [[TheProblemWithLicensedGames a horrible game adaption]] on the Dreamcast.wasn't very good]].



** The Heavy Armor fought in ''Extraction Point''[='=]s Interval 03 - Terminus is the single most frustrating enemy in the entire game. The high health it has as a Heavy Armor would be bad enough even if he were equipped with a regular weapon like the Penetrator most other Heavy Armors use - no, this one decides to come at you with a MOD-3 multi rocket launcher. Not just any MOD-3, either, but one [[TheComputerIsACheatingBastard artificially overpowered]] to the point you're not surviving even the ''splash damage'' of more than a single rocket unless you are at full health and armor.

to:

** The Heavy Armor fought in ''Extraction Point''[='=]s Interval 03 - Terminus is the single most frustrating enemy in the entire game. The high health it has as a Heavy Armor would be bad enough even if he were equipped with a regular weapon like the Penetrator most other Heavy Armors use - no, this one decides to come at you with a MOD-3 multi rocket launcher. Not just any MOD-3, either, but one [[TheComputerIsACheatingBastard artificially overpowered]] to the point you're not surviving even the ''splash damage'' of more than a single rocket unless you are at full health and armor. And depending on your weapons, you may be set for a long fight if you try to engage at a safe distance.



** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces (and the only enemies of any variety in the second to show their faces were ''intended'' to give this impression).

to:

** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces (and the only enemies of any variety in the second to show their faces were ''intended'' to give this an uncanny-valley impression).
Is there an issue? Send a MessageReason:
None


* AntiClimaxBoss: When you finally catch up to Paxton Fettel after chasing after him for the entire game, he goes down without a fight. After one last vision and revelation, the Point Man walks into a dream version of Fettel's cell and just puts a bullet in his head.

to:

* AntiClimaxBoss: When you finally catch up to Paxton Fettel after chasing after him for the entire game, he goes down without a fight. After one last vision and revelation, during which he makes no attempt to attack other than sending a few ghosts that die in one shot, the Point Man walks into a dream version of Fettel's cell and just puts a bullet in his head.



** In the same vein as Assassins, there are the Shades in the

to:

** In the same vein as Assassins, there are the Shades in the first game's expansion packs.



** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces.

to:

** ATC troops in the first and second games do not change their facial expressions, even when getting shot or torn to pieces by psychic horrors. This may be why the ATC troops in the third game were all rendered with balaclavas to hide their faces.faces (and the only enemies of any variety in the second to show their faces were ''intended'' to give this impression).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Hell, the Point Man himself is oftentimes labeled as ''extremely'' intimidating, with a KubrickStare that could rival his mother's. His stone-cold demeanor seems to shine through even in his softer moments.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*AntiClimaxBoss: When you finally catch up to Paxton Fettel after chasing after him for the entire game, he goes down without a fight. After one last vision and revelation, the Point Man walks into a dream version of Fettel's cell and just puts a bullet in his head.
Is there an issue? Send a MessageReason:
None


** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating an operation to wipe out the rogues – super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite – or at least contain them until a specialized unit can take down their psychic commander – which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project –, they leave them unconfronted and opt to call an unit of ghost busters for the obviously unrelated-to-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].

to:

** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating an operation to wipe out the rogues – super rogues[[note]]super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite – satellite, and still amount only to a battalion[[/note]] or at least contain them until a specialized unit can take down their psychic commander – which commander[[note]]which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project –, project[[/note]], they leave them unconfronted and opt to call an unit of ghost busters for the obviously unrelated-to-ghostbusting non-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster are that the battalion is fortunately following ''very'' specific orders and that the ghost busters happen to have their own BadassAbnormal [[spoiler:thanks to a secret plan that isn't even the government's]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Just the premise of [[spoiler:having sex with a ghost girl, especially within the context of a darker-then-average FPS. While some people find it still horrifying, there is barely anyone on the internet who takes it seriously, either for it being a giggling-inducing idea or for the sake of the "doesn't matter had sex" meme. Some just wonder whether the game's developers had [[https://en.wikipedia.org/wiki/Spectrophilia spectrophilia]].]]

Added: 925

Changed: 1931

Removed: 215

Is there an issue? Send a MessageReason:
None


* GoodBadBugs: Playing the first game on a computer with a monitor that refreshes above the physics framerate of the game can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].



* FirstInstallmentWins: The first game remains the most respected in the series by both fans and critics, though ''Project Origin'' has a small but dedicated fanbase for its dark themes and storytelling.

to:

* FirstInstallmentWins: The first game remains the most respected in the series by both fans and critics, though critics. ''Project Origin'' has a small but dedicated fanbase for its dark themes and storytelling.storytelling, but it's nowhere near the size of the first, and the less said about the third game, the better.



* HilariousInHindsight: One of the meanings players gave ''F.E.A.R.'' was "Fuck Everything And Run" (although that one is an old A.A. saying, its counterpart on the other side of sobriety being "Face Everything And Recover"). In ''FEAR 3'', one of the multiplayer modes involves doing mostly this and is called "F**king Run".

to:

* GoodBadBugs: Due to how the physics engine is coded in, playing the first game on a computer with a monitor that refreshes with a framerate above the usual can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].
* HilariousInHindsight: One of the meanings players gave ''F.E.A.R.'' was "Fuck Everything And Run" (although that one is an old A.A. saying, its counterpart on the other side of sobriety being "Face Everything And Recover"). In ''FEAR ''F.E.A.R. 3'', one of the multiplayer modes involves doing mostly this and is called "F**king Run".



** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics's abilities that is both counterintuitive (using an available RealityWarper bloodline to link psychically an army of clonic yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical) and dangerous (if gunmen were chosen over telepaths/telekinetics for being easier to control in case of a revolt, it becomes a moot point because their unit is so massive that it is just as unmanageable). The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating an operation to wipe out the rogues (super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC]].
* ItWasHisSled: ''F.3.A.R.'' is built off the twist endings of both games prior: [[spoiler: Paxton Fettel being the Point Man's brother and Alma being their mother, and Alma raping Beckett]].

to:

** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research and instead invest millions on a project based on an application of the psychics's psychics' abilities that is both counterintuitive (using counterintuitive[[note]]using an available RealityWarper RealityWarper's bloodline to link psychically an army of clonic yet conventional gunmen is not only kind of commercially underwhelming, but also pretty impractical) impractical, as you could achieve the same results with modern communication systems[[/note]] and dangerous (if gunmen dangerous[[note]]gunmen were chosen over telepaths/telekinetics for being easier to control in case of a full-scale revolt, but it becomes a moot point because when their unit is numbers are so massive large that it is just they're equally as unmanageable).unmanageable[[/note]]. The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating an operation to wipe out the rogues (super – super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite) satellite – or at least contain them until a specialized unit can take down their psychic commander (which – which is admittedly difficult, but clearly the best option if they are so desperate to avoid a direct battle and/or save resources of the project), project –, they leave them unconfronted and opt to call an unit of ghostbusters ghost busters for the obviously non-ghostbusting-related unrelated-to-ghostbusting takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons why they don't end up with a complete disaster is are that the battalion is fortunately following very ''very'' specific orders and that the ghostbusters ghost busters happen to have their own superman BadassAbnormal [[spoiler:thanks to a secret plan by ATC]].
that isn't even the government's]].
* ItWasHisSled: ''F.3.A.R.'' is built off the twist endings of both games prior: [[spoiler: Paxton [[spoiler:Paxton Fettel being the Point Man's brother and Alma being their mother, and Alma raping Beckett]].



** Genevieve Aristide and Harlan Wade. Which of these two is worse is up to you. For your consideration: [[spoiler:Harlan was responsible for Alma's forced impregnation - ''and'' was the sperm donor, basically knocking up his own daughter, ''twice''. Then he took both of Alma's children away from her before locking her up in the vault, raised them from birth to be psychic killers, and as far as we know, threw one (the Point Man) out to fend for himself when he wasn't successful, while locking the other (Fettel) in essentially a private jail after he went berserk from Alma's influence and killed about a dozen people. Aristide, meanwhile, is your typical PointyHairedBoss taken to sociopathic extremes, completely refusing to accept the blame for any fallout from her boneheaded decisions, listen to more reasonable alternatives (no matter how often she claims to do both) or even learn from previous mistakes, and in fact actively accelerates most of the bad things that happen in the second game in her zeal to recapture Alma just to save her job, no matter how much people much smarter than her insist ''the plan will not work, '''period'''''.]]
** Paxton Fettel crosses this if you win ''F.3.A.R.'s'' campaign as Fettel. [[spoiler: For someone obsessed with talking about his mother with his brother, it's horrifying to see Fettel absorbing Point Man's body to eat his mother. It's easy to lose any sympathy for him after seeing this ending.]]
** Alma may be a TragicVillain, but that flies right out the window when she [[spoiler: rapes Becket.]] However, ''F.3.A.R.'' may bring a player back to sympathy. ''May.''

to:

** Genevieve Aristide and Harlan Wade. Which of these two is worse is up to you. For your consideration: [[spoiler:Harlan was responsible for Alma's forced impregnation - ''and'' was the sperm donor, basically knocking up his own daughter, ''twice''. Then he took both of Alma's children away from her before locking her up in the vault, raised them from birth to be psychic killers, and as far as we know, threw one (the Point Man) out to fend for himself when he wasn't successful, while locking the other (Fettel) in essentially a private jail after he went berserk from Alma's influence and killed about a dozen people. Aristide, meanwhile, is your typical PointyHairedBoss taken to sociopathic extremes, completely refusing to accept the blame for any fallout from her boneheaded decisions, listen to more reasonable alternatives (no matter how often she claims to do both) or even learn from previous mistakes, and in fact actively accelerates most of the bad things that happen in the second game in her zeal to recapture Alma just to save her job, no matter how much people much smarter than her insist ''the plan will not work, '''period'''''.]]
'''period''''']].
** Paxton Fettel crosses this if you win ''F.3.A.R.'s'' campaign as Fettel. [[spoiler: For [[spoiler:For someone obsessed with talking about his mother with his brother, it's horrifying to see Fettel absorbing Point Man's body to eat his mother. It's easy to lose any sympathy for him after seeing this ending.]]
** Alma may be a TragicVillain, but that flies right out the window when she [[spoiler: rapes Becket.]] [[spoiler:rapes Becket]]. However, ''F.3.A.R.'' may bring a player back to sympathy. ''May.''



** The trailers for FEAR 3 - especially the lines "Mother is expecting again" and "It's not every day we get to meet... a new member of the family", accentuated by the fact that the [[LargeHam voice]] [[ChewingTheScenery over]] sounds like something out of a grindhouse film.
* NightmareRetardant: At the morgue in ''Extraction Point'', [[DarkestHour when you are fully trapped in Alma's realm as it takes the shape of a prison completely full with the ghosts of people she felt vengeful against]], you can enter an empty cell, and the door closes behind you. By a combination of TheWallsAreClosingIn and DescendingCeiling, you are forced to stand near the locked door and look through the peephole and her on the other side... [[SugarWiki/FunnyMoments at least until you glitch through one of the moving walls]].
* ParanoiaFuel: Alma is standing right behind you... [[spoiler: Made you look.]]

to:

** The trailers for FEAR 3 ''F.E.A.R. 3'' - especially the lines "Mother is expecting again" and "It's not every day we get to meet... a new member of the family", accentuated by the fact that the [[LargeHam voice]] [[ChewingTheScenery over]] sounds like something out of a grindhouse film.
* NightmareRetardant: At the morgue in ''Extraction Point'', [[DarkestHour when you are fully trapped in Alma's realm as it takes the shape of a prison completely full with prison/asylum holding the ghosts of people she felt vengeful against]], you can enter an empty cell, and the door closes behind you. By a combination of TheWallsAreClosingIn and DescendingCeiling, you are forced to stand near the locked door and look through the peephole and at her on the other side... [[SugarWiki/FunnyMoments at least until you glitch through one of the moving walls]].
* ParanoiaFuel: Alma is standing right behind you... [[spoiler: Made you look.]]



** There's a scene in ''F.E.A.R.'' where you get out of an elevator, walk maybe 10 feet away, and press a button or two to get the elevator working again. Then you look up and Alma is standing there, between you and said elevator.

to:

** There's a scene in ''F.E.A.R.'' where you get out of an elevator, walk maybe 10 ten feet away, away and press a button or two to get the elevator working again. Then you look up and Alma is standing there, between you and said elevator.



** In the same vein as Assassins, there are the Shades in the



* {{Sequelitis}}: The sequels aren't held in as high regard as the original ''F.E.A.R.'', for a variety of reasons with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic modern-shooter with a neat gimmick in the asymmetrical co-op. The first game's expansion packs, especially ''Perseus Mandate'', also fall under polarizing.
* SpiritualLicensee: Ever wondered what a First-Person Shooter take on ''Manga/ElfenLied'' would be? Look no further than this series.

to:

* {{Sequelitis}}: {{Sequelitis}}:
**
The sequels aren't held in as high regard as the original ''F.E.A.R.'', '' for a variety of reasons reasons, with the primary concern being how they were made with consoles in mind first, but ''F.3.A.R.'' in particular was derided for being a generic modern-shooter spunkgargleweewee with a neat gimmick in the asymmetrical co-op. co-op.
**
The first game's Vivendi expansion packs, especially packs are also polarizing, ''Extraction Point'' for being a little too in-your-face with the scares to the detriment of the creepy atmosphere and characters not being as well-written, and ''Perseus Mandate'', also fall under polarizing.
Mandate'' for having too much action and next to zero tense paranormal moments.
* SpiritualLicensee: SpiritualLicensee:
**
Ever wondered what a First-Person Shooter take on ''Manga/ElfenLied'' would be? Look no further than this series.



** The Heavy Armor fought in ''Extraction Point''[='=]s Interval 03 - Terminus is the single most frustrating enemy in the entire game. The high health he has as a Heavy Armor would be bad enough even if he were equipped with a regular weapon like the Penetrator most other Heavy Armors use - no, this one decides to come at you with a rocket launcher. Not just any rocket launcher, either, but one [[TheComputerIsACheatingBastard artificially overpowered]] to the point you're not surviving even the ''splash damage'' of more than a single rocket unless you are at full health and armor.

to:

** The Heavy Armor fought in ''Extraction Point''[='=]s Interval 03 - Terminus is the single most frustrating enemy in the entire game. The high health he it has as a Heavy Armor would be bad enough even if he were equipped with a regular weapon like the Penetrator most other Heavy Armors use - no, this one decides to come at you with a MOD-3 multi rocket launcher. Not just any rocket launcher, MOD-3, either, but one [[TheComputerIsACheatingBastard artificially overpowered]] to the point you're not surviving even the ''splash damage'' of more than a single rocket unless you are at full health and armor.



* TheWoobie: You can't learn about Alma's background without feeling ''somewhat'' sorry for the girl.

to:

* TheWoobie: TheWoobie:
**
You can't learn about Alma's background without feeling ''somewhat'' at least somewhat sorry for the girl.



** Then there are the Replicas, [[FridgeHorror if you think about it too much]]. Do they actually want to be shooting at you, or are they just being forced to do so by Fettel? And then there's Fettel himself, who is being driven insane by Alma.

to:

** Then there are the Replicas, [[FridgeHorror if you think about it too much]]. it]]. Do they actually want to be shooting at you, or are they just being forced to do so by Fettel? Fettel?
**
And then there's Fettel himself, who is being driven insane by Alma.
Alma.
Is there an issue? Send a MessageReason:
None


* ContestedSequel: Project Origin is perhaps the most divisive game in the series. While it is widley considered to be better than F.3.A.R., most debates resolve around how it lives up to the first game.

to:

* ContestedSequel: Project Origin ''Project Origin'' is perhaps the most divisive game in the series. While it is widley widely considered to be better than F.''F.3.A.R., '', most debates resolve revolve around how it lives up to the first game.
Is there an issue? Send a MessageReason:
None


* PortingDisaster: ''F.E.A.R.'' for the UsefulNotes/PlayStation3 got a better exclusive weapon than the UsefulNotes/Xbox360 version (an automatic shotgun that didn't sacrifice any of the existing weapon's range or power, rather than a dinky machine pistol that sacrificed power and accuracy for fire rate and capacity, and took over half the spawns of the more useful RPL), but was otherwise an incredibly unrefined and choppy rushjob of a port even compared to the 360 version, which itself had problems compared to the PC original. It may have even been partially responsible for the [=PS3=]'s early bad reputation, with several review sites blaming the poor performance of the port on the [=PS3=]'s "inferior" hardware, despite the [=PS3=] actually being the most technically-capable console of that generation.

to:

* PortingDisaster: ''F.E.A.R.'' for the UsefulNotes/PlayStation3 got a better exclusive weapon than the UsefulNotes/Xbox360 version (an automatic shotgun that didn't sacrifice any of the existing weapon's range or power, rather than a dinky machine pistol that sacrificed power and accuracy for fire rate and capacity, and took over half the spawns of the more useful RPL), but was otherwise an incredibly unrefined and choppy rushjob of a port even compared to the 360 version, which itself had problems compared to the PC original.original, and was pretty much abandoned after release (the [=PS3=] never even got either expansion). It may have even been partially responsible for the [=PS3=]'s early bad reputation, with several review sites blaming the poor performance of the port on the [=PS3=]'s "inferior" hardware, despite the [=PS3=] actually being the most technically-capable console of that generation.

Added: 912

Changed: 322

Is there an issue? Send a MessageReason:
None


* ThatOneBoss: In ''F.E.A.R. 3'', the REV powered armor in Interval 05 that appears in the plaza. Most such units in previous games were weaker, to the point that all it took was a few assault rifle magazines to destroy. This one eats bullets and explosives and ''laughs'', and then returns the favor with lasers and automatic grenades.

to:

* ThatOneBoss: ThatOneBoss:
** The Heavy Armor fought in ''Extraction Point''[='=]s Interval 03 - Terminus is the single most frustrating enemy in the entire game. The high health he has as a Heavy Armor would be bad enough even if he were equipped with a regular weapon like the Penetrator most other Heavy Armors use - no, this one decides to come at you with a rocket launcher. Not just any rocket launcher, either, but one [[TheComputerIsACheatingBastard artificially overpowered]] to the point you're not surviving even the ''splash damage'' of more than a single rocket unless you are at full health and armor.
**
In ''F.E.A.R. 3'', the REV powered armor in Interval 05 that appears in the plaza. Most such units in previous games were weaker, to the point that all it took was a few assault rifle magazines to destroy. This one eats bullets and explosives and ''laughs'', and then returns the favor with lasers and automatic grenades.
Is there an issue? Send a MessageReason:


** Also a CrowningMomentOfAwesome for the developers, considering Manson hates licensing his songs, and prefers to just make new ones for stuff instead (like the one in ''Film/JohnWick''), since he'd rather it be designed for the work.

to:

** Also a CrowningMomentOfAwesome SugarWiki/MomentOfAwesome for the developers, considering Manson hates licensing his songs, and prefers to just make new ones for stuff instead (like the one in ''Film/JohnWick''), since he'd rather it be designed for the work.



* NightmareRetardant: At the morgue in ''Extraction Point'', [[DarkestHour when you are fully trapped in Alma's realm as it takes the shape of a prison completely full with the ghosts of people she felt vengeful against]], you can enter an empty cell, and the door closes behind you. By a combination of TheWallsAreClosingIn and DescendingCeiling, you are forced to stand near the locked door and look through the peephole and her on the other side... [[CrowningMomentOfFunny at least until you glitch through one of the moving walls]].

to:

* NightmareRetardant: At the morgue in ''Extraction Point'', [[DarkestHour when you are fully trapped in Alma's realm as it takes the shape of a prison completely full with the ghosts of people she felt vengeful against]], you can enter an empty cell, and the door closes behind you. By a combination of TheWallsAreClosingIn and DescendingCeiling, you are forced to stand near the locked door and look through the peephole and her on the other side... [[CrowningMomentOfFunny [[SugarWiki/FunnyMoments at least until you glitch through one of the moving walls]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ContestedSequel: Project Origin is perhaps the most divisive game in the series. While it is widley considered to be better than F.3.A.R., most debates resolve around how it lives up to the first game.
Is there an issue? Send a MessageReason:
None


** Alma Wade, the creepy, stringy-haired little girl. Not only is she already dead, she only exists due to her incredible power. Her backstory is incredibly tragic, and she carves a swath through every single foe sent after her with no effort.

to:

** Alma Wade, the creepy, stringy-haired little girl. Not only is she already dead, she only exists in spectre form due to her incredible power. Her backstory is incredibly tragic, and she carves a swath through every single foe sent after her with no effort.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CreepyAwesome:
** Paxton Fettel, the cannibalistic, oedipal psychic from the first game. He's disturbing to watch all right, but also smooth and effortlessly badass, not to mention having a [[VillainHasAPoint very solid motive to go after Armacham.]]
** Alma Wade, the creepy, stringy-haired little girl. Not only is she already dead, she only exists due to her incredible power. Her backstory is incredibly tragic, and she carves a swath through every single foe sent after her with no effort.


Added DiffLines:

* EvilIsCool:
** The first game brings us Paxton Fettel and the Replica Forces. Between the smart AI and badass designs of the Replica Forces, and Fettel's general extent of CreepyAwesome, they make for interesting and cool villains. Fettel returns in ''Extraction Point'', ''F.E.A.R. 2: Reborn'', and ''F.3.A.R.''
** Alma, obviously. As the developers themselves put it, "When a little girl tears her way through Delta Force, what are you supposed to think?" She may be a child, but her tragic backstory and power alone make her an intimidating threat. [[spoiler: Averted in the sequels. In ''2'', her actions are simply sickening, and in ''3'', she's more pitiful and sad than badass.]]


Added DiffLines:

** Alma may be a TragicVillain, but that flies right out the window when she [[spoiler: rapes Becket.]] However, ''F.3.A.R.'' may bring a player back to sympathy. ''May.''
Is there an issue? Send a MessageReason:
None


** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case they want to avoid too much fighting and/or save resources of the project, which are bad politics by themselves), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC]].

to:

** The other half of the disasters come from US government's equally awful management of the situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning all the military and coordinating a an operation to wipe out the rogues (super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case (which is admittedly difficult, but clearly the best option if they want are so desperate to avoid too much fighting a direct battle and/or save resources of the project, which are bad politics by themselves), project), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC]].
Is there an issue? Send a MessageReason:
None


** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, and instead open an expensive commercial project based on an specifical application of the psychics's abilities which is both counterintuitive (seriously, there is a RealityWarper bloodline available and you decide to use it to create an army of psychically linked but otherwise conventional gunmen?) and dangerous (if gunmen were chosen for being safer than full telepaths/telekinetics in case of losing control of them, why their unit gotta be so massive that it becomes unmanageable anyways?). The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case they want to avoid too much bloodshed and/or save resources of the project), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC]].

to:

** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, research and instead open an expensive commercial invest millions on a project based on an specifical application of the psychics's abilities which that is both counterintuitive (seriously, there is a (using an available RealityWarper bloodline available and you decide to use it to create an army of link psychically linked but otherwise an army of clonic yet conventional gunmen?) gunmen is not only kind of commercially underwhelming, but also pretty impractical) and dangerous (if gunmen were chosen for being safer than full over telepaths/telekinetics for being easier to control in case of losing control of them, why a revolt, it becomes a moot point because their unit gotta be is so massive that it becomes unmanageable anyways?).is just as unmanageable). The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The other half of the disasters come from US government's equally awful management of the situation is not precisely better. situation. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually (super soldiers or not, they lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case they want to avoid too much bloodshed fighting and/or save resources of the project), project, which are bad politics by themselves), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC]].
Is there an issue? Send a MessageReason:
None


** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case they want to avoid too much bloodshed and/or save resources of the project), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]

to:

** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (in case they want to avoid too much bloodshed and/or save resources of the project), they leave them unconfronted and opt to call an unit of ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they ''still'' leave the rogue army clearly unrestricted and keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]ATC]].
Is there an issue? Send a MessageReason:
None


** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, and instead open an expensive commercial project based on an specifical application of the psychics's abilities which is both counterintuitive (seriously, there is a RealityWarper bloodline available and you decide to use it to create an army of psychically linked but otherwise conventional gunmen?) and dangerous (if gunmen were chosen for being safer than full telepaths/telekinetics in case of losing control of them, why their unit gotta be so massive that it becomes unmanageable anyways?). The result is, of course, a project that gets completely out of hand for even a MegaCorp like them.
** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that are already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (which would neutralize them quicker and with less blood), they leave them alone and opt to call an unit of ''ghostbusters'' for the obviously non-ghostbusting-related takedown. And when that plan fails, they keep leaving the rogue army clearly unrestricted and doing nothing aside from deploying minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is following very specifical orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]

to:

** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, and instead open an expensive commercial project based on an specifical application of the psychics's abilities which is both counterintuitive (seriously, there is a RealityWarper bloodline available and you decide to use it to create an army of psychically linked but otherwise conventional gunmen?) and dangerous (if gunmen were chosen for being safer than full telepaths/telekinetics in case of losing control of them, why their unit gotta be so massive that it becomes unmanageable anyways?). The result is, of course, a project that gets completely out of hand at the first trouble for even a MegaCorp like them.
** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that are is already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (which would neutralize them quicker and with less blood), (in case they want to avoid too much bloodshed and/or save resources of the project), they leave them alone unconfronted and opt to call an unit of ''ghostbusters'' ghostbusters for the obviously non-ghostbusting-related takedown. And when that plan fails, they keep leaving ''still'' leave the rogue army clearly unrestricted and doing nothing aside from deploying keep trying to solve the situation through minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is fortunately following very specifical specific orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]
Is there an issue? Send a MessageReason:
None


** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, and instead open an expensive commercial project based on an specifical application of the psychics's abilities which is both counterintuitive (seriously, there is a RealityWarper bloodline available and you decide to use it to create an army of psychically linked but otherwise conventional gunmen?) and dangerous (if puppet gunmen were chosen for being safer than telepaths/telekinetics in case of losing control of them, why had ther unit to be so massive that it would turn unmanageable anyways?). The result is, of course, a project that gets completely out of hand for even a MegaCorp like them.
** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that are already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (which would neutralize them quicker), they instead leave them alone and opt to call an unit of ''ghostbusters'' for the obviously non-ghostbusting-related takedown. And when that plan fails, they keep leaving the rogue army virtually unrestricted and doing nothing about it aside from deploying minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is following very specifical orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]

to:

** Half of the disastrous events of the games could have been avoided if not for the awful business decisions taken by Armacham's heads. They aren't even sure thay have complete control over the psychics they are cultivating, yet they still ditch any further research, and instead open an expensive commercial project based on an specifical application of the psychics's abilities which is both counterintuitive (seriously, there is a RealityWarper bloodline available and you decide to use it to create an army of psychically linked but otherwise conventional gunmen?) and dangerous (if puppet gunmen were chosen for being safer than full telepaths/telekinetics in case of losing control of them, why had ther their unit to gotta be so massive that it would turn becomes unmanageable anyways?). The result is, of course, a project that gets completely out of hand for even a MegaCorp like them.
** The US government's management of the situation is not precisely better. Even if they are trying to keep the affair secret to avoid general panic, there is no conceivable reason for them to act so shy towards a rogue battalion of super soldiers that are already killing civilians and carrying on terrorist attacks in major cities. Instead of summoning the military and coordinating a operation to wipe out the rogues (who actually lack heavy vehicles, have little aerial support and are easy to track by satellite) or at least contain them until a specialized unit can take down their psychic commander (which would neutralize them quicker), quicker and with less blood), they instead leave them alone and opt to call an unit of ''ghostbusters'' for the obviously non-ghostbusting-related takedown. And when that plan fails, they keep leaving the rogue army virtually clearly unrestricted and doing nothing about it aside from deploying minuscule infantry teams with no support whatsoever. The only reasons they don't end up with a complete disaster is that the battalion is following very specifical orders and that the ghostbusters happen to have their own superman [[spoiler:thanks to a secret plan by ATC.]]

Top