The Characters from the First Encounter Assault Recon games and the tropes they exemplify. Playable Characters and Major Antagonists will also have their names properly listed under their respective factions (USM, Armacham, or Independent).
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The Point Man
AFGNCAAP: For most of the first game. Averted in the third.
Bad Ass: The Replica are all Heavily ArmedSuper Soldiers; he kills five-hundred of them in a single day. Of course, the rampage he goes on in F.E.A.R. 3 makes this look like an opening act by comparison.
Bullet Time: Everything appears to go this way when the Point Man triggers his Reflex/Slo-Mo powers, though in reality its the fact that he is moving superhumanly fast. This appears to be a particular manifestation of his psychic abilities.
Cain and Abel: It's not precisely clear which brother fills which role, but the dynamic between him and Fettel definitely fits this. In the intro to the third game, the moment he realizes Fettel is in front of him, he kills the body he's controlling.
Everyone Calls Him Barkeep: No one ever refers to him by his real name, even in the third game when the Phase Commanders are issuing orders to kill both him and Jin.
Freudian Excuse: His abusive upbringing and playing always-second-best to Fettel cause him immense trauma in F.3.A.R.
Heroic Mime: It is strongly implied he actually is a mute; he never speaks a single word in any of the games.
Implacable Man: Really, the entirety of FEAR 3. The game could be described as a long string of apocalyptic disasters combined with continuous heavy assault by an army of clones, robots, and helicopters, as well as Mind Screw psychic monster phenomena on a scale that can only be rated as "demonic", all completely and utterly failing to stop the Point Man. All the areas you play through are pretty much getting torn down around you.
Kubrick Stare: Of the "I-want-to-skullfuck-you-to-death" kind. It's his default mode.
Made of Iron: He gets thrown out of a three-story building from an explosion set off by Alma and doesn't suffer lethal injuries at all. And later, he survives a nuclear blast at point-blank that leaves a mile-wide crater and flash-fries people miles away into ash. F.E.A.R.: Extraction Point has a tunnel bomb flinging him several dozens of feet in the air before he crash lands on a roof on a nearby parking garage. F.E.A.R. 3 involves him surviving a helicopter crash, getting launched a few hundred feet by a blast from Fettel, the crashing of a high-altitude transportation pod, and an entire prison collapsing around him.
Man Child: Not explicit, but he was apparently put into stasis as an adolescent before being memory wiped, surgically modified, and trained years later. It manifests through his single-minded determination to kill everything in his way and his lack of speech and/or opinion.
Nice Job Breaking It, Hero: Blowing up the Origin Facility did nothing but causing a nuclear explosion beneath Fairport which killed thousands of its residents, but not Alma, as intended.
Required Secondary Powers: In the third game he takes part in a psychic battle, so he would appear to have some psychic capabilities similar to Beckett and Keegan (as implied by his reflexes). However, it is later noted that his potential as a psychic is extremely low, below normal, as opposed to Beckett and Keegan who are both powerful psychics.
Super Speed: When his slo-mo powers are triggered, he moves with blurring speed from the perspective of ordinary humans.
The Unfavorite: While growing up, he was consistently referred to as the "weaker" brother by all of the Armacham researchers, and told he wasn't special like Fettel.
When He Smiles: In his ending for F.E.A.R. 3. His stoic demeanor actually cracks a little when he holds his baby sibling.
The unknown hero of Perseus Mandate, the point man of the Second F.E.A.R. Team. Little is known about him, other than the fact that he's a Sergeant... And that according to Paxton Fettel, bears resemblance to his brother, the F.E.A.R. Point Man, which might explain why he can Slow-Mo.
One-Man Army: While his body count isn't at par with Point Man's, he has definitely gone through much more hell for every encounter. Compound that by the fact that he has been racking more paranormal kills in one Interval than Point Man has fought in the entire F.E.A.R. campaign, Extraction Point included.
The Player Character of Project Origin, Becket is a highly gifted soldier with latent psychic abilities, which are brought to the forefront by Project Harbinger. He is a member of a special delta unit known as "Dark Signal," which consists exclusively of Harbinger subjects, who are all potential Replica commanders.
Badass Normal: At the beginning of the game, he has no superhuman abilities beyond latent psychic abilities that manifest in hallucinations of Alma. An Armacham evaluation indicates that he has exceptional physical ability but lackluster academics.
Rape as Drama: The bad thing is... he's on the receiving end by Alma.
Sanity Slippage: A combination of Alma's Mind Rape powers, her actually raping him, and being held captive by Armacham for nine months while being continuously tested and experimented on has driven him gradually insane.
Which also leads to his next screaming line after one of the third game's interval ending cutscenes...
She's... fucking.... pregnant!!
A Replica that eventually goes rogue at the when Paxton Fettel instructed him to go on a mission to free the latter from imprisonment.
One of the primary characters in the series, around whom nearly everything revolves, Alma is an extremely powerful psychic (as in reality bending and world-ending power) who was connected to an Armacham project known as "Origin" to create psychic supersoldiers. She is also the daughter of Harlan Wade, head of the project, and mother of the Point Man and Fettel. She was sealed inside a psychically shielded vault at the age of eight and forced into a coma to keep her immense power under control, and later was artificially impregnated with two sons. After an incident known as a "Synchronicity Event" wherein she linked her mind with Paxton Fettel's and killed a number of guards she was killed by shutting off her life support, but her corpse was kept in the shielded vault because releasing it would be....bad. However, Alma's hatred, psychic abilities, and desire to be reunited with her children allowed her spirit to endure and survive despite physical death.The first game's plot involves Alma engaging another Synchronicity Event with Fettel and her subsequent attempts to both escape and get her revenge. In the second game, she runs loose and covets Michael Beckett, desiring to make a child with him. In the third game, she is pregnant with said child, and reaching Alma and recovering the Third Prototype is the primary plot.
Determinator: Alma is so determined and absolutely angry that she essentially told death to fuck off.
Locked up in a stasis tank since she was eight, held in for six days without life support before her body finally succumbed, but even then, no death, psychic attacks or even nuclear explosions will stop her revenge on Armacham and the world.
Mook Maker: In-story example. Her loose psychic energy and convoluted mind create creatures hell-bent on destruction and mayhem. They initially only appear during paranormal occurrances, but after her father released her, they simply appear. Interestingly, it's not clear if she directly controls the actions of her apparitions.
F.E.A.R 3 provides evidence that she doesn't, in the form of The Creep: The psychic remnant of her father, Harlan Wade. Any time it appears, Alma is paralyzed with fear, reverting to her child form if she was in adult form.
The Ophelia: Alma appears to have many Ophelia-esque aspects, particularly in F.E.A.R. 2: Project Origin. She is shown singing in several hallucinations, and in the prequel videos she dances around a doctor who she's been gleefully mindraping. Water shows up often in her hallucinations, which makes sense, as, like Ophelia, she drowned to death (in her case, in amniotic fluid). And her hair in her "child" form tends to be wild and frazzled.
Orcus on His Throne: In F.3.A.R., Alma is not the active nemesis she was in the first two games reason because she's pregnant. That said, her effects on the environment are still intensively felt, from mad cultists to reality-warping effects to creating entities like the Creep, even if she is not actively fighting the players.
Psychopathic Manchild: Past experience of childhood abuse to a powerful psychic with the body of a grown-up woman and the mind of an eight-years is the main cause of the calamities happening throughout the series.
And arguably the main reason for the ordeal Beckett has to go through which ends with him getting raped by Alma.
Harlan Wade: She's a woman now, and she doesn't even realise it.
Roaring Rampage of Revenge: An entire city (and its outlying suburbs) annihilated, most of its inhabitants vaporised and those who survived turned into slaves to her mind as a result. And she's still not satisfied.
Sealed Evil in a Can: Sealed in a telesthetic suppression field and left for dead in an abandoned underground facility for decades. Granted that it didn't really stop her, but once she was released, ho boy, the real apocalypse starts...
Unstoppable Rage: Which is the whole reason behind the plot of the entire series.
Woobie, Destroyer of Worlds: Having been driven insane by your own psychic powers as a child, experimented on and locked up since you were eight years old, medicated into a coma and locked away in a shield vault for most of your life, forcibly impregnated and then having both of your children taken away, then killed once the project was terminated, all by your own father can turn someone into this.
Some secrets can be buried deeper than others, but I know where to dig...
The prototype commander of the Replica soldiers and the second son of Alma. Primary antagonist of the first F.E.A.R. game and the first expansion. Makes a comeback in the DLC F.E.A.R. 2: Reborn and becomes a playable character in F.3.A.R..
Axe Crazy: Though quite calm and collected, Fettel expresses an appreciation of the cultists' handiwork and violent tendencies, and enjoys killing.
I'm A Humanitarian — Subverted. It's less about nutrition than it is about consuming memories.
Kick the Dog: When he and the Point Man reach Beckett, Fettel possesses Beckett, knowing that this will kill him, simply because invading his body and taking the memories by force is faster than trying to chat him up.
Not So Different: Fettel ultimately becomes much like Harlan Wade, whom he utterly despises.
Oedipus Complex: Hates his father, Harlan Wade. His ending in F.3.A.R. implies that he'd have fathered Alma's child if Beckett hadn't already.
Squishy Wizard: Is notably more fragile than the Point Man, and lacks his slo-mo abilities, making him far more vulnerable to gunfire.
Tyke Bomb: Raised by Armacham from birth as a psychic commander.
Woobie, Destroyer of Worlds: He had an incredibly shitty life as a child, so when he finally gets loose, gets killed, and comes back, he's rather pissed and perfectly willing to destroy the world.
Just as easily as I CREATED YOU, so I will DESTROY YOU!
A monstrous, humanlike creature that appears in F.E.A.R. 3, actively hostile to ATC, the Point Man, and Paxton Fettel, who repeatedly attacks and attempts to sabotage the latter's efforts to reach Alma. Appears to actually be an amalgam of the darkest and most hideous aspects of Harlan Wade's personality and the memories associated with him in the Point Man, Fettel, and Alma's minds.
Interface Screw: Damage inflicted by the Creep doesn't regen until either the Creep is driven off or the player gets out of the area it is lurking in. In addition, the players is warned that the Creep is about to attack when black spiderweb patterns appear around the edges of the screen. He's also invisible.
Surprisingly Sudden Death: Its first actual appearance involves it slaughtering five ATC troops with about as much effort as crushing ants.
Villainous Breakdown: During the final confrontation with it, the Creep goes on a series of massive, enormously loud rants as it flails away at the Point Man and Fettel.
It is the way of men to create monsters....and the way of monsters to destroy their creators.
Abusive Parents: Hoo boy. And it doesn't just extend to Alma, either. Both Fettel and the Point Man got a lot of it too when they were children. One of the Point Man's flashbacks depicts Harlan putting him in a training ring as an eleven-year old against a fully-grown Armacham soldier, and when he inevitably lost, Harlan flies into a rage and beats him with a metal bucket so hard that he gets thrown into a concrete pillar.
In F.E.A.R. 2: Project Origin, one of Harlan's flashbacks involves him standing next to his daughter, with his voice speaking in the background, saying "You're asking me to seal my daughter away?" From his tone, it sounds like he is quite horrified at the prospect. His later appearances, particularly the brothers' flashbacks to how he treated them during the years when Project Origin was active, show that he had hardened quite a bit.
Bigger Bad: He is a monster far worse than Alma. Hell, he made her that way. That said, by the time of F.E.A.R. 1, he realizes this, and lets Alma kill him. However, she doesn't really understand that, nor care.
Cluster F-Bomb: Harlan's phone messages are never friendly. In what may be the key summation of the series, he describes what will occur as the "assfuck of the century."
Particularly notable in the ones addressed to Genevieve.
Without Alma I have no leverage. Without leverage, I have no future!
CEO of Armacham Technology Corporation, and one of the heads of Project Origin. Attempted to restart the project, at which point everything went horribly wrong.
Big Bad: In FEAR 2, she shapes up to be possibly the biggest monster in the entire series, given that she has no remorse whatsoever for what she does like Harlan Wade eventually does, and is in control of her situations, rather than them controlling her as is the case with Alma herself, who has no actual control over her Psychic Powers.
Lack of Empathy: Either she doesn't understand Alma or doesn't care, but she seems to have no grasp of the tragedy at hand, thinking only of ways to "reclaim" Alma and "re-purpose" her for her own ends.
Voice with an Internet Connection: F.E.A.R's field coordinator. He appears in person at the very beginning of the game, drives you to Auburn and is not seen in person hence...unless you count the expansions. He briefs the second team in-person in Perseus Mandate and is presumably killed attempting to rescue the Point Man in Extraction Point.
First F.E.A.R. Team
F.E.A.R. Point Man
See Player Characters
Lieutenant Spencer "Spen" Jankowski
You've gotta be fucking kidding me. This is why nobody takes us seriously. Military clones?
The First F.E.A.R. team's former point man, until the Point Man came along. A seasoned veteran, his job, like Point Man's, is to scour the Armacham Technology Corporation for Paxton Fettel. His life is cut short when he, along with a few Delta Force escorts go missing. From then on, he's seen walking and disappearing around the place, leaving hints about what happened throughout the F.E.A.R. storyline.
Never Found the Body: Despite his ghostly subsequent apperances, Jankowski's actual corpse is never seen. Word of God is you were originally meant to find it, but that it was decided it was scarier this way. Oddly, F.E.A.R. command continues to pick up his signal, though it appears and disappears at random in wildly varying locations.
What Happened To The Lieutenant?: His fate is to eventually be killed in action and his eyes gouged out, but the killer, whether it be Alma, Paxton Fettel or any of their Replica goons is left unanswered.
Technical Officer Jin Sun Kwon
I'm not Alice Wade.
The F.E.A.R. team's medic and forensic specialist, Jin spends most of the time in the games in the rear guard collecting evidence and doing recon. She's not much of a fighter.
Camera Fiend: As the team's analyst and forensics expert, Jin is never seen without her camera.
Faux Action Girl: Jin's the only member of the team that you don't fight alongside with. Most of the time, she's getting captured by enemy forces, though she does manage to get away offscreen. This comes to bite her in Extraction Point: by the time the Point Man finds her, she's already dead, recently killed by a paranormal enemy.
Friendly Sniper: She was originally meant to be this, but it was found that the tight quarters of most of the game's battles precluded a sniper ally. This can still be seen in her gloves with the alternately-colored trigger fingers. She was thence downgraded to The Medic.
The Second F.E.A.R. Team's lancer, if anything. He seems to be the member with an expertise in handling just about any problem the Second Team gets across, be it combat, forensics or wiretapping.According to him, he's a father of two children and has taken them along with him on a tour around Fairport's Old Underground Metro Area in the summer before the events of F.E.A.R.: Perseus Mandate. It seems that being enlisted in F.E.A.R. wasn't quite the job he had in mind, judging from how he often complains about being underpaid for all the menial tasks he has been given, which sometimes puts him in Snark-to-Snark Combat with the F.E.A.R. Coordinator, Rowdy Betters. And don't get him started on the Amarillo incident: shooting the capture target was apparently an accident. Chen is doomed by foreshadowing to die in Perseus Mandate, when early on in one of the Sergeant's visions, he's seen dragged into a puddle of black liquid. His death introduces the player to the Scarecrows.
Deadpan Snarker: Despite the seriousness of the task, Chen still has the time to make sarcastic comments about how disproportionate his paycheck is to his work.
Plucky Comic Relief: His "pathetic paycheck" aside, he requests Betters to lag a rescue operation, claims his Noodle Incident was a mere slip-of-the-hand and tells the Sergeant to "try not to get blown out of any more windows".
We Hardly Knew Ye: Poor Chen. He only manages to stay alive for four Intervals, with some decently friendly ice-breaking moments before he gets killed by one of Alma's Scarecrows.
Captain David Raynes
SFOD-D (Delta Force)
Lt. Douglas Holiday
Bad Ass Normal: Holiday is the only Delta Force operative who doesn't get his ass handed to him over the course of the game. In the Xbox360 port, he gets his own playable level wherein he of course lacks the Point Man's killer reflexes, but mows down whole squads of Replicas anyway.
Stuff Blowing Up: Holiday uses demolition charges to clear the way, and also defuses the bomb strapped to Aldus Bishop.
Sergeant Michael Becket
See Player Characters
First Lieutenant Keira Stokes
Dark Signal's communications officer, Lt. Stokes is the only female member of the squad and the only one without any psychic abilities. Despite being a commissioned officer, she lets Staff Sergeant Griffin command the unit in combat, as she is primarily a communications specialist.
Action Girl: Despite weighing about half as much as the rest of the squad, she holds her own in combat quite well, and fights alongside Beckett off and on throughout the game.
Badass Normal: Holds up pretty well against all the other supernatural monsters despite not possessing any psychic powers like the rest of Dark Signal. Ironically, her lack of any superhuman abilities may have kept her alive longer than anyone else.
Bare Your Midriff: Her armor actually covers about as much area as the kit the rest of dark Signal wears, but her shirt underneath is just a bit too short.
Genre Savvy: Adapts to the shift from "special operations extraction" to "supernatural end-of-the-world horror" with remarkable speed. At the end of the game, she even openly worries that Alma will use the "turns your worst fears against you" trick.
Member of Dark Signal who seems to be having odd health issues during the mission, which only gets worse when he gets shot early on and subsequently starts suffering abrupt migraines. Per Harbinger records, he has psychic potential comparable to Paxton Fettel. Midway through the game, he is possessed and transformed by Alma, and becomes involuntarily infatuated with her.
Bullet Time: During the final battle, he is capable of doing this to you. The only way to slow him down is to enter slo-mo yourself.
The leader of the Dark Signal Team. Survived the Fairport explosion and tried to link up with the rest of the team. He gets killed by Alma while Stokes and Becket were right behind him.
Sergeant James Fox
Sergeant Manuel Morales
Morales is the APC driver for the Dark Signal Team... taking the crew where they need to go in case they need to link up.
What Happened to the Mouse?: The last time Becket sees him alive is before he enters the Telesthetic Chamber in Climax. Sure, he's guarding the APC when you last see him, but considering Aristide showed up...
Armacham Technology Corporation
Armacham Technology Corporation
A major defense contractor for the United States military, Armacham develops extremely high-tech weapons in a variety of fields, including aerospace, robotics, and the emerging field of psychic warfare. ATC also maintains and operates a large PMC force and conventional military, and was responsible for a lot of construction in the city of Fairport. However, the truth is that Armacham's military and economic power is surprisingly vast, with an enormously powerful military force, highly-advanced technology, and extensive holdings across the world, making them a classic Cyber Punk-esque Mega Corp..
Cloned super soldiers created by Armacham Technology Corporation as part of Project Perseus, intended to be controlled by a psychic commander. Naturally, once Paxton Fettel went crazy, things didn't work out for Armacham.
Cloning Blues: Notably averted. Though the Replica clearly have their own emotions and independent thought processes, they are dependent wholly on their psychic commanders for objectives and orders, and otherwise aren't affected by the angst of being clones whose sole purpose is to die.
Of note is that at one point in Reborn, a Replica begins to question orders, by asking about their deployment and requesting a higher clearance level. His commander requests permission to summarily execute said Replica, and receives it. In the few seconds it takes for this to happen, the Replica about to be executed doesn't move or twitch or do anything to protect himself. Like everything else that the Replica do, he just sits there and waits to be shot in the head.
The Replica basically take Metal Gear's philosophy of "you're only alive when you're on the battlefield" to the logical extreme. In this case, the Replica are literally only alive (meaning, "human") when they're on the battlefield. In combat, they yell, curse, display fear, anger, surprise, argue with each other, even refuse orders, and generally act like how you'd expect a human being in a high-stress life-threatening situation to act. But when they're shut down... all they do is breathe and stand still, like robots that have been put into standby mode. Very creepy.
Determinator: The Replica will do whatever it takes to stop you, including following near-suicidal orders and tactics.
Powered Armor: The small REV units (REV-6 and REV-12) Heavy Armor and Heavy Riot Armor soldiers.
ATC Security/Black Ops
Armacham's immensely powerful military division, divided into different groups. ATC Security handles day-to-day physical security and initial response, and form the primary ATC enemy in the first game and its expansions. Security is characterized by their light civilian armor, sunglasses, and caps. Black Ops, which handles dangerous covert and cleanup operations, forms the ATC enemy in the second game and its expansions, and are characterized by heavier full-body armor and a high-tech, cyberpunk aesthetic to their gear. In the third game ATC has deployed conventional military forces which have occupied the city of Fairport and are conducting a general purge of the civlian populace, now driven insane by Alma. These mercenaries are characterized by modern military-style armor and equipment and balaclavas.
Cool Shades: ATC Security all wear these. The Black Ops troops wear glowing blue ones as well.
Elite Mooks: Each group has a particular type; Security has heavily-armored guards in riot gear (only seen in Perseus Mandate). Black Ops has elite troops clad in heavier armor and facemasks. The conventional ATC troops use Replica soldiers and Phase troops as their elites.
Enemy Mine: Sort of. In the first two games, they were actively fighting against the Replica, but by the third game the Replica have been brought back under control and fight alongside the normal human ATC troops.
Faceless Goons: Many ATC troops have visible faces, but the more elite soldiers wear facemasks and goggles, and all of the ATC troops in the third game wear face-concealing balaclavas.
Mecha-Mooks: The mech support units that show up in F.3.A.R.
Punch Clock Villain: In the first game the ATC Security units are mostly just armed security guards following orders to "repel all outsiders" and are generally in over their heads (though they do carry out several assassinations of people who know too much under Aristide's orders). The second and third games, not so much.
We Have Reserves: The Phase Commanders have no compunctions with sacrificng their troops to achieve an objective - especially if that objective is killing the Point Man.
See Major Antagonists
See Major Antagonists
See Player Characters
See Major Antagonists
Senator David Hoyle wanted to a little shoplifting for Armacham's data and DNA samples of Paxton Fettel and Alma, so he gets these men and ex-NSA operative Gavin Morrison to do the work. A combination of brains and brawn, these guys outclass everyone in a straight fight, including the Super Soldier Replicas. A radio debriefing from Captain Raynes indicates that the whereabouts of the Nightcrawlers, "a permanent free-standing army", is a closely-guarded secret. The Nightcrawlers communicate in a very dull, calm, collected tone, which suggests that they're seasoned professionals who don't let certain emotions to get in the way of their job. Some of them seem to have superhuman reflexes that rival the Point Man's and the Sergeant's.If you observe their combat patterns carefully, the Nightcrawlers can be distinctly divided into two classes: the lower echelon, the regulars, and the upper echelon, the elites.
Danger Deadpan: All of them. Unlike the Replica, whose Oh Crap moments are all over the place, the Nightcrawlers have plenty of Casual Danger Dialog. The upper echelons of the Nightcrawler group ramp this up twofold; the calm demeanor breaks only at the presence of Alma or Fettel.
Weapon of Choice: At least as a mainstay firearm, theirs is the Vector Engineering Systems V7 Advanced Rifle. The higher-ups also have a tendency to sprinkle BFGs in between.
The lesser class. Much like Replica regulars, but with twice the badassery. They don't have supernatural abilities like their elite brethren do, but because of their unparalleled durability and overwhelming numbers, they can pose a serious threat. They have a particular liking towards using VES Advanced Rifles, VK-12 Shotguns and other small arms of similar caliber, usually leaving the serious firepower to their elite counterparts.
Elite Mooks: They can't be called super soldier clones like the Replicas because there's no explicit statement about it, so this is the best you can make of them.
Expy: Of the Replicas, except smarter and tougher. The lighter regular is a few Hit Points stronger than its Replica counterpart.
The greater class. When you think of Nightcrawlers with BFGs and fast feet, you think of these guys. They're generally spread thin but when you encounter one, you had best take plenty of cover and firepower while you still have some.Oh, and by the way, the Nightcrawler commander falls under this classification, too.
Wall Jump: Like Replica Assassins, they have a habit of latching to a wall to quickly escape enemy crosshairs aimed at head height which they'll sometimes follow up with a pair of hand grenades or a proximity mine or a deployable turret.