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* BulletTime: The Point Man and Becket have SuperReflexes, which is depicted in-game by allowing them to temporarily enter bullet time. In ''F.E.A.R. 3'', any time Point Man uses this ability, time also slows for Paxton Fettel- allowing him to use a special [[ShockwaveStomp psychic shockwave]] attack. [[SelfImposedChallenge Completing the first game's campaign without using it]] nets you [[VideoGameAchievements an achievement]], "Real Time".

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* BulletTime: The Point Man and Becket have SuperReflexes, which is depicted in-game by allowing them to temporarily enter bullet time. In ''F.E.A.R. 3'', any time Point Man uses this ability, time also slows for Paxton Fettel- allowing him to use a special [[ShockwaveStomp psychic shockwave]] attack. [[SelfImposedChallenge [[ChallengeRun Completing the first game's campaign without using it]] nets you [[VideoGameAchievements an achievement]], "Real Time".


Added DiffLines:

* ChallengeRun: Beating the game without using BulletTime earns you the "Real Time" achievement.


* IdiotBall: in F.E.A.R. Perseus Mandate, so your enemy's trying to steal your mother's DNA to clone and experimente with it and a guy's trying to stop him... The obvious solution for Fettel is to move all your soldiers to fight the good guy.


[[quoteright:335:https://static.tvtropes.org/pmwiki/pub/images/fear_4822.jpg]]
[[caption-width-right:335: Now do you know the true meaning of [[{{Pun}} FEAR?]]]]

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[[quoteright:335:https://static.[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/fear_4822.jpg]]
[[caption-width-right:335:
org/pmwiki/pub/images/nofearthreefears.png]]
[[caption-width-right:349:
Now do you know the true meaning of [[{{Pun}} FEAR?]]]]


Make sure to check out the [[Characters/FirstEncounterAssaultRecon character sheet]]. Not to be confused with the name for [[Franchise/{{Pokemon}} a certain Ratatta moveset]].


** Spencer Jankowski in the first game. It's heavily implied that [[spoiler:he was killed by Alma, but the reason for seeing his apparitions throughout the game as well as his vital signs remaining active is never elaborated upon. WordOfGod confirmed he's dead; the player was originally intended to find his body, but it was cut when it was realized it was much scarier when it remained ambiguous.]]
** Rodney Betters, your MissionControl commander, is also gone after the first game except for, again, the expansion packs, where he speaks up at the very end of ''Extraction Point''. Perhaps he may have been one of the casualties of the [[InferredHolocaust Fairport explosion at the end of the first game.]]

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** Spencer Jankowski in the first game. It's heavily implied that [[spoiler:he was killed by Alma, but the reason for seeing his apparitions throughout the game as well as his vital signs remaining active is never elaborated upon. WordOfGod confirmed he's dead; the player was originally intended to find his body, but it was cut when it was realized it was much scarier when it remained ambiguous.]]
ambiguous]].
** Rodney Betters, your MissionControl commander, is also gone after the first game except for, again, the expansion packs, Vivendi expansions, where he speaks up at the very end of ''Extraction Point''. Perhaps he He may have been one of the casualties of the [[InferredHolocaust the Fairport explosion at the end of the first game.]]game]].



** In ''Project Origin'', in the beginning of the second level an ATC Black Ops lieutenant named Samuels shows up briefly, and is mentioned in dialogue a couple of times later. He has his own unique character model (whereas all other non-plot-important characters are carbon-copies of each other), which makes you think he'll show up again later in the game. He's never seen again.
** Manuel Morales, the driver of the Dark Signal squad, in ''Project Origin''. After dropping off Becket and Stokes at the Still Island facility he is never seen again.
** Lieutenant Keira Stokes. [[spoiler:However, like Mapes and Jankowski, she is probably dead.]]
** Genevieve Aristide after the second game is not so much as mentioned. In that same vein, the mysterious Senator that she was working with in the first game also was forgotten, except for the ''Perseus Mandate'' expansion of debatable canonicity and ''maybe'' an anonymous email sent to her you can read in the first game. In this case this is most likely because he's deliberately [[ScrewThisImOuttaHere getting as far away as possible]] so nobody will come after him for anything related to what happened in Fairport.
* WhatTheHellPlayer: At the beginning of the first level of Project Origin, Redd Jankowski (younger brother of Spen Jankowski from the first game) calls you out if you start acting bizarrely -- i.e. swimming in the fountain, or blowing up a few cars.

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** In ''Project Origin'', in the beginning of the second level an ATC Black Ops lieutenant named Samuels shows up briefly, briefly and is mentioned in dialogue a couple of times later. He has his own unique character model (whereas model, whereas all other non-plot-important characters are carbon-copies of each other), other, which makes you think he'll show up again later in the game. He's never seen again.He doesn't.
** Manuel Morales, the driver of the Dark Signal squad, in ''Project Origin''. After dropping off Becket and Stokes at the Still Island facility facility, he is never seen again.
** Lieutenant Keira Stokes. [[spoiler:However, like [[spoiler:Like Mapes and Jankowski, she is probably dead.]]
** Genevieve Aristide after the second game is not so much as mentioned. In that same vein, the mysterious Senator that she was working with in the first game with, David Hoyle, also was forgotten, except for the ''Perseus Mandate'' expansion of debatable canonicity and ''maybe'' an anonymous email sent to her you can read in the first game. In this case this is most likely because he's deliberately [[ScrewThisImOuttaHere getting as far away as possible]] so nobody will come after him for anything related to what happened in Fairport.
Fairport. In the non-canon Vivendi timeline, he's the one responsible for recruiting the Nightcrawlers and the one they deliver Fettel's DNA sample to.
* WhatTheHellPlayer: WhatTheHellPlayer:
**
At the beginning of the first level of Project Origin, Beckett's teammate Redd Jankowski (younger brother of Spen Jankowski from the first game) calls you out if you start acting bizarrely -- bizarrely, i.e. swimming in the fountain, fountain or blowing up cars. If you go straight to the objective, he'll still bust your balls, but it's more of a few cars.friendly jab.



* WhereTheHellIsSpringfield: The precise location of Fairport is unspecified, and the city itself is so generic that it could be anywhere in the United States. ''F.3.A.R.'' implies that it is located somewhere in the southern parts of the country, as [[spoiler: the Point Man is able to fly a helicopter from the prison in the unspecified Spanish-speaking country to Fairport.]]
* WhoForgotTheLights: The game lets the player set the light level, but encourages ''just barely'' enough light to see. It's more atmospheric that way, after all.
* WhyCouldntYouBeDifferent: [[spoiler: Harlan Wade]] has extremely little affection or caring for Alma or her children, and despises them for what they have become.
-->''"My children... [[spoiler: Alma]]... you were to be my legacy... but you are all '''monsters'''."''
* WithGreatPowerComesGreatInsanity: Alma, possibly Paxton Fettel.
* WrenchWhack: Yet another weapon of the cultists.
* {{Yandere}}: [[spoiler:In ''Project Origin'', Alma.]]
* YourHeadASplode: In ''F.E.A.R. 2'' scoring a headshot with a sniper rifle would blow an enemy's head clean off. In ''F.3.A.R. '', this can be done with any sufficiently powerful weapon.
** In the stinger of the third game for the Point Man ending, this is taken to hilarious extremes, as soldiers pour into the room with tranquilizer guns and repeatedly have their heads blown up by Fettel.

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* WhereTheHellIsSpringfield: The precise location of Fairport is unspecified, and the city itself is so generic that it could be anywhere in the United States. ''F.3.A.R.'' implies that it is located somewhere in the southern parts of the country, as [[spoiler: the Point Man is able to fly a helicopter from the prison in the unspecified Spanish-speaking country to Fairport.]]
Fairport]].
* WhoForgotTheLights: The game lets games let the player set the light level, but encourages ''just barely'' enough light to see.see by. It's more atmospheric that way, after all.
* WhyCouldntYouBeDifferent: [[spoiler: Harlan [[spoiler:Harlan Wade]] has extremely little affection or caring for Alma or her children, and despises them for what they have become.
-->''"My children... [[spoiler: Alma]]...[[spoiler:Alma]]... you were to be my legacy... but you are all '''monsters'''."''
* %%* WithGreatPowerComesGreatInsanity: Alma, possibly Paxton Fettel.
*
Fettel. (ZCE)
%%*
WrenchWhack: Yet another weapon of the cultists.
cultists. (ZCE)
* {{Yandere}}: [[spoiler:In ''Project Origin'', Alma.Alma, towards Beckett. Most of the "[[SmashingSurvival interactions]]" you have with her are to stave off her sexual advances, rather than her trying to kill you. Not that it makes much difference.]]
* YourHeadASplode: YourHeadASplode:
**
In ''F.E.A.R. 2'' 2'', scoring a headshot with a sniper rifle would blow blows an enemy's head clean off. In ''F.3.A.R. '', this can be done with any sufficiently powerful weapon.
** In the stinger TheStinger of the third game for the Point Man ending, this is taken to hilarious extremes, as soldiers pour into the room with tranquilizer guns and repeatedly have their heads blown up by Fettel.


** Randy Betters, your MissionControl commander, is also gone after the first game except for, again, the expansion packs, where he speaks up at the very end of ''Extraction Point''. Perhaps he may have been one of the casualties of the [[InferredHolocaust Fairport explosion at the end of the first game.]]

to:

** Randy Rodney Betters, your MissionControl commander, is also gone after the first game except for, again, the expansion packs, where he speaks up at the very end of ''Extraction Point''. Perhaps he may have been one of the casualties of the [[InferredHolocaust Fairport explosion at the end of the first game.]]


* HopeSpot: So, Becket's even more powerful than Paxton Fettel, and there's even a 50% chance he's psychically powerful enough to fight Alma and make [[YourHeadAsplode her head explode]]? [[spoiler: Yeah right, like they'd really [[JokerImmunity let you kill the series mascot]]. Sure enough, in the end you're not even given a chance to try.]]

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* HopeSpot: So, Becket's even more potentially as powerful than as Paxton Fettel, and there's there might even be a 50% chance he's psychically powerful enough to fight Alma and make [[YourHeadAsplode her head explode]]? [[spoiler: Yeah right, like they'd really [[JokerImmunity let you kill the series mascot]]. Sure enough, in the end you're not even given a chance to try.]]


* PrivateMilitaryContractors: ATC's Security and Black Ops units. Its [[SuperSoldier Replica soldiers]] were intended to be marketed as a PMC. Armacham also has a more conventional PMC element that appears in ''F.3.A.R.'' that acts as a private conventional military. The non-canonical ''Perseus Mandate'' expansion also goes a step further with the Nightcrawlers, described as a "private free-standing army".

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* PrivateMilitaryContractors: ATC's Security and Black Ops units. Its [[SuperSoldier Replica soldiers]] were intended to be marketed as a PMC. Armacham also has a more conventional PMC element that appears in ''F.3.A.R.'' that acts as a private conventional military. The non-canonical ''Perseus Mandate'' expansion also goes a step further with the Nightcrawlers, described as a "private free-standing army". It's worth noting that in the first game and its expansions, ATC's security force was roughly what you'd expect from a real-world MegaCorp (a few dozen rent-a-cops with kevlar vests, submachine guns, the occasional assault rifle, and some unarmed cars and helicopters). It's ''2'' and especially ''3'' that made them an NGOSuperpower.


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

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


* DiegeticInterface: ''FEAR 2'' projects the HUD onto Becket's CoolShades. The HUD as such goes missing in one occasion where they're removed, and getting hit by attacks with an EMP effect shorts it out temporarily.



* GunsAkimbo: The Point Man can wield two pistols at once. Lampshaded in the manual, because apparently he was trained for it specifically because of his heightened reflexes. Gets really silly/fun when he's dual wielding fully automatic pistols in the console ports - which apparently Holiday can do too. This returns in ''F.E.A.R. 3'', as the only way to use the MP-970 machine pistols.

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* GunsAkimbo: The Point Man can wield two pistols at once. Lampshaded in the manual, because apparently he was trained for it specifically because of his heightened reflexes. Gets really silly/fun when he's dual wielding fully automatic pistols in the console ports Xbox 360 port - which apparently Holiday can do too. This returns in ''F.E.A.R. 3'', as the only way to use the MP-970 machine pistols.



* HealThyself: The first-aid kits scattered around the levels.

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* HealThyself: The first-aid kits scattered around the levels.levels in the first two games.



* HeroicMime: The Point Man and Becket never speak, nor do any of the bonus mission or expansion pack characters (i.e. Doug Holiday, Delta Force Operative, FEAR Sergeant), when you control them. Oddly, averted with Replica clone soldier Foxtrot 813, who ''does'' talk (and is pretty badass), at least until after he murders his squad in a hallucination and is labeled as rogue. ''F.E.A.R. 3'' provides interesting variations, where Becket, as an NPC, is SuddenlyVoiced, Fettel as a playable character also continues speaking (though whether he's "[[EnemyMine heroic]]" is another matter entirely), but the Point Man, whether in cutscenes or gameplay, is still 100% mute.

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* HeroicMime: The Point Man and Becket never speak, nor do any of the bonus mission or expansion pack characters (i.e. Doug Holiday, Delta Force Operative, FEAR Sergeant), when you control them. Oddly, averted Oddly zigzagged with Replica clone soldier Foxtrot 813, who ''does'' talk (and is pretty badass), at least until badass) in the opening chapter of the game, but then after he murders his squad in a hallucination and is labeled as rogue.rogue, he stops speaking. ''F.E.A.R. 3'' provides interesting variations, where Becket, as an NPC, is SuddenlyVoiced, Fettel as a playable character also continues speaking (though whether he's "[[EnemyMine heroic]]" is another matter entirely), but the Point Man, whether in cutscenes or gameplay, is still 100% mute.



* ImAHumanitarian: Fettel displays some cannibalistic tendencies, mostly with the intent of 'absorbing' his victims' knowledge. Whether this actually works or not is not discussed.

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* ImAHumanitarian: Fettel displays some cannibalistic tendencies, mostly with the intent of 'absorbing' his victims' knowledge. Whether this actually works or not is not discussed.particularly discussed (even the one time it seems to, he admits he's not sure whether the memories he's speaking of are his own or those of [[spoiler:Alma]]).



* VersionExclusiveContent: The X360 and PS3 versions of the original game each had their bonus mission starring a character who doesn't have Point Man's slo-mo powers and a exclusive weapon: On the 360, this consisted of a bonus mission starring Douglas Holliday and the SM15 Machine Pistol which effectively replaced half of the available RPL SMG stock, while the PS3 had a mission starring two Delta Force operators (notably making it the only time in the original ''F.E.A.R'' that the player can fight with an allied NPC) and the Watson Automatic Shotgun (based on the infamous Armsel Striker), which is only found in the bonus mission and a single enemy near the end of the campaign.
* VideogameFlamethrowersSuck: The Napalm Cannon in ''Project Origin'' has wonky hit detection, a relatively low rate of fire, and does fairly mediocre damage. The ammo's also extremely rare, starting with twenty shots in the first one you find and ''maybe'' two others across the game to get another ten each.

to:

* VersionExclusiveContent: The X360 Xbox 360 and PS3 [=PS3=] versions of the original game each had their bonus mission starring a character who doesn't have Point Man's slo-mo powers and a an exclusive weapon: weapon. On the 360, this consisted of a bonus mission starring Douglas Holliday and the SM15 [=SM15=] Machine Pistol Pistol, which effectively replaced half of the available RPL SMG stock, stock to be usable across the game and its expansions, while the PS3 [=PS3=] had a mission starring two Delta Force operators (notably making it the only time in the original ''F.E.A.R'' that the player can fight with an allied NPC) and the Watson Automatic Shotgun (based on the infamous Armsel Striker), Shotgun, which is only found in the bonus mission and a single enemy near the end of the campaign.
* VideogameFlamethrowersSuck: The Napalm Cannon in ''Project Origin'' has wonky hit detection, a relatively low rate of fire, and does fairly mediocre damage. damage (although most human enemies are guaranteed to burn to death from one shot, it takes ''forever''). The ammo's also extremely rare, starting with twenty shots in the first one you find and ''maybe'' two others across much later in the game. Notably, ''FEAR 2: Reborn'', which otherwise goes out of its way to give every weapon that the main game didn't make good use of a chance to get another ten each.shine, never once features the Napalm Cannon.


** The games make many, many references to ''VideoGame/ShogoMobileArmorDivision'', Monolith's first fully-3D first person shooter. In the first game in particular, Armacham Technology Corporation is named after one of the three companies that merged to create the UCA in ''Shogo'', the VK-12 shotgun is attributed to the same manufacturer as ''Shogo''[='=]s shotgun (and is incidentally based on the same real-world weapon), and two other weapons are also based on ones from ''Shogo'', the MOD-3 rocket launcher working similarly to the Bullgut and the MP-50 repeating cannon based on the Juggernaut. A secret room in one of the final levels has a radio that plays a radio report from ''Shogo'' (one about a pile-up caused by an overly-bright and chromed vehicle blinding other motorists), then the ''Shogo'' theme song. Several more weapons in ''Project: Origin'' are also apparently manufactured by companies from ''Shogo'', and Snake Fist wears a ''Shogo 2'' T-shirt. Also, newspapers found throughout the game make reference to the formation of the UCA, the One World Government from ''Shogo''.

to:

** The games make many, many references to ''VideoGame/ShogoMobileArmorDivision'', Monolith's first fully-3D first person shooter. In the first game in particular, Armacham Technology Corporation is named after one of the three companies that merged to create the UCA in ''Shogo'', the VK-12 shotgun is attributed to the same manufacturer as ''Shogo''[='=]s shotgun (and is incidentally based on the same real-world weapon), and two other weapons are also based on ones from ''Shogo'', the MOD-3 rocket launcher working similarly to the Bullgut (also being attributed to Andra, the manufacturer of the "Predator" in ''Shogo'') and the MP-50 repeating cannon based on the Juggernaut. A secret room in one of the final levels has a texture from ''Shogo'' (a whiteboard with a silly drawing on it next to a note saying "no drawings!") and a radio that plays a radio report from ''Shogo'' (one about a pile-up caused by an overly-bright and chromed vehicle blinding other motorists), then the ''Shogo'' theme song. Several more weapons in ''Project: Origin'' are also apparently manufactured by companies from ''Shogo'', ''Shogo'' (Andra particularly again), and Snake Fist wears a ''Shogo 2'' T-shirt. Also, newspapers found throughout the game make reference to the formation of the UCA, the One World Government from ''Shogo''.

Added DiffLines:

* GreaterScopeVillain: In ''F.E.A.R. 2'', the Armacham board of directors. They were the ones who sent the black ops teams to kill Genevieve Arstide and destroy any traces of Project Origin. According to one email the board chairman sent to Arstide, [[EvenEvilHasStandards they were unaware of the true nature of Origin and disgusted by what they learned.]]


* VideogameFlamethrowersSuck: The Napalm Cannon in ''Project Origin'' has wonky hit detection, a relatively low rate of fire, and does fairly mediocre damage. The ammo's also extremely rare, starting with twenty shots in the first one you find and ''maybe'' two others across the game to get another ten each.

to:

* VersionExclusiveContent: The X360 and PS3 versions of the original game each had their bonus mission starring a character who doesn't have Point Man's slo-mo powers and a exclusive weapon: On the 360, this consisted of a bonus mission starring Douglas Holliday and the SM15 Machine Pistol which effectively replaced half of the available RPL SMG stock, while the PS3 had a mission starring two Delta Force operators (notably making it the only time in the original ''F.E.A.R'' that the player can fight with an allied NPC) and the Watson Automatic Shotgun (based on the infamous Armsel Striker), which is only found in the bonus mission and a single enemy near the end of the campaign.
* VideogameFlamethrowersSuck: The Napalm Cannon in ''Project Origin'' has wonky hit detection, a relatively low rate of fire, and does fairly mediocre damage. The ammo's also extremely rare, starting with twenty shots in the first one you find and ''maybe'' two others across the game to get another ten each.


* The powered armour units in ''F.E.A.R. 2'' crouch and open their cockpit when they're usable so the pilot can climb in, or stand up straight with a shield activated when they're in an automatic repair mode (which tends to be how you find unoccupied ones to hijack).

to:

* IdiosyncraticMechaStorage: The powered armour units in ''F.E.A.R. 2'' crouch and open their cockpit when they're usable so the pilot can climb in, or stand up straight with a shield activated when they're in an automatic repair mode (which tends to be how you find unoccupied ones to hijack).



* MeleeATrois: Put together, the whole plot of ''F.E.A.R.'' from ''1'' to ''3'' is a fight between the U.S. Military (F.E.A.R. and 1st S.F.O.D.-D.), the Armacham Technology Corporation, the Replica battalion, Alma's apparitions and cultists, the Creep, and, if you count ''F.E.A.R.: Perseus Mandate'', Senator David Hoyle's hired Nightcrawlers. Owing to ArtificialStupidity, however, any firefights between computer-controlled soldiers would be either a simple exchange of bullets between the two, or all of them [[GangUpOnTheHuman ignoring each other to focus on you]].
* MercyKill: [[spoiler:Keegan finally regains himself briefly during the last fight of ''F.E.A.R. 2'' and begs Becket to put him out of his misery, which Becket obliges with a pistol (provided the player button-mashed enough).]]

to:

* MeleeATrois: Put together, the whole plot of ''F.E.A.R.'' from ''1'' to ''3'' is a fight between the U.S. Military (F.E.A.R. and 1st S.F.O.D.-D.), the Armacham Technology Corporation, the Replica battalion, Alma's apparitions and cultists, the Creep, and, if you count ''F.E.A.R.: Perseus Mandate'', Senator David Hoyle's hired Nightcrawlers. Owing to ArtificialStupidity, however, any firefights between computer-controlled soldiers would be either a simple exchange of bullets between the two, two (the victor, outside of one fight in ''Perseus Mandate'' where SFOD-D fights alongside the player against Replica and ATC, determined by which group has higher health and better guns), or all of them [[GangUpOnTheHuman ignoring each other to focus on you]].
* MercyKill: [[spoiler:Keegan finally regains himself briefly during the last fight of ''F.E.A.R. 2'' and begs Becket to put him out of his misery, which which, if the player succeeds in the QTE, Becket obliges with a pistol (provided shot to the player button-mashed enough).temple.]]



* MoodWhiplash: [[spoiler:Latin chanting begins as you make your assault on the Amplifier, slaying dozens of Replica in your last ditch effort to destroy Alma, then you get in the APC and shoot a bunch of Replicants with the heavy machine gun to almost comical heavy metal, along with one of your squaddies cheering you on, yelling such taunts as "I hear bullets taste like chicken!" and "Sit the FUCK down!" , and then it swings straight back into Alma mind raping you.]]



* MoodWhiplash: [[spoiler:Latin chanting begins as you make your assault on the Amplifier, slaying dozens of Replica in your last ditch effort to destroy Alma, then you get in the APC and shoot a bunch of Replicants with the heavy machine gun to almost comical heavy metal, along with one of your squaddies cheering you on, yelling such taunts as "I hear bullets taste like chicken!" and "Sit the FUCK down!" , and then it swings straight back into Alma mind raping you.]]



* NeverFoundTheBody: F.E.A.R. operative Spen Jankowski.
** Inverted in the sequel, where you most definitely find [[spoiler:Redd Jankowski's]] body.

to:

* NeverFoundTheBody: F.E.A.R. operative Spen Jankowski.
** Inverted
Jankowski. In the released game, it's not even totally confirmed that he's actually dead, as the commissioner comments more than once on his life signs still being active and, at one point, showing up around ATC's headquarters. Averted in the sequel, where you most definitely sequel with [[spoiler:his brother Redd]], who only makes it about as far into the game as Spen before [[spoiler:you find [[spoiler:Redd Jankowski's]] body.him torn up by an operating machine of some variety]].


** The games make many, many references to ''VideoGame/ShogoMobileArmorDivision'', Monolith's first fully-3D first person shooter. Armacham's name, for starters, as well as the idea behind the MOD-3 rocket launcher (taken from the Bullgut) and MP-50 repeating cannon (the Juggernaut). A secret room in one of the final levels has a radio that plays a radio report from ''Shogo'' (one about a pile-up caused by an overly-bright and chromed vehicle blinding other motorists), then the ''Shogo'' theme song. Several weapons in ''Project: Origin'' are also apparently manufactured by companies from ''Shogo'', and Snake Fist wears a ''Shogo 2'' T-shirt. Also, newspapers found throughout the game make reference to the formation of the UCA, the One World Government from ''Shogo''.

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** The games make many, many references to ''VideoGame/ShogoMobileArmorDivision'', Monolith's first fully-3D first person shooter. Armacham's name, for starters, as well as In the idea behind first game in particular, Armacham Technology Corporation is named after one of the three companies that merged to create the UCA in ''Shogo'', the VK-12 shotgun is attributed to the same manufacturer as ''Shogo''[='=]s shotgun (and is incidentally based on the same real-world weapon), and two other weapons are also based on ones from ''Shogo'', the MOD-3 rocket launcher (taken from working similarly to the Bullgut) Bullgut and the MP-50 repeating cannon (the Juggernaut).based on the Juggernaut. A secret room in one of the final levels has a radio that plays a radio report from ''Shogo'' (one about a pile-up caused by an overly-bright and chromed vehicle blinding other motorists), then the ''Shogo'' theme song. Several more weapons in ''Project: Origin'' are also apparently manufactured by companies from ''Shogo'', and Snake Fist wears a ''Shogo 2'' T-shirt. Also, newspapers found throughout the game make reference to the formation of the UCA, the One World Government from ''Shogo''.



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

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

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