PC - F.E.A.R. (PAL) factory sealed
PC - F.E.A.R. (PAL) factory sealed
Factory sealed game for the PC.
In-game language and cover insert text are English.
Still factory sealed. Seal has shelf wear. Please refer to pictures for details of condition and contents.
Please note: As this is an old PC game, it may not work properly on Windows versions that were developed after this game's release. If the game offers online play, this may not be supported anymore. Activation codes (if applicable) may not be usable anymore, or they may still work at Steam.
Genre: first-person shooter
Number of local players: 1
F.E.A.R. First Encounter Assault Recon is a first-person shooter survival horror video game developed by Monolith Productions and published by Vivendi Universal Games and Warner Bros. Interactive Entertainment. It was released on October 17, 2005, for Microsoft Windows, and ported by Day 1 Studios to the Xbox 360 and PlayStation 3. TimeGate Studios has released two expansion packs, F.E.A.R. Extraction Point in October 2006, and F.E.A.R. Perseus Mandate in November 2007. A direct sequel titled F.E.A.R. 2: Project Origin, was released in February 2009, and a second sequel, F.E.A.R. 3, was released in June 2011, which was developed by Day 1 Studios.
The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of a little girl Alma.
F.E.A.R. was well received by critics, scoring 89% on GameRankings, and The New York Times calling it "as thrilling and involving as Half-Life." A "Director's Edition" DVD version of the game was also released. The DVD included a "Making of" documentary, a director's commentary, a short live-action prequel and the exclusive first episode of the promotional P.A.N.I.C.S. machinima. A related Dark Horse comic book was also packaged with the DVD. Along with the Director's Edition, F.E.A.R. Gold Edition was released. Gold Edition included the Director's Edition and Extraction Point. F.E.A.R. Platinum Edition features the original game and two expansion packs.
F.E.A.R. simulates combat from a first person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.
A prominent gameplay element is "reflex time", which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled." He continued on to say that "defeat[ing] ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in "mak[ing] the player feel like they are an action movie hero."
The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "... a balanced arsenal where each weapon serves a specific function", rather than "... just going with a bunch of real-world submachine guns and assault rifles." F.E.A.R.'s heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.
Compared to other shooters where melee is usually a last resort, F.E.A.R.'s melee is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of melee. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.
F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced, using a STRIPS-based architecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped the game win GameSpot's "2005 Best AI Award", and earn the #2 ranking on AIGameDev's "Most Influential AI Games".
F.E.A.R.'s multiplayer component includes mainstay gameplay modes, such as deathmatch, team deathmatch, capture the flag, and last man standing. "Control" and "Conquer All" gametypes were later added through a patch. Some gametypes in F.E.A.R.'s multiplayer use the "reflex time" effect: SlowMo deathmatch, SlowMo team deathmatch, and SlowMo capture the flag. Only one player can use/carry the reflex power-up; when fully charged they can activate it and give themselves (and the rest of their team if applicable) a speed advantage over opposing players. However, the one carrying the power-up will have a bluish glow, and they will show up on a foe's HUD.
On August 17, 2006, F.E.A.R.'s multiplayer component was retitled F.E.A.R. Combat and made available for free download. Downloaders of F.E.A.R. Combat and owners of F.E.A.R.'s retail edition may play together online. On December 19, 2012 Gamespy Industries announced the end of its Gamespy Open Program, which ended F.E.A.R. Combat's online multiplayer functionality.
The PC version of the game used the PunkBuster program to prevent cheating. However, in December 2007, Even Balance discontinued PunkBuster support for F.E.A.R. in favor of the second expansion, F.E.A.R. Perseus Mandate. While PunkBuster-enabled servers will still check for and protect against known cheats, the program will no longer automatically update. Because of this, many players with an outdated version of PunkBuster are unable to play in PunkBuster-enabled servers without being automatically kicked from the game.
The Xbox 360 and PlayStation 3 versions, just like the PC edition, only have online multiplayer. There is no split-screen local play.