
F.E.A.R.
Станьте героем своей кинематографической эпопеи, наполненной действием, напряжением и ужасом. Таинственные военизированные формирования проникают на аэрокосмический комплекс стоимостью в несколько миллиардов долларов, захватывая заложников, но не выдвигая никаких требований. Правительство в ответ отправляет группу спецназа только для того, чтобы уничтожить их.
На прямых кадрах резни видно, как необъяснимая волна разрушения разрывает солдат на части. Не имея другого выхода, элита F.E.A.R. (First Encounter Assault Recon) собирается команда, чтобы справиться с чрезвычайными обстоятельствами.
Им дана одна простая миссия: оценить угрозу и устранить злоумышленников любой ценой. СТРАХ. Точка эвакуации Extraction Point начинается там, где закончилась оригинальная игра – с треском.
Как вертолет, который F.E.A.R. Команда пытается покинуть окрестности, но вместо этого терпит крах. СТРАХ Таким образом, команда вынуждена искать альтернативную точку эвакуации, всю дорогу сражаясь с теперь свободной Альмой и ее паранормальными приспешниками в разрушенном городе.
СТРАХ. Мандат Персея Поскольку первый F.E.A.R. Команда и отряд «Дельта» борются за контроль над ситуацией, второй F.E.A.R.
Команда отправляется, чтобы пролить свет на темное прошлое Armacham Technology Corporation (ATC). Будучи членом вторичной группы F.E.A.R. Команда, вы призваны узнать больше информации о секретном проекте на объектах УВД. Многопользовательский компонент этого расширения больше недоступен.
Дополнения и DLC
Системные требования
Минимальные
- Minimum:
- Operating System: Windows® XP, x64 or 2000 with latest service pack installed
- Processor: Pentium® 4 1.7 GHz or equivalent processor
- Memory: 512 MB of RAM or more
- Graphics: 64 MB GeForce™ 4 Ti or Radeon® 9000 video card; Monitor that can display in 4:3 aspect ratio
- DirectX®: 9.0c (August Edition) or higher
- Hard Drive: 17 GB free Hard Drive Space for installation; Additional hard drive space for a swap file and saved game files
- Sound: 16-bit DirectX® 9.0 compliant sound card with support for EAX™ 2.0
- Multiplayer Requirements: Broadband or LAN connection for multiplayer games
Рекомендуемые
- Recommended:
- Processor: Pentium® 4 3.0 GHz or equivalent processor
- Memory: 1 GB RAM
- Graphics: A 256 MB Radeon® 9800 Pro or GeForce™ 6600 or equivalent supported
- DirectX®: DirectX® 9 compliant video card with hardware T&L and pixel shader 2.0 support
- Sound: Sound Blaster® X-Fi™ series sound card
Отзывы
Steam · Very Positive
Все отзывы в Steam18 320 положительных из 19 561 отзывов
Игрок 6269Рекомендует1 ч в игре
F.E.A.R. to absolutny klasyk i do dziś jedno z najlepszych połączeń dynamicznego FPS-a z horrorem psychologicznym. Wcielamy się w członka elitarnej jednostki F.E.A.R., badającej paranormalne wydarzenia związane z korporacją Armacham. Bardzo szybko na pierwszym planie pojawia się Alma – jedna z najbardziej charakterystycznych i niepokojących postaci w historii gier grozy. Strzelanie nawet po tylu latach jest fenomenalne. Broń ma świetne wyczucie, otoczenie efektownie reaguje na ostrzał, a bullet time pozwala zamieniać starcia w prawdziwe sceny z filmu akcji. Ogromną zaletą jest AI przeciwników. Żołnierze flankują, zmieniają pozycje, wykorzystują osłony i potrafią naprawdę mocno naciskać na gracza. Pod tym względem F.E.A.R. nadal potrafi zawstydzić znacznie nowsze FPS-y. Do tego dochodzi kapitalny horror – cisza, świetne udźwiękowienie, paranormalne wizje i pojawiająca się Alma budują napięcie bez konieczności ciągłego rzucania jumpscare'ami. Lokacje bywają powtarzalne i dziś wyraźnie widać wiek grafiki, ale mechanicznie ta gra zestarzała się zaskakująco dobrze. Jeden z najlepszych horrorów FPS w historii. Zdecydowanie polecam.
Игрок 3820Рекомендует9 ч в игре
Тлдр: не страшно и тяжело играть со стояком. Нормальное ревью ниже. Отличнейший шутер, который хорошо играется и по сей день. Да, оригинальная игра уже вряд ли сможет прям напугать, но атмосфера отменная и присутствует xXx-=ЛиМиНаЛьНоСтЬ=-xXx. Сюжет хороший и довольно грустный. Как шутер не душит, стреляется приятно. Экспаншен паки, на мой взгляд, получились страшнее, но в плане сюжета полный просос и шутерные сегменты, иной раз, получаются спорными, особенно в Perseus Mandate. Но удовольствие получил. Оригинальный F.E.A.R. достоин прохождения даже сегодня, экспаншены на любителя.
Игрок 8804Рекомендует5 ч в игре
F.E.A.R. is a game I decided to play because I'm a huge fan of intelligent AI. As a long-time Halo fan and FPS player in general, I really enjoy when AI has enough depth to constantly make you think, and I wasn't disappointed. That said, Halo's AI is still what I consider the pinnacle, even though F.E.A.R.'s AI is no slouch either. F.E.A.R.: The Replica soldiers are really good at using their environment: they take cover, create cover, move between positions, flank you, throw grenades to force you out, investigate where they last saw you, and find different ways around the environment to get at you. Their squad coordination is probably their biggest strength, with enemies keeping you busy while others reposition or try to surround you. Halo CE / Halo 2: What's crazy is that Halo CE was already doing a lot of this in 2001, while Halo 2 pushed it even further in its own way. Halo 2's AI can be noticeably more broken and inconsistent, but ironically, that can make it more unpredictable, because enemies don't always do what they're supposed to do. They'll sometimes completely break from their expected behavior and create situations that feel more natural and unpredictable instead of perfectly controlled. What They Have in Common: Both games have a lot of the same fundamentals: enemies react to where you are, use cover, manage line of sight, reposition when they're exposed, work together, investigate where they last saw you, and change how they fight depending on what's happening. The biggest difference for me is how unpredictable those systems actually feel when you're in the middle of a fight. Why halo is the winner: F.E.A.R.'s AI is really impressive until you start figuring out its patterns. Once you understand how the Replica soldiers like to push, flank, reposition, and attack, they become a lot easier to read. Halo has way more different enemy types with unique behaviors, bravery and fears which can completely change how an encounter plays out. I played on the hardest difficulty for my first playthrough and beat it in around 4 hours, so early on I was already starting to pick up on those patterns. Your weapons and bullet-time also work against the AI—the guns are equally as lethal, especially when paired with bullet-time, since you can wait for them to commit to the position they want to move to and then delete them before they even get the chance to do something interesting. Conclusion: F.E.A.R. has fantastic AI, especially for 2005, but Halo CE and Halo 2 still have the edge for me. F.E.A.R.'s AI feels more deliberate and controlled, while Halo's AI can create much more unpredictable situations, especially when Halo 2's quirks cause enemies to break from their intended behavior. Sometimes broken AI is better AI when it creates situations you couldn't predict. F.E.A.R. showed me why its AI is highly regarded, but Halo is still my benchmark for FPS AI because its enemies keep me guessing even after I've figured out how they work.
Игрок 2269Рекомендует27 ч в игре
FEAR provides a unique action horror experience that truly stands the test of time. The game has a variety of weapons and different playstyles that you can use for eliminating enemies. The inclusion of slow motion shooting allows for some cinematic experiences. All in all i would highly recommend buying this game.
Игрок 1548Рекомендует8 ч в игре
Released in 2005, the game still looks surprisingly good today, and I am not talking about it simply looking good “for its age”. The visual presentation, textures, lighting, animations and overall design can genuinely compete with many modern games that came years later. The environments have a grounded and realistic look instead of relying on excessive lighting or overly colourful visuals, and even small details such as animations and facial expressions help the game feel much more modern than it should. Considering this is essentially the original 2005 game, without some modern remaster turning it into something else, the result is honestly impressive. The presentation continues to surprise in other areas as well. The weapon sounds are still excellent, the voice acting works well and the cutscenes have a level of detail that I would not expect from a game this old. The gameplay itself also has more going on than I expected, with mechanics such as leaning around corners, aiming down sights, sliding, crouching, jump kicks and even swimming with an actual swimming animation. The combat benefits from this attention to detail too. Enemies move around the environment, jump, roll, reposition themselves and react to what the player is doing instead of simply standing behind cover. Headshots have great visual feedback and the gore makes the weapons feel considerably more impactful. All of this makes the moment-to-moment gameplay feel surprisingly modern, even though the underlying structure is much simpler. That simplicity eventually becomes the game's biggest problem, though. As good as the combat feels, most encounters still follow the same basic idea of finding enemies and shooting them until the next area. The enemy AI is much more dynamic than I expected, but the situations themselves do not change enough to take advantage of it. After a while, I was still enjoying the individual encounters, but I was also noticing that I had already seen most of what the game had to offer mechanically. The campaign is relatively short, yet the repetition becomes obvious because the same structure is used so consistently. The horror also didn't have the effect I expected. F.E.A.R. has paranormal events, blood, darkness, sudden appearances and jump scares, but the atmosphere never felt particularly creepy or oppressive to me. The environments are often too clean and normal, which makes the horror feel more like something happening around the player rather than something that is actually part of the world. I have felt considerably more tension in games like Metro or Silent Hill, where the environment itself contributes to the feeling that something is wrong. F.E.A.R. is much more of a linear shooter with horror elements than a game that genuinely made me feel afraid of what might be around the next corner. The story was more interesting to me than the horror itself, mainly because there are enough mysteries and paranormal elements to make me want to understand what is actually happening. The problem is that the campaign doesn't always develop those ideas very well. A large part of the story revolves around following another character who feels like the main focus of the events, while the player is constantly trying to catch up with him. That creates an interesting setup, but the missions don't always make the player's objectives feel meaningfully connected to the bigger story. With the campaign being relatively small and repeating the same structure so often, the story ends up feeling like it has more potential than actual development. I also ran into some technical problems that are difficult to ignore. On NVIDIA hardware, the game could drop to around 20 FPS despite the system being more than capable of running it, and fixing that requires an external patch. I had previously played the game on AMD without noticing the same problem. There are also some older bugs, including situations where enemies can detect and shoot through certain walls. These issues don't define the whole experience, but they are still frustrating when they happen. F.E.A.R. ended up being much more impressive than I expected, especially when it comes to its presentation, sound, animations and the amount of detail that went into its gameplay. The enemy AI and mechanics were clearly ahead of what I expected from a 2005 shooter, and a lot of that still holds up today. What holds it back for me is that the game eventually shows how limited its core structure is. The combat remains satisfying, but there isn't enough variation to stop the repetition from becoming noticeable, while the horror never creates the atmosphere I was expecting and the story doesn't develop its more interesting ideas as much as it could. Even with those problems, there is a reason F.E.A.R. still stands out today, because playing it now makes it very clear just how much this game was doing right back in 2005. Score: 8/10 (1) Trash(2) Horrible(3) Very Bad(4) Bad(5) Average (6) Fine(7) Good(8) Very Good(9) Great(10) Masterpiece
Игрок 4754Рекомендует8 ч в игре
Legitimately gorgeous shooter, ridiculously fun, hasn't aged a day since 2005. Some physics bugs but they're funny so I don't really care.
Игрок 3969Рекомендует9 ч в игре
Kind of cool game but I didn't get a chance to experience praised GOAP smart AI because in most of the encounters I killed them faster than they could spread out / react lol, got flanked a few times but that's it. Probably if I played it in 2005 and was a terrible gamer I would let AI have time and space to do their fancy tactics
Игрок 3464Рекомендует19 ч в игре
Just finished this for the first time on 9/6/26. Took minor fixes to get it running on modern systems, a bit extra to get EAX restored, but all worth it. Let's get the negatives out of the way first, because they are few. The level design is pretty repetitive due to the tacticool/copslop nature of the game and sort of bland approach to art style, and story is dead simple. You can probably guess everything that is going to happen from the opening cutscene, which means that this game *needs* to get by on the strength of its gameplay and horror elements, so does it? Absolutely. The way FEAR lets you blow away enemies and puts the screws to you with its advanced squad AI still feels unmatched to this day. Hardly anything comes close to that shotgun or the penetrator, and the way horror elements are implemented are way better than I expected. This game got me more than once and I don't scare easily. This game has jumpscares in ways you truly won't expect because of how it keeps changing up *what* exactly it is that is surprising. The levels themselves are very well designed and have a tight, fluid flow to them. They're a little on the uninspired side, but this does feed into the grounded horror atmosphere really well. For a lot of people, myself included, this can wear on the player so I recommend a lower difficulty on your first playthrough just to blow through it because the levels tend to blend together and you don't want to be stuck in an office hallway for hours on end, but really those office hallways are quite beautifully rendered. The art style, though simple, is highly effective. Darks are truly pitch black without your flashlight and there are some splashes of color and style that stick out, even if it is muted. But the real star of the show is in the sound. Get that EAX restored and let this game's atmosphere get to you. FEAR is an easy recommend to fans of games of this era, and for people looking for a real meaty corridor shooter that demands some tactics from the player, rewards exploration, and has some genuinely effective horror moments.