First Encounter Assault Recon. Perhaps the most forced acronym a game title has ever been subjected to, but at the same time almost feels fitting for the type of game
F.E.A.R was. On one hand, it was a hard-core FPS with satisfying weapons, impressive AI, and graphics and effects that were incredible for the time. Even to this day people reference the shotgun from
F.E.A.R. as one of, if not the most, satisfying shotguns to use in gaming. Then, on the other hand, there's the horror element to the game. The story, score, locations, and characters are all inspired by popular horror media. These two seemingly disparate genres, a military style FPS with a focus on visceral action and empowerment, plus a mix of cerebral and in-your-face horror, are the two main ingredients that make
F.E.A.R.
The franchise is comprised of the first title, simply called
F.E.A.R, a sequel
F.E.A.R 2: Project Origin, and
F.3.A.R. Yes, I know, but that's the actual title the new developers went with. The first game also had two expansions,
F.E.A.R Extraction Point, and
F.E.A.R Persues Mandate, that did continue the story, however both were made by a different developer and rendered non-cannon once
F.E.A.R 2 came out. So, as always, let's go in chronological order and figure out what we're working with.
F.E.A.R
The main character of
F.E.A.R was created when the game was still primarily intended to be an action focused title. As a result, the team at
Monolith went with the traditional silent protagonist, even going so far as to not give him a real name and referring to him only by his call-sign Point Man. Point Man is the newest member of the
F.E.A.R team, a special US military group that specializes in paranormal threats, consisting of the commissioner Rowdy Betters and teammates Spencer Jankowski and Jin Sun-Kwon, who are sent after a man named Paxton Fettel who has taken control of a battalion of psychically controlled super soldiers. Of to a great start, right? He used these soldiers to take over Armacham, the company who created the soldiers, as well as cannibalizing a number of their staff. Fettel is tracked by satellite, but can conveniently evade detection whenever the plot needs him to.
Starting with the first location Point Man is sent to after Fettel, he begins to see strange visions of things like Fettel as a ghost that dissolves into flakes and a hospital hallway where he hears a man guiding a woman in pain through childbirth along with cryptic narration about Point Man's origins. Later the real star of the horror shows up when Sadak- I mean, Alma begins appearing. Bits of story are fed as the Point Man shoots his way through the clone super soldiers, using his super human reflexes that give him bullet-time, through optional and hidden laptops the player can find that ultimately culminate in a couple revelations. The first is that Fettel is Alma's son whom Armicham had trained to be the psychic commander of the clone soldiers. Alma, an even more powerful psychic and part of Project Origin, was put into a coma after her father Harlan Wade, who was in charge of Project Origin, and the President of Armicham Aristide realized how dangerous she was becoming due to being experimented on. When he turned 10, Alma formed a psychic link with Fettel to try and use him to free her. To stop him, and from anything like that happening again, Harlan and Aristide decided to cut off Alma's life support and just let her die instead of keeping her in a coma. Great group of people, huh? It turns out that Alma's spirit, anger, psychic energy, or whatever you want to call it didn't die and makes another link with Fettel to kick off the events of the game. We also learn that Alma had another son before Fettel with weaker psychic abilities. I wonder who that could be? Anyway, a lot of shooting and spooking later, Point Man ends up going down to where Alma is being held, has a hallucination where he finds out...no...that HE is Alma's first son! What a twist. At the same time he also kills Fettel, his brother. Harlan is also down there, and goes ahead and frees Alma because he suddenly feels bad about basically torturing and experimenting on his daughter for her entire life. Too little too late, though, because the second he lets her go she liquefies him. Can't really blame her. At that point Point Man's mission is to just blow up the entire facility because why not, right? Things can't get much worse, can they? So, he does it and escapes into a helicopter with Jin. It looks like everything's going to turn out...wait, the helicopter shakes. What was that? One last scare/tease as Alma starts pulling herself into the helicopter's open door. Why would a ghost need to climb in a helicopter? Oh, and Spencer was killed by Alma at some point early on in the game. He shows up as a ghost like once and is never really mentioned again by anyone. Anyway, that covers the basics of the first game, or at least the important parts. Point Man, Jin, Betters, Aristide, and Alma (sort of) survive, while pretty much everyone else is dead. Cool.
F.E.A.R 2: Project Origin
Fun fact about
F.E.A.R 2. It wasn't originally a
F.E.A.R game, and was just going to be called
Project Origin after Monolith held a vote for fans to decide the new game's title since they lost the rights to the name
F.E.A.R. During development they ended up buying back the
F.E.A.R name and the game became
F.E.A.R 2: Project Origin. Kind of interesting, isn't it? Well...I think it is.
But on to the game's story. Perhaps it was because Monolith didn't have access to the
F.E.A.R IP in the early stages of development, or maybe it was always the plan, but the sequel does not put the player in control of Point Man but rather a member of Delta Force named Michael Becket. The game begins roughly half an hour before the end of the first game where Delta is sent in to arrest Aristide, but even before that we experience Becket having hallucinations of a young Alma on a tree swing. She also gives us a jump scare right off the bat just so we know this is a scary game and nothing says horror like a little girl and a loud noise, right? So, right off the bat we're given a reason to think there is, or will be, some connection with this new guy and Alma. As Delta Force makes their way to Aristide, they have to fight a bunch of soldiers sent by Armacham's board of directors who want to cover everything up by basically killing everyone involved with all the evil psychic experiment stuff. They're lead by Colonel Vanek who will be our human antagonist for the game. On the way to Aristide's penthouse, you find clues about a "Project Harbinger" that includes Becket and some other people in Delta Force. Yep, Armacham has a lot of these "projects whatever". You later find out Harbinger was an attempt at basically replacing Fettel as psychic commanders. Of course you manage to get to Aristide, but just as she's starting to explain how Delta Force are the only ones who can stop Alma, the ending of the first game happens and a huge explosion knocks Becket out. He's taken by Aristide and half hallucinates as he's undergoing surgery on Aristide's orders. I would ask how anything is functioning anywhere in the city after a psychic nuke went off, but it turns out the hospital is actually way underground so I can kind of let it slide. Becket wakes up alone for whatever reason, totally fine except for more visions of Alma, and figures he better get back with his squad. Becket, now armed with the same bullet-time power as Point Man, fights more Armacham soldiers who are now after him and his team because of whatever Aristide did to them. I will mention on the way out that you find Redd Jankowski, Spencer's younger brother, right before he dies on an operating table. Why even bring back that family just to keep killing them off without having them do anything? Regardless, Becket is also contacted and helped out by a guy calling himself Snake Fist, which I find amazing. He tells Becket, despite him being as mute as Point Man, that Alma is trying to absorb him because of the psychic energy he is now producing after the mysterious surgery. Oh, and the replica super soldiers are back too. I guess they're being controlled by Alma at this point, which doesn't really make sense since Fettel was specifically trained to control them to be awesome soldier guys and Alma wasn't, but whatever. To cut out a lot of fluff, while escaping the hospital and trying to regroup, everyone but Becket, Morales, Keegan, and their Lieutenant Keira Stokes are killed, mostly by Alma. Naturally, they split up and are separated so you end up on your own basically the entire time you're going through the school to find Snake Fist in the...secret underground base where Project Paragon was being held. Oh good, I was worried we wouldn't come across another secret underground base or shady Armacham project. Oh, what's that? Paragon was all about testing psychic kids so they could be used my Armacam? Sounds about right. So, more shooting, some creepy new enemies, and you kill Vanek in a QTE with about as much narrative impact as this sentence implies. You finally meet Snake Fist and are given a plot dump/ absolutely absurd solution to Alma. He says you need to go to the, wait for it, secret underground base on a nearby island to find and use a super secret psychic amplifier to boost your power so you can beat Alma's ghost in a psychic duel. What game am I playing again? With his life's purpose of telling you about this plot device fulfilled, Snake Fist immediately, and I mean immediately, gets his head ripped off. Seriously, the way this game treats supposedly important characters is ridiculous. But, pressing on, Keegan goes nuts and wanders off so naturally Becket goes off after him alone too. More fighting, same old stuff, and you get to the secret island base without finding Keegan. Becket gets in the...psychic amplifier, but before Stokes can turn it on for you, Aristide shows back up and explains her evil plan to everyone. See, she operated on Becket with the intention of using him to lure Alma into the amplifier so that she could trap them both inside, thus giving her some leverage to stop Armacham from trying to kill her. The sheer absurdity, incredible stupidity, of this plan is just delicious. I mean, how did she know Becket would even go to the amplifier? He only learned about it from Snake Fist, so did she set it up so they would meet? What if either one of them died? Snake Fist literally only lived seconds long enough to give Becket that information. If he died anytime before that, her plan wouldn't work. Also, since when does a psychic amplifier double as a psychic/ ghost prison? Just wait, though, because the ending takes the ridiculous levels up to maximum. So Aristide shoots Stokes, Alma shows up and knocks Arisdie away from the controls, but still manages to start the process of sealing the chamber thing. Alma throws you into a...disturbing hallucination where most of the time you're fighting Keegan and also trying to pull three switches to activate the amplifier....while stuck inside of it? The rest of the time, mostly through flashes, shows Alma...to use the word accurately, raping Becket. When you break the hallucination Becket realizes he's still inside the chamber, which Alma opens and comes in to put his hand on her pregnant stomach. Yeah.
F.E.A.R. 2 ends with the player character being raped by a ghost and getting her pregnant. If anyone guessed that, congratulations, you're clinically insane.
F.E.A.R. 2: Reborn
This expansion is super short, and has only one important element to it, so I'll make this quick. A replica, who is a clone of Fettel, is drawn by Fettel's ghost, because of course he has one, to find him. He does, Fettel possess him and is "reborn." Done.
F.3.A.R
The third game in the series has some notable differences behind the scenes. It was made by a new studio, Day 1, had John Carpenter contributing in some form to the cinematics, and was written by Steve Niles. With those names attached,
F.3.A.R definitely raised a lot of people's expectations. Did it deliver? Get it? Because Alma's...pregnant...okay, never mind. Also, this game is the first to have a co-op mode where two players control Point Man and Fettel, one with the traditional shooting and bullet time powers, and the other ghost powers like stun and temporarily possessing enemies. Learning about co-op in a horror game...well that caused a lot of people to worry.
Set a convenient 9 months after the second game, Point Man reappears after being...somewhere and starts of captured and being tortured by Armacham. Little do they know he's the most committed silent protagonist ever and never says a word. Ghost Fettel shows up to rescue his brother, apparently being 'bound by blood', and helps him escape in a forced alliance. They take a helicopter and head out to meet Jin while Fettel dumps exposition about how terrible a person Harlan, their grandfather, was to them between chapters. Oh, do you remember Jin from the first game? The member of
F.E.A.R we saw maybe twice? Yeah, she's back too. Along the way there's plenty of new enemies to shoot, new creatures to spook, and visions of Harlan monologuing. Once you reach Jin she shows Point Man a video of Becket, now feeling like talking, who explains his...unfortunate situation with Alma at the end of the last game. Jin decides that, based on the 'psychic anomalies' that are 'like contractions', there isn't much time to stop Alma from giving birth. So, yes,
F.E.A.R. was supposed to specialize in paranormal threats, but how did she come to the conclusion that this psychic stuff, and none of the other 'abnormalities', if that's what we're going to call them, are in any way related to how soon a ghost is going to give birth? And their plan to stop the birth is to first...rescue Becket from Armacham? Okay, I mean, that's probably a good idea, but wouldn't exactly solve the problem, but sure. Let's rescue Becket. On the way, which is a long way with even more monsters and soldiers, by the way, Fettel and Point Man, well mostly Fettel, starts to disagree with the plan to stop the birth/ kill the child if they can't. He wants to 'think about things as a family.' Because the Wade family is just the pinnacle of a healthy family. By the time Point Man and Fettel reach Becket, the world is basically ruined. The entire city is crumbling, water is blood, and the sky is red. Point Man opens his pod thing he's being held in, and then Fettel, right after saying, "This will kill him," just goes ahead and possess Becket. They learn about everything that happened to him in the second game, he freaks out a little, pukes, and tells Point Man to kill his unborn ghost child right before Fettel explodes him. Man, and we made it so far into this game before an important character was killed off with little to no reason. Shame. So, basically, they gained nothing from finding Becket. More backstory about Harlan and a big dumb boss fight with his memory, or something later, and they finally reach Alma as she's about to give birth. At this point the game can have one of two endings based on which brother got a higher score during the game and was, therefore, the favorite son. Yeah, it sounds as bad as it was. If Point Man wins, he shoots Fettel in the head, killing him...again and then Alma also dies...again, just after giving birth. Jin comes over the radio and says things are going back to normal as Point Man walks out of the room with the baby in his arms. If Fettel wins he's able to possess Point Man, delivers the baby to raise, and then...eats Alma for her power. Supposedly that will make him like a God or something?
Wow, that took longer than I expected for just three games where the main character never even speaks. Still, now that we're all caught up, we can get on with how the series could fix itself should it ever be brought back. First, though, we have the issue of multiple endings to decide on. Really, there's only one primary difference between the two. In both endings we can confirm that: Alma is dead and the world is starting to go back to normal, the baby was born, and one of the brothers intends on raising it. So, how will we decide which one to move forward with? Trick question! As much as I'd like to just pick the one I think leads to a more interesting sequel, we're going to let the players decide. By looking at how many people got the achievements and trophies for...wait. This game doesn't have separate trophies for getting specific endings...oh. Well, that kind of ruins my entire plan, to be honest. I guess I really will just pick whichever ending I like and go from there. So...
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Fettel possesses his brother, eats his mother, and adopts his new younger brother. What can I say? "Bad" endings are way more interesting most of the time. So, where does a
F.E.A.R 4, or
4.E.A.R if we're going to keep on with the stupid naming conventions, pick up?
10 years later, Fettel is still possessing Point Man's body. Due to his higher than average psychic abilities, and their blood ties, Fettel is able to hold this possession without killing him for this long, but not much longer. He needs a new body, which is what he's been training his new brother/ son for his entire life. He's almost ready to do this when the new
F.E.A.R team made up of all the characters the franchise mercifully forgot about rather than outright killed: Jin, Stokes, Morales, and Betters at command, interrupts him. His ghost can only partially take over the third child, who we will just call Wade for convenience, causing Wade's immense powers to go out of control. Point Man, now free again, goes after Wade to finally wipe out Fettel for good.
I imagine this game to put Point Man in various scenarios that challenge his goals, as well as make him reflect on his history as a silent and blindly obedient tool for killing. Point Man has been used by everyone for his entire life, including his mother, brother, grandfather, superiors, and even his enemies like Armacham. After being a prisoner for 10 years inside his own body, he refuses to let himself be used anymore. Through the game he will work with and against three main factions: the new
F.E.A.R team who want to kill Wade, Aristide and Armacham who supposedly has changed and want's to teach him to control his power, and Wade himself who, like Point Man, want's to be free of everyone else's influence. He'll spend equal time with each faction through the game, with Fettel getting more control of Wade and his powers over time, thus upping the distortion of reality and introduction of new horrors to deal with, until he must make a decision. Kill Wade with
F.E.A.R, trust Aristide and Amracham to contain Fettel and train Wade, or team up with Wade to fight an incredibly strong ghost Fettel and set him free.
Through the entire game, just like the previous ones, Point Man, and by extension the player, will have no choices in what they do/where they go. The Point Man will still be silent, but we will hear his voice in the form of an inner monologue growing more fed up and sick of being a means for other people to achieve their goals. When this final choice occurs, prompts will appear on screen for the player to select, however no matter which one the player selects, the Point Man will reject it and make his own decision. His decision would then have to be one not presented to the player, which could just be him throwing his guns away and speaking for the first time just to say, "I'm done."
Naturally I expect an ending like that to be very divisive. In what other game does the protagonist, completely out of the player's control, just decide to abandon the game and leave before its conclusion? The thing is, while we may want to see how it all plays out, Point Man doesn't. He doesn't care any more, and just wants to make the most out of what's left of his life rather than continue risking it for other people. After looking at what Point Man has been, or more importantly not been, in the series, I believe that the best way to close out his story would be this build up to a complete rejection of participation. First he was a silent killer who should've been far more vital to the plot of the first game than he really was, then abandoned for a game, and when he was brought back we got some context on his and Fettel's childhoods and relationship with Harlan. This final game would be about him realizing he's essentially been possessed his entire life, including by the player, and breaking free.
Those are just my ideas, though. As always, I welcome hearing criticisms and better possibilities in the comments.