Nine months ago, Point Man and his F.E.A.R. squad were tapped to stop a telepathically gifted cannibal who had begun a murderous rampage. Point Man learned the target was his brother, Paxton Fettel, working alongside their tortured and psychically powerful mother, Alma Wade. Despite this revelation, Point Man followed orders to destroy them and subsequently ravaged the surrounding city and most of his F.E.A.R. team.
Now, it is clear that Alma’s psychic influence survived— and worse, she is about to birth something that could destroy the world. Fettel has returned from death with an unclear agenda, refusing to leave Point Man’s side and asking for help to reach Alma. The remaining F.E.A.R. squad is still trying to complete their mission. With his chain of command broken and Point Man calling his own shots, where will his allegiance lie?
F3AR includes a raft of enemies lurking, hiding, ready to pounce on you at any given time. If the Armacham soldiers, still desperate to clean up the failed operation, aren’t enough, then some of these guys below will be sure to have you on the edge of your seat at the very least and at the very most, reaching for the edge of the toilet seat…
Scavengers have an unmatched hunger and aggression. However, they are disciplined enough to work together as they hunt their prey.
As soon as one member of a pack senses a potential quarry, all members of the pack work to surround the target by creating a perimeter using the floor, walls and ceiling.
Once the Scavengers have gained position, they begin attacking one-by-one in a Hit-n-Run style attack. When an assault begins, attacks continue by alternating Scavengers in a coordinated rhythm.
The Creep is a warped reflection of the human condition. Its malformed physique is torturously crafted by its own hatred and misanthropy. It has one goal and that is to kill Point Man and his brother, Paxton Fettel.
Where this creature came from and why it wants the two dead is unknown. The only clear fact is that is even frightens Alma, which is a testament to the Creep’s power.
Cultists are crazed enemies that typically appear in groups and charge madly at the player. Distances the Cultists ambush from are close enough to be startling, but also allow the player sufficient time to take aim and fire before being overwhelmed.
Cultists melee attacks come in two types – Approach attacks and Close Quarter attacks. This difference is based on whether the AI is already near the player versus running towards the player.
Cannibals hide in ambush till the player nears and then they quickly attack and dart away to another location to lie in wait to ambush again. Cannibals occasionally hide in a pile of “posed” dead bodies and pop up and surprise the player at the last moment. Additionally, certain cannibals have a ranged attack, throwing knives at the player.
Aggressive and disciplined, the Armacham “Grunts” cleverly utilize cover to search for and ambush their targets. “Grunts” coordinate with other squad members to provide suppressing fire, execute flanking maneuvers, and patrol or search.
Grunts possess the ability to navigate various obstacles and barriers. They mantle, climb, and crawl under obstacles. They also recognize cover and will fight shrewdly from behind it.
Snipers are usually located a far distance from the player. They hide in cover and pop up/out when they’ve lined up their shot. When the Sniper steps out of cover to finish lining up their shot, a red laser emanates from their weapon toward the target. This laser alerts a player of the presence of a sniper and, temporarily, of his current location.
Much like Snipers, enemies wielding rocket launchers most often appear at extended distances from the player. When they aim, a green laser emanates from their weapon toward the target. This laser alerts a player of the presence of a Heavy Rocket enemy and, temporarily, of his current location.
Confident and disciplined, Heavy Riot enemies use their riot shields to steadily advance and eliminate their target. Heavy Riot enemies are the most aggressive of all Armacham soldiers and almost always attempt to close in on their target. The shields they carry leave few vulnerable points and offer a great deal of protection against firearms.
Phase Commanders are humans who possess technology that allows them to become momentarily insubstantial. This allows them to pass through solid matter like walls and other flat surfaces.
When attacking, the Phase Commander moves through solid obstacles to reach tactical locations (i.e., spots from which they can flank, get behind, or simply close the distance on their targets). As a defensive tool, the Phase Soldier moves through walls and other obstructions to put obstacles between them and their enemies.
The Phase Commander is a powerful, intelligent, and formidable enemy. His abilities, strength, tactical knowledge and weaponry make him a tough opponent.
Phase Casters are human soldiers who possess technology that allows them to transport conventional soldiers into an encounter, via phase portals they generate. If these reinforcements are killed, the Phase Caster can continue to materialize more troops.
The Phase Caster’s primary offense comes through the soldiers he “summons,” though he also carries a Beam Weapon. The Phase Caster is a self-preservationist and his main goal is to hide after each cast, but he also uses his ranged weapon, once he reaches a cover point.