Gameplay of the prototype of the first F.E.A.R. First Encounter Assault Recon game.
Wikipedia:
F.E.A.R. was announced at an E3 2004 pre-show, though its existence as an untitled project was revealed prior to this announcement. The game's first trailer later premiered at E3 2004 and was well received by critics. During the E3 2004 showing, F.E.A.R.'s lead designer, Craig Hubbard, stated that the game "... evolved out of a concept we started developing right after Shogo that we've been dying to work on." Monolith Productions' director of technology, Kevin Stephens, later elaborated that this concept was "... to make an action movie in a first-person shooter, where you really feel like an action star." To this effect, the team focused on immersing the player, using elements like a silent, nameless protagonist with an unknown background, and allowing the player to see the protagonist's body when looking down or sideways.
During 2005, F.E.A.R. made playable appearances at Consumer Electronics Show, Game Developers Conference and E3, all of which were well received. Its showing at E3 garnered it the Game Critics Award for "Best Action Game". After the release of a single-player demo, Vivendi allowed gaming journalists to play through the first four levels of the game, which received even more positive reaction than before. F.E.A.R. eventually released on October 18, 2005.[1] Alongside the basic CD-ROM edition, a "Director's Cut" DVD version of F.E.A.R. was released with a number of extra features. A Dark Horse Entertainment comic book and a series of live action vignettes help clarify a number of plot elements depicted in the game, while the "Making of F.E.A.R." and "Developers' commentary" documentaries offer several insights and trivia into the game's development through interviews with employees of Monolith Productions and Vivendi. Also included is the exclusive first episode of the F.E.A.R. machinima, P.A.N.I.C.S., created by Rooster Teeth Productions.
Over the course of the "Developer's roundtable commentary", producer Chris Hewitt reveals, "We had a whole level in the game where we had this car chase sequence [...] we spent about two months on that thing...." "[B]ut the car chase sequence didn't work the way we hoped it would", adds designer Craig Hubbard, commenting on the choice to remove that level from the game. Hewitt also comments that, "Actually we started off with two villains, and [Fettel] was one of them until we merged them together...." Craig Hubbard also remarks that "... his jacket actually used to belong to another villain we had in the game named Conrad Krieg, whom we combined with Fettel pretty literally."
Негізгі бет F.E.A.R. - E3 2004 Beta Gameplay
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