Sitemap
Cryscore

Gaming With Empathy

Press enter or click to view image in full size
Source: Altar of Gaming

F.E.A.R. Was Brilliant for the Time | Retro Review

F.E.A.R. Should Be Considered a Pillar of the FPS Genre

7 min readOct 22, 2026

--

I was astonished by the level of quality in F.E.A.R. Due to the dormancy of the franchise, it is not surprising to see it has fallen off the radar in recent times. It’s a shame, since many FPS titles which came after could learn a thing or two from this game. I am of the mind F.E.A.R. was extraordinary for the time. It needs to be remembered more not only within its genre, but in games as a whole, for the mechanics and ambition it managed to execute so well.

The game was developed by Monolith Productions, a studio which is unfortunately no longer in business. They are not to be confused with the Xenoblade studio Monolith Soft, mind you. You may know Monolith for 2014’s Middle-earth: Shadow of Mordor. F.E.A.R. is an acronym which stands for First Encounter Assault Recon. In the game itself, F.E.A.R. is a military unit founded to combat paranormal threats. You take the role of a silent protagonist only referred to as the ‘Point Man’.Throughout the game, you’re tasked with chasing down a psychic soldier named Paxton Fettel who has gone rogue and turned on the Armacham Technology Corporation. You’ll soon find the plot is also haunted by a woman named Alma, who was experimented on by the ATC as well. Much of F.E.A.R. is open to interpretation and it would be unbecoming of me to spell it out to you. It isn’t deeply thought provoking but your takeaway will vary based on how much intel you find during your playthrough.

Press enter or click to view image in full size
Source: MobyGames

F.E.A.R. is a hybrid of Horror and FPS. This is not an FPS which merely has a dark or gritty overcoat. It makes a concerted effort to be a Horror game in addition to an FPS. It blends the two formats perfectly. Despite the actual Horror being cheesy, the game nails the feeling by focusing on giving the player a sense of, well, ‘fear’. What I mention often when discussing hybrid genre games is a level of balance required between the two rather than leaning towards one or the other. Across its runtime, Monolith were able to deliver both by being conscious of when and where to give you each. Whenever the game leans Horror for a while, you’re bound to have an FPS segment coming to break it up. When the game feels like it’s giving you a lot of FPS, they find a way to inject Horror again. It’s brilliant game design, especially for the time.

The Horror presented in F.E.A.R. isn’t particularly scary in its execution. It is in the line of cheesy B-movie Horror, which has its own charm. Monolith tries hard to frighten the player throughout the game. Jumpscares, sudden shifts to hallucinatory sequences, and wraith-like creatures flying directly at you are amongst their attempts. Because it’s an FPS, the sudden sound cues they use to scare you are accompanied by nothing at all. There was one instance where a creepy sound accompanied the sight of the game’s main antagonist peeking from around a doorway at you, but I missed it since I was scavenging the room for ammo and other loot. This is a common problem with the game. You’ll hear a jumpscare sound cue then turn around to see… nothing. At a certain point, you aren’t affected by it at all.

Get Charlotte Huston’s stories in your inbox

Join Medium for free to get updates from this writer.

The intention at the very least works, though. Monolith was inspired heavily by the late 90s to early 2000s era of Japanese Horror. Films such as Hideo Nakata’s Ring and Takashi Shimizu’s The Grudge were amongst Monolith’s influences. The goal with F.E.A.R. is to give you a sense of dread as you’re progressing through its tight hallways and in between the shooter sequences. The dark lighting and psychological Horror do make you worry about what’s potentially around the next corner. In this sense, Monolith succeeded. F.E.A.R. is scary from the impression of what could happen, more so than any of the actual attempts they make to scare you. The game is quiet most of the time so it adds to this lingering feeling of something jumping out at you. During my time with the game, I constantly expected a jumpscare or a sudden grab whenever I climbed up a ladder, despite this never happening. I believe a quote from lead level designer John Mulkey’s interview with IGN sums this up best. “Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood.” The fact F.E.A.R. can be so frightening without actually doing anything to frighten you is fascinating to me and other Horror titles need to take note.

Press enter or click to view image in full size
Source: Steam

This game’s mechanics were astonishing for the time. I cannot believe what the team at Monolith was able to jury-rig this engine to accomplish. F.E.A.R. features a mechanic called ‘Reflex’, which allows you to slow down time and pick your shots. I’m surprised how well it holds up. Combined with the ability to dual wield pistols, you can find yourself in awesome Matrix or Max Payne-like sequences during combat. How fun it is floored me. Monolith wanted you to feel like an action hero and even cited The Matrix as one of their inspirations. There’s a large amount of John Woo influence here as well. There’s a great variety of weapons in the game as well, though ammo scarcity sometimes undercuts that variety. Ammo is a constant resource you have to manage in this game and in one instance I ran out entirely. It led to a funny sequence where I had to use Reflex to try to punch some enemies and steal their ammo akin to Superhot, but it did highlight a problem. Not all weapons are made equal in this game and how rare ammo is for the stronger weapons means you constantly fall back to the common G2A2 Assault Rifle and RPL SMG. It’s a minor issue and I don’t entirely mind since Monolith nailed the feel of making all of their weapons punchy and satisfying.

More impressive still are the enemy AI mechanics. The enemies are much more intelligent than your average FPS, though this is highlighted most on higher difficulties. Enemies in F.E.A.R. have no qualms about flanking you or keeping their distance so your weapon’s spread works against you. They have an impressive number of callouts recorded during combat which are played contextually based on your behavior. They’ll point out you’re specifically hiding behind a vending machine or shout out the reason they’re not taking cover. The enemies track the spaces every entity in combat is within and react accordingly. It doesn’t sound like much on paper, but when you’ve played the FPS genre at large, you’ll realize how unique this is. The intricacies of this AI system are unrivaled by any FPS I’ve seen which has come after and it is what makes F.E.A.R. truly special. If you would like to read more, I’d encourage you to read Jeff Orkin’s write-up about the Combat Dialogue in F.E.A.R. It more than makes up for the lack of enemy diversity in the game, which is noticeable the more you play. Your enemies amount to ‘man with gun’, ‘man with gun but armored’, ‘man with gun but even more armored’, and ‘man with gun but different clothes’. F.E.A.R. manages to overcome this with its AI making combat encounters consistently engaging.

F.E.A.R. is a must play for fans of the FPS and Horror genres alike. What it did for a 2005 game is phenomenal and is worthy of your attention, even over 20 years later. Underrated is not necessarily the right phrase to describe F.E.A.R. It has an 88 on Metacritic, after all. Undertalked about would be more apt. In my mind, it deserves to be up there with the all-time greats in the FPS genre like Half-Life and Halo. It clearly had budget constraints in the form of an abrupt ending and lack of enemy variety, but Monolith made marble out of bricks here.

Press enter or click to view image in full size
Source: MobyGames

The reverence people hold for Arkane should be directed towards Monolith as well. This is a studio which has made plenty of undersung gems over their history of existence. No One Lives Forever, F.E.A.R., and Shadow of Mordor are amongst their excellent games. A common theme amongst these is the way Monolith pushes the limits of what game engines are thought to be capable of. The Nemesis system in Shadow of Mordor and Shadow of War is still talked about to this day as one of the most engaging game mechanics we’ve seen. It is a travesty we won’t be getting more games from Monolith in the future due to their closure. We’ve truly lost a bright and creative studio.

Score: 93

Note: I have not played F.E.A.R’s expansions. I am considering them as separate games and will play/review them separately at a later time.

--

--

Charlotte Huston
Charlotte Huston

Written by Charlotte Huston

Games Writer/Critic for Minimap | OpenCritic Reviewer | 30F | Brooklyn Born and Raised | Poet | Teacher's Aide | Immunocompromised