F.E.A.R. (video Game)
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F.E.A.R. (video Game)
''F.E.A.R. First Encounter Assault Recon'' is a first-person shooter psychological horror video game for Microsoft Windows, Xbox 360, and PlayStation 3. It is the first game in the ''F.E.A.R.'' series. Developed by Monolith Productions and originally published by Vivendi Universal Games and their subsidiary Sierra Entertainment, the game was released for Windows in October 2005 in both a standard edition and a ''Director's Edition''. Day 1 Studios ported the game to the Xbox 360 in October 2006 and to the PlayStation 3 in April 2007. Two standalone expansion packs were released for the Windows and Xbox 360 versions of the game, both developed by TimeGate Studios; ''F.E.A.R. Extraction Point'' (2006) and ''F.E.A.R. Perseus Mandate'' (2007). Released on Windows in March 2007, ''F.E.A.R. Gold Edition'' includes all the content from the ''Director's Edition'' plus ''Extraction Point'', whilst ''F.E.A.R. Platinum Collection'', released for Windows in November 2007, includes the ''Di ...
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Monolith Productions
Monolith Productions, Inc. is an American video game developer based in Kirkland, Washington. The company has been a subsidiary of Warner Bros. Interactive Entertainment since August 2004. History Monolith Productions was founded on October 25, 1994 by Brian Goble, Brian Waite, Bryan Bouwman, Garrett Price, Jace Hall, Paul Renault, and Toby Gladwell. Co-founder Brian Goble had this to say regarding the company name. The company is best known for the ''Blood'', '' No One Lives Forever'' and ''F.E.A.R'' series. Monolith developed the LithTech game engine which was used for most of their games starting with '' Shogo: Mobile Armor Division'' in September 1998. Between 1997 and 1999, Monolith also published games–some developed by the studio, some by third parties. In 2004, Monolith Productions was acquired by Warner Bros. In 2014, the company released the title '' Middle-earth: Shadow of Mordor'' with a sequel entitled '' Middle-earth: Shadow of War'' being released in 20 ...
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Wargaming Chicago-Baltimore
Wargaming Chicago-Baltimore (formerly Meyer/Glass Interactive, L.L.C., Day 1 Studios, LLC and Wargaming West Corporation) is an American game developer that operates in Chicago, Illinois and Hunt Valley, Maryland. History They worked in tandem with developer FASA Studio, FASA Interactive to create their first two games ''MechAssault'', which Microsoft used to promote their Xbox Live service, and ''MechAssault 2: Lone Wolf''. They worked with Monolith Productions to make the Xbox 360 and PlayStation 3 console ports of ''F.E.A.R. (video game), F.E.A.R.''. In 2006, they signed a deal with LucasArts to develop the science fiction video game ''Fracture (video game), Fracture''. It had mixed reviews by the gaming press. In 2010, Warner Bros. Interactive Entertainment announced that they would be developing the third installment in the ''F.E.A.R. (video game), F.E.A.R.'' franchise entitled ''F.E.A.R. 3'', first announced using the title ''F.3.A.R.'', which was later confirmed as just ...
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Artificial Intelligence In Video Games
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Particle System
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Introduced in the 1982 film '' Star Trek II: The Wrath of Khan'' for the fictional "Genesis effect", other examples include replicating the phenomena of fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, rock falls, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc. – these use particles that fade out quickly and are then re-emitted from the effect's source. Another technique can be used for things that contain many strands – such as fur, hair, and grass – involving rendering an entir ...
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Bullet Time
Bullet time (also known as frozen moment, dead time, flow motion or time slice) is a visual effect or visual impression of detaching the time and space of a camera (or viewer) from those of its visible subject. It is a depth enhanced simulation of variable-speed action and performance found in films, broadcast advertisements, and realtime graphics within video games and other special media. It is characterized by its extreme transformation of both time (slow enough to show normally imperceptible and unfilmable events, such as flying bullets), and of space (by way of the ability of the camera angle—the audience's point-of-view—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional slow motion, as the physical camera would have to move implausibly fast; the concept implies that only a "virtual camera", often illustrated within the confines of a computer-generated environment such as a virtual world or virtual reality, wou ...
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Action Film
Action film is a film genre in which the protagonist is thrust into a series of events that typically involve violence and physical feats. The genre tends to feature a mostly resourceful hero struggling against incredible odds, which include life-threatening situations, a dangerous villain, or a pursuit which usually concludes in victory for the hero. Advancements in computer-generated imagery (CGI) have made it cheaper and easier to create action sequences and other visual effects that required the efforts of professional stunt crews in the past. However, reactions to action films containing significant amounts of CGI have been mixed, as some films use CGI to create unrealistic, highly unbelievable events. While action has long been a recurring component in films, the "action film" genre began to develop in the 1970s along with the increase of stunts and special effects. This genre is closely associated with the thriller film, thriller and adventure film, adventure genres and ma ...
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Japanese Horror
Japanese horror is horror fiction derived from popular culture in Japan, generally noted for its unique thematic and conventional treatment of the horror genre differing from the traditional Western representation of horror. Japanese horror tends to focus on psychological horror, tension building ( suspense), and supernatural horror, particularly involving ghosts (''yūrei'') and poltergeists. Other Japanese horror fiction contains themes of folk religion such as possession, exorcism, shamanism, precognition, and ''yōkai''. Forms of Japanese horror fiction include artwork, theater, literature, film, anime and video games. Origins The origins of Japanese horror can be traced back to the horror fiction and ghost stories of the Edo period and the Meiji period, which were known as ''kaidan'' (sometimes transliterated ''kwaidan''; literally meaning "strange story"). Elements of these popular folktales have routinely been used in various forms of Japanese horror, especially the tra ...
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Paranormal
Paranormal events are purported phenomena described in popular culture, folk, and other non-scientific bodies of knowledge, whose existence within these contexts is described as being beyond the scope of normal scientific understanding. Notable paranormal beliefs include those that pertain to extrasensory perception (for example, telepathy), spiritualism and the pseudosciences of ghost hunting, cryptozoology, and ufology. Proposals regarding the paranormal are different from scientific hypotheses or speculations extrapolated from scientific evidence because scientific ideas are grounded in empirical observations and experimental data gained through the scientific method. In contrast, those who argue for the existence of the paranormal explicitly do not base their arguments on empirical evidence but rather on anecdote, testimony, and suspicion. The standard scientific models give the explanation that what appears to be paranormal phenomena is usually a misinterpretation, mi ...
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Psychic
A psychic is a person who claims to use extrasensory perception (ESP) to identify information hidden from the normal senses, particularly involving telepathy or clairvoyance, or who performs acts that are apparently inexplicable by natural laws, such as psychokinesis or teleportation. Although many people believe in List of psychic abilities, psychic abilities, the scientific consensus is that there is no proof of the existence of such powers, and describes the practice as pseudoscience. The word "psychic" is also used as an adjective to describe such abilities. Psychics encompass people in a variety of roles. Some are theatrical performers, such as Magic (illusion), stage magicians, who use various techniques, e.g., Sleight of hand, prestidigitation, cold reading, and hot reading, to produce the appearance of such abilities for entertainment purposes. A large industry and network exists whereby people advertised as psychics provide advice and counsel to clients. Some famous psyc ...
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Private Military Company
A private military company (PMC) or private military and security company (PMSC) is a private company providing armed combat or security services for financial gain. PMCs refer to their personnel as "security contractors" or "private military contractors"; they are also referred to by academics and the press as mercenaries. The services and expertise offered by PMCs are typically similar to those of governmental security, military, or police forces but most often on a smaller scale. PMCs often provide services to train or supplement official armed forces in service of governments, but they can also be employed by private companies to provide bodyguards for key staff or protection of company premises, especially in hostile territories. However, contractors that use armed force in a warzone may be considered unlawful combatants in reference to a concept that is outlined in the Geneva Conventions and explicitly stated by the 2006 American Military Commissions Act. The service ...
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Supernatural
Supernatural refers to phenomena or entities that are beyond the laws of nature. The term is derived from Medieval Latin , from Latin (above, beyond, or outside of) + (nature) Though the corollary term "nature", has had multiple meanings since the ancient world, the term "supernatural" emerged in the Middle Ages and did not exist in the ancient world. The supernatural is featured in folklore and religious contexts, but can also feature as an explanation in more secular contexts, as in the cases of superstitions or belief in the paranormal. The term is attributed to non-physical entities, such as angels, demons, gods, and spirits. It also includes claimed abilities embodied in or provided by such beings, including magic, telekinesis, levitation, precognition, and extrasensory perception. The philosophy of naturalism contends that nothing exists beyond the natural world, and as such approaches supernatural claims with skepticism. Etymology and history of the concept Occurr ...
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United States Army
The United States Army (USA) is the land service branch of the United States Armed Forces. It is one of the eight U.S. uniformed services, and is designated as the Army of the United States in the U.S. Constitution.Article II, section 2, clause 1 of the United States Constitution (1789). See alsTitle 10, Subtitle B, Chapter 301, Section 3001 The oldest and most senior branch of the U.S. military in order of precedence, the modern U.S. Army has its roots in the Continental Army, which was formed 14 June 1775 to fight the American Revolutionary War (1775–1783)—before the United States was established as a country. After the Revolutionary War, the Congress of the Confederation created the United States Army on 3 June 1784 to replace the disbanded Continental Army.Library of CongressJournals of the Continental Congress, Volume 27/ref> The United States Army considers itself to be a continuation of the Continental Army, and thus considers its institutional inception to be th ...
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