
Experience the original F.E.A.R. along with F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Be the hero in your own cinematic epic of action, tension and terror. A mysterious paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands. The government responds by sending in a Special Forces team only to have them obliterated. Live footage of the massacre shows an inexplicable wave of destruction tearing the soldiers apart. With no other recourse, the elite F.E.A.R. (First Encounter Assault Recon) team is assembled to deal with the extraordinary circumstances. They are given one simple mission: Evaluate the threat and eliminate the intruders at any cost.
Extraction Point kicks off where the original game ended – with a bang. As the helicopter which the F.E.A.R. team is on attempts to leave the vicinity, it instead winds up crashing. The F.E.A.R. team is thus forced to seek out an alternate extraction point, all the way battling the now free Alma and her paranormal minions across a destroyed city.
As the first F.E.A.R. team and Delta Force fight for control of the situation, a second F.E.A.R. team is sent in to shed some light on Armacham Technology Corporation's (ATC) dark past. As a member of a secondary F.E.A.R. team, you are brought in to discover more information regarding the secret project at the ATC facilities. The multiplayer component for this expansion is no longer available.
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 954 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tem certeza que este jogo não pode concorrer ao GOTY deste ano?
Zamanının ötesinde mükemmel bir oyun mutlaka oynayın.DLC lerini oynamayı ihmal etmeyin ikiside ana oyun kadar güzel.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 956 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Та самая игра из детства и один из первых хорроров в какой я играл в детстве.[/h1] Отличная игра для своего времени, которая и сегодня выглядит вполне достойно. Больше всего меня зацепила атмосфера: несмотря на устаревшую графику, игра до сих пор способна держать в лёгком напряжении, а Альма (девочка, напоминающая героиню из «Звонка») временами действительно может напугать. Многие отмечают поведение ИИ, и не зря. Для своего времени это было очень круто: противники переговариваются между собой, координируют действия и стараются обходить игрока с флангов. Что касается дополнений — они не входят в канон F.E.A.R., но я всё равно прошёл их. В целом дополнения на троечку: ничего выдающегося, но пройти можно. [h3]В общем и целом игрой остался доволен. Получил приятную порцию ностальгии. Однако рекомендовать её могу не только тем, кто играл в неё раньше, но и тем, кто каким-то образом до сих пор не познакомился с F.E.A.R.[/h3]
В игре замечательная стрельба, классный ИИ, интересный левелдизайн и музыкальное сопровождение. То есть, всё что нужно для отличного шутера, но, лично для меня, проблема в сюжетной и хоррорной составляющей. Подача сюжета идёт по крупицам и его оооочень легко пропустить. Я собирал все чемоданчики и автоответчики и всё равно мало что понял
2005 yılında çıkmış bi oyun için günümüz şartlarında bile çok sağlam oyun. Yaşlanmış falan diyenlere bakmayın Resident evil Requemden hemen sonra başladım ve hiç sırıtmıyor oyun. Kontrollere alışmak gerekiyor biraz shift ile nişan almak F ile etkileşime girmek gibi olayları var ama kısa sürüyor alışmak. Oyunun benim gözümdeki en önemli özelliği yapay zekası ve elinizden tutmayan bi yapım olması. Günümüzde alışık olduğumuz sarı boyaların aksine kendi yönünüzü bulmanızı istiyor oyun ama bölümler çok büyük olmadığından yönünüzü bulabiliyorsunuz rahatça. Yapay zeka olarak da karşınızda gerçek oyuncu varmış da pvp oyunu oynuyormuşsunuz gibi hissettiriyor ve bu çok geriyor. Atmosfer olarak da çok güzel bir oyun çevre tasarımı , dokunduğunuzda ses çıkarıp nesneleri hareket ettirerek sizi irkiten iyi fizik motoru ve grafik olarak falan günümüzde bile geçerliliği olan bi oyun. 2005 yılında yapılmış ama grafikleriyle göze batmayan az sayıdaki oyunlardan biri oldu benim için. Genel olarak fiyatı 1 paket sigara bile etmeyen (indirimde) ama sizi gerçekten eğlendirecek bi oyun. Sadece korku oyunlarıyla aranız varsa tabi ki. Günde bir paket sigara içen insan kişisiyseniz tek gün sigara içmeyip hem ömrünüzü 1 gün uzatıp hem de böyle ilginç bir yapımı deneyim edebilirsiniz.
[h1]Incredible game that managed to merge FPS and horror seamlessly[/h1] At the time, I remember F.E.A.R. used to be used as a benchmark to tell how well your computer could perform. Crysis was another popular benchmark. These days you are likely to run into 'disconnected from server' crashes - this is due to the game not being able to take advantage of modern-day PC RAM. There are various work-arounds on the internet but the simplest thing to do is to mod it with a Large Address Aware tool. _______________ Fear (easier than typing full-stops all the time) was a lot of fun the first time I played it (at around the time of release I think) and playing it again in 2026 is still a fun experience. Sure, this time around I kind of vaguely knew what I was getting into, but when you play so many games it can get hard to remember which game has what! Especially when I've played the DLCs as well. I played the hardest difficulty this time. It is actually pretty easy - most FPS's tend to allow 'save anywhere, anywhen' saving, so it can make the game artificially easy... but there are still stumbling blocks. Enemies are FAST in this game, and their reflexes remind me of perfectBots (from Perfect Dark) when they are at their finest. Thankfully one of the game's draws is the ability to trigger your own reflexes, entering a form of slow-motion, allowing for much easier combat. It doesn't last forever though, so as the levels get harder, you might have to be careful how you use it, as the recharge can be slow if you are pinned down. It has a few issues though. There are supernatural enemies in the form of wraiths. Pretty soon their encounters start to hurt you and you realise you have to shoot them, which is fair enough, but much later in the game they get faster... among other things. Some of these encounters are tough, but what really annoyed me was the loss of weapons after some dream sequences. These made very little sense to me and were possibly the most annoying aspect of the game (apart from a few crashes). They should have forced us to use the Penetrator, not some pistol rubbish. Other issues such as weird design ideas (big ball of black energy?), the whole Harlin-Alice-Fettel silence in the last level when there could have been at least SOMETHING in the way of closure, and of course the various confusing iterations of the female antagonist (young/old? alive/dead? human/crab?). I also think 4 weapons would have been a better carry limit than 3. I don't think there's any reserve ammo carried on Point Man - when you swap out a weapon you'll lose all the ammo you collected for it. Even on the hardest difficulty there are a LOT of health packs and armors lying around too. But there's some pretty good stuff in there too. Mech battles, intelligent foes that can flank or try to flush you out with grenades, there are collectibles for max health upgrades, and max slow-motion meter upgrades, two instances where you can take manual control of a turret and surprise a room full of enemies, impressive slow-motion enemy dialogue and ragdoll physics, and of course one of my favs... using slow-mo to aim at grenades as soon as they leave an enemy's hand. On the horror side... well I guess it is technically just jump-scares but I still feel like it was done well. Apart from the at-times excessive blood smears, mostly it's just Fettel and the female antagonist appearing in places or Fettel whispering hints to you. Probably the weirdest bit was near the start of the game where it shows you Fettel eating some guy's corpse with two subordinates guarding him while he eats. *shrugs* Don't ask me. I finished the game and still don't understand why. _____ Even though this title is such a must-play, later sequels just don't measure up. This is largely due to a shift in gameplay towards more combat, hence why I've only ever played the original. I guess I've always felt that in terms of story, the first game (and to a lesser extent the expansions) wrapped up the story nicely. The impression I get from reading other reviews of later titles is that they ran out of ideas, or there was no more story to tell so maybe they thought 'we'll just create more fun slow-motion combat' games. __ Ultimately the game got more things right than it got wrong, and I'll likely come back to it again in the future. Solid game. Top-rated FPS. Can be short if you know what you're doing. Get it before they replace it with an AI slop remaster. PS - the two expansions are included now as a part of the one steam purchase so now there's even more value for money with even more slow-motion fun to play around with! They do start to get repetitive though, despite a few new features. The highlight for me is the deployable turret. There is a new wraith-type enemy, but scenery does tend to get monotonous. Worth it for the turrets!
F.E.A.R. to absolutny klasyk i do dziś jedno z najlepszych połączeń dynamicznego FPS-a z horrorem psychologicznym. Wcielamy się w członka elitarnej jednostki F.E.A.R., badającej paranormalne wydarzenia związane z korporacją Armacham. Bardzo szybko na pierwszym planie pojawia się Alma – jedna z najbardziej charakterystycznych i niepokojących postaci w historii gier grozy. Strzelanie nawet po tylu latach jest fenomenalne. Broń ma świetne wyczucie, otoczenie efektownie reaguje na ostrzał, a bullet time pozwala zamieniać starcia w prawdziwe sceny z filmu akcji. Ogromną zaletą jest AI przeciwników. Żołnierze flankują, zmieniają pozycje, wykorzystują osłony i potrafią naprawdę mocno naciskać na gracza. Pod tym względem F.E.A.R. nadal potrafi zawstydzić znacznie nowsze FPS-y. Do tego dochodzi kapitalny horror – cisza, świetne udźwiękowienie, paranormalne wizje i pojawiająca się Alma budują napięcie bez konieczności ciągłego rzucania jumpscare'ami. Lokacje bywają powtarzalne i dziś wyraźnie widać wiek grafiki, ale mechanicznie ta gra zestarzała się zaskakująco dobrze. Jeden z najlepszych horrorów FPS w historii. Zdecydowanie polecam.
[h1] F.E.A.R. - "is the mind killer" [/h1] Ogrywając F.E.A.R. miałem jedną myśl z tyłu głowy: "Co jeszcze pokaże ten FPS co nie pokazały inne?" i czy faktycznie jest warta uwagi w 2026. To gra od Monolith Productions, twórców m.in. Middle-earth: Shadow of Mordor / Shadow of War czy Condemned: Criminal Origins (swoją drogą pamiętacie ten horror?). Dziś trochę ucichło o tym studiu, odkąd Warner Bros. włożył ich do zamrażarki. [h2] Fabuła [/h2] Zanim do niej przejdę taka mała dygresja / przemyślenia #nikogo. FPS + horror to połączenie, które aż prosi się o więcej, a w praktyce pojawia się rzadko. Grałem w różne horrory jak Dead Space 1-3, Resident Evil 4 czy Silent Hill 1, więc zastanawiałem się, czy F.E.A.R faktycznie mnie wystraszy. No udało mu się. Były momenty z ciarami, były takie, gdzie aż się wzdrygnąłem. Tak, dorosły chłop i się boi tak bo gra świetnie gra na emocjach odczuciu niepokoju i bycia śledzonym. Sama fabuła jest raczej prosta. Jesteśmy członkiem elitarnej jednostki F.E.A.R (First Encounter Assault Recon) zajmującej się paranormalnymi zagrożeniami. Trafiamy na sprawę gościa kontrolowanego przez tajemniczą dziewczynkę, rozwalamy hordy klonów i powoli odkrywamy, że sami mamy z tym wszystkim więcej wspólnego, niż sam się wydaje. Od tyle i sumie tyle. [h2] Grafika [/h2] Jak na 2005 rok naprawdę daje radę. Efekty są ostre, oświetlenie robi robotę, a modele postaci mają ten charakterystyczny klimat 2000. Nawet wygląd UI w menu jest dość dobrze zaprojektowany gdzie nie muszę szukać przez tysiące punktów ani czytać cholernego poradnika do używania Menu. Najbardziej odstaje dziś rozdzielczość, ale o tym za chwilę. [h2] Audio [/h2] Muzyka jest iiii tyle. Nie zapada specjalnie w pamięć. Co do audio. Strzały brzmią ciężko, czuć moc. Głosy przeciwników są też dobrze słyszalne więc nie ma jak w współczesnych FPS gdzie wyskakują jak Pudzian z reklamy. [h2] Gameplay [/h2] Daniem głównym F.E.A.R. jest AI które wyprzedza swoje czasy. Na początku myślałem że to żart ale jednak nie Ai jest cholernie inteligentne korzysta z otoczenia ranni odskakują, a inni nawet nas flankują nie czuję że mam sytuacje gdzie NPC robi "Tu jestem tu jestem traf mnie" w F.E.A.R. NPC mówi "traf mnie.... jeśli potrafisz" Wrogowie są też inteligentni w inny sposób widzą twoją latarkę, wykurzą cię granatem czy zmuszą do wycofania się w ciasny kąt. I nie przesadzam każdy kto grał już zgodzi się że AI jest naprawdę dobre. Z drugiej strony my też nie jesteśmy bezbronni mamy spowolnienie czasu, broni jest sporo, a eksploracja nagradza znajdowaniem ukrytych ulepszeń. Z minusów bym powiedział, że gra nie prowadzi za rękę. Czasem można się zgubić, nie zawsze jest oczywiste, gdzie iść dalej. Nawet ja weteran Half life 1 zdarzyło mi się chwilę pokręcić bez celu. [h2] Stan Techniczny [/h2] I tu polecą punkty. Tak! gra jest stara, nie przeszkadza mi to samo w sobie, lecz denerwuje gdy kupujesz sobie grę i chcesz zagrać ALE najpierw musisz spędzić 10 minut na forach szukając sposobów naprawy gry. U mnie pierwszy start to czarny ekran. Potem grzebanie w plikach, zmiana configu, kombinowanie z rozdzielczością, bo gra się u mnie wywala po zmianie na normalniejszą rozdzielczością. W końcu udało się odpalić na 1024x768. I niby działa, ale… potrafi chrupnąć. Tak, gra z 2005 roku i zdarzają się spadki FPS. Nie jest to tragedia pokroju Cyberpunk 2077 na premierę na Xbox one, ale trochę denerwuję zwłaszcza w Shooterze gdzie płynność gra dużą jednak rolę. [h2] Podsumowanie [/h2] F.E.A.R. to stary, ale wciąż dobry FPS. Jest też dość krótki sam ukończyłem go w jeden wieczór. Jasne, można się od tej gry odbić, dlatego najbardziej polecam ją osobom z odrobiną cierpliwości, które chcą czegoś innego w horrorach niż samo przetrwanie, albo takim, które szukają w FPS-ach trochę większego wyzwania. Zalety ✔️ Gameplay ✔️ Klimat horroru ✔️ AI ✔️ Grafika może i antyczna lecz ja kupuję trzyma się Wady ❌ Stan techniczny (grywalna ale czeka was nie co szperania i cierpliwości) [h1]Ocena końcowa: 8/10[/h1]
Buen juego, una exelente combinacion entre terror y acción. No se porque antes nunca lo jugue. Le di una oportunidad no me defraudo lo recomiendo bastante, a pesar de ser un juego muy antiguo trae un gameplay fresco con buen contenido y sobre todo las fisicas amigo una delicia. 20/10 recomendado
F.E.A.R. is a game I decided to play because I'm a huge fan of intelligent AI. As a long-time Halo fan and FPS player in general, I really enjoy when AI has enough depth to constantly make you think, and I wasn't disappointed. That said, Halo's AI is still what I consider the pinnacle, even though F.E.A.R.'s AI is no slouch either. F.E.A.R.: The Replica soldiers are really good at using their environment: they take cover, create cover, move between positions, flank you, throw grenades to force you out, investigate where they last saw you, and find different ways around the environment to get at you. Their squad coordination is probably their biggest strength, with enemies keeping you busy while others reposition or try to surround you. Halo CE / Halo 2: What's crazy is that Halo CE was already doing a lot of this in 2001, while Halo 2 pushed it even further in its own way. Halo 2's AI can be noticeably more broken and inconsistent, but ironically, that can make it more unpredictable, because enemies don't always do what they're supposed to do. They'll sometimes completely break from their expected behavior and create situations that feel more natural and unpredictable instead of perfectly controlled. What They Have in Common: Both games have a lot of the same fundamentals: enemies react to where you are, use cover, manage line of sight, reposition when they're exposed, work together, investigate where they last saw you, and change how they fight depending on what's happening. The biggest difference for me is how unpredictable those systems actually feel when you're in the middle of a fight. Why halo is the winner: F.E.A.R.'s AI is really impressive until you start figuring out its patterns. Once you understand how the Replica soldiers like to push, flank, reposition, and attack, they become a lot easier to read. Halo has way more different enemy types with unique behaviors, bravery and fears which can completely change how an encounter plays out. I played on the hardest difficulty for my first playthrough and beat it in around 4 hours, so early on I was already starting to pick up on those patterns. Your weapons and bullet-time also work against the AI—the guns are equally as lethal, especially when paired with bullet-time, since you can wait for them to commit to the position they want to move to and then delete them before they even get the chance to do something interesting. Conclusion: F.E.A.R. has fantastic AI, especially for 2005, but Halo CE and Halo 2 still have the edge for me. F.E.A.R.'s AI feels more deliberate and controlled, while Halo's AI can create much more unpredictable situations, especially when Halo 2's quirks cause enemies to break from their intended behavior. Sometimes broken AI is better AI when it creates situations you couldn't predict. F.E.A.R. showed me why its AI is highly regarded, but Halo is still my benchmark for FPS AI because its enemies keep me guessing even after I've figured out how they work.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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