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・ F.C. Vizela
・ F.C. Zalen
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・ F.C.Catacumba Sao Domingos
・ F.C.Cupelaoo Gabu
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F.E.A.R.
・ F.E.A.R. (album)
・ F.E.A.R. (disambiguation)
・ F.E.A.R. (series)
・ F.E.A.R. (song)
・ F.E.A.R. 3
・ F.E.A.R. Extraction Point
・ F.E.A.R. Perseus Mandate
・ F.E.E.L.I.N.G.C.A.L.L.E.D.L.I.V.E
・ F.G. Boys High School No 1 Multan
・ F.G. Mitchell
・ F.G. Public High School Mardan
・ F.G. Walton Smith
・ F.Godmom
・ F.H. Buckley


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F.E.A.R. : ウィキペディア英語版
F.E.A.R.

PlayStation 3

|genre = First-person shooter, survival horror
|modes = Single-player, multiplayer
}}
''F.E.A.R. First Encounter Assault Recon'' is a survival horror first-person shooter developed by Monolith Productions and published by Sierra Entertainment. It was released on October 17, 2005, for Microsoft Windows,〔(【引用サイトリンク】title=''F.E.A.R.'' release dates (Windows) )〕 and ported by Day 1 Studios to the Xbox 360 and PlayStation 3. Timegate Studios has released two expansion packs, ''F.E.A.R. Extraction Point'' in October 2006,〔(【引用サイトリンク】 ''F.E.A.R. Extraction Point'' at GameSpy )〕 and ''F.E.A.R. Perseus Mandate'' in November 2007. A direct sequel titled ''F.E.A.R. 2: Project Origin'', was released in February 2009, and a second sequel, ''F.3.A.R.'', was released in June 2011, though it was developed by Day 1 Studios (now known as Wargaming Chicago-Baltimore), not by Monolith Productions.
The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of a little girl.
''F.E.A.R.'' was well received by critics, scoring 89% on Game Rankings,〔(【引用サイトリンク】 title=''F.E.A.R.'' Reviews )〕 and ''The New York Times'' calling it "as thrilling and involving as ''Half-Life''."〔 Registration required.〕 A "Director's Edition" DVD version of the game was also released. The DVD included a "Making of" documentary, a director's commentary, a short live-action prequel and the exclusive first episode of the promotional ''P.A.N.I.C.S.'' machinima. A
related Dark Horse comic book was also packaged with the DVD. Along with the Director's Edition, ''F.E.A.R. Gold Edition'' was released. Gold Edition included the Director's Edition and ''Extraction Point''. ''F.E.A.R. Platinum Edition'' features the original game and two expansion packs.
==Gameplay==
''F.E.A.R.'' simulates combat from a first person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.
A prominent gameplay element is "reflex time," which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. ''F.E.A.R.'' lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo's ''Hard-Boiled''." He continued on to say that "defeat() ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in "mak() the player feel like they are an action movie hero."
The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, ''F.E.A.R.'' does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "... a balanced arsenal where each weapon serves a specific function," rather than "... just going with a bunch of real-world submachine guns and assault rifles." ''F.E.A.R.'''s heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.
Compared to other shooters where melee is usually a last resort, ''F.E.A.R.'s'' melee is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of melee. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.
''F.E.A.R.'''s artificial intelligence allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,〔(【引用サイトリンク】 work = AIGameDev )〕 using an architecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped the game win GameSpot's "2005 Best AI Award,"〔(【引用サイトリンク】 work = GameSpot )〕 and earn the #2 ranking on AIGameDev's "Most Influential AI Games."

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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