Uploaded December 2020 | Updated September 2026, 2 weeks ago
Red Faction + Dash Faction 1.5.0
Synopsis:
Red Faction takes place on Mars in the late 21st century. The player controls a miner named Parker who helps lead a rebellion against the Ultor Corporation. The premiere feature of the game is its "Geo-Mod" technology, short for "geometry modification", which provided destructible environments, allowing the player to destroy certain sections of the scenery in the game.
Red Faction takes place on Mars around the year 2075. Earth's minerals are being depleted and humans need more of them to survive. The vast Ultor Corporation runs the mining operation on Mars. The living conditions are deplorable, human rights for the miners are few, and a disease called "The Plague" is running rampant throughout the colony with no known antidote available—predominantly within the confines of the mine complex. Parker, a downtrodden miner, came to Mars to make a new start in his life—taken in by the promises and advantages Ultor has to offer in the mines of Mars. After a routine day in the mine with the typical aggression toward miners and cramped living conditions and poor nutrition, he witnesses the spark that starts a rebellion when a security guard abuses a miner at the end of his shift and heartlessly kills him.
Red Faction + Dash Faction 1.5.0
Synopsis:
Red Faction takes place on Mars in the late 21st century. The player controls a miner named Parker who helps lead a rebellion against the Ultor Corporation. The premiere feature of the game is its "Geo-Mod" technology, short for "geometry modification", which provided destructible environments, allowing the player to destroy certain sections of the scenery in the game.
Red Faction takes place on Mars around the year 2075. Earth's minerals are being depleted and humans need more of them to survive. The vast Ultor Corporation runs the mining operation on Mars. The living conditions are deplorable, human rights for the miners are few, and a disease called "The Plague" is running rampant throughout the colony with no known antidote available—predominantly within the confines of the mine complex. Parker, a downtrodden miner, came to Mars to make a new start in his life—taken in by the promises and advantages Ultor has to offer in the mines of Mars. After a routine day in the mine with the typical aggression toward miners and cramped living conditions and poor nutrition, he witnesses the spark that starts a rebellion when a security guard abuses a miner at the end of his shift and heartlessly kills him.

![F.E.A.R. Platinum playthrough (no commentary) pt.32
F.E.A.R. (Extraction Point)
Synopsis:
The games 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 combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games 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 Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.32](https://i.ytimg.com/vi/qvWJYL1KOXs/mqdefault.jpg)


![F.E.A.R. Platinum playthrough (no commentary) pt.42
F.E.A.R. (Perseus Mandate)
Synopsis:
The games 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 combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games 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 Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.42](https://i.ytimg.com/vi/s5bhu_P_v0I/mqdefault.jpg)


![F.E.A.R. Platinum playthrough (no commentary) pt.9
F.E.A.R. (vanilla)
Synopsis:
The games 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 combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games 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 Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.9](https://i.ytimg.com/vi/tI6Ce9quVb0/mqdefault.jpg)


