Compare F.E.A.R prices across trusted key stores and find the best deal. Developed by Monolith Productions, Inc.. Published by Warner Bros. Interactive Entertainment. Released on 5/21/2010. Available on PC. Genres: Action. Metacritic score: 88/100.

Slow-motion gunfights so kinetic they still feel fresh two decades later, wrapped around just enough Japanese horror atmosphere to keep you jumpy between firefights. The base game alone earns its legendary status; the two expansions are bonus miles.

I went back to F.E.A.R. expecting a nostalgia trip and got something sharper than that: one of the tightest first-person shooters ever built, still holding up on pure mechanical merit. The core loop is a horror-action hybrid from Monolith Productions that pits you, a silent operative for the First Encounter Assault Recon unit, against waves of clone soldiers controlled by a paranormal-linked commander, all while a long-haired child named Alma periodically rewires reality around you. That horror framing is borrowed wholesale from J-horror cinema, and the scares are uneven at best, leaning on telegraphed jumpscare segments that drain tension as quickly as they build it. But here is the thing: the combat more than compensates for every weak scare sequence. The reflex time mechanic is what makes F.E.A.R. genuinely special. It slows the world while you aim and move at full speed, letting you pop a soldier in the head, spin-kick his partner through a window, and slide into cover as the third guy opens fire, all in one fluid sequence. The meter recharges automatically, so the loop never stalls. What elevates this above comparable slow-motion shooters is the enemy AI. These Replica Soldiers flank, fall back, coordinate suppression fire, and call out their own actions mid-fight, making every corridor feel genuinely contested. You carry three weapons at a time from an arsenal that includes dual-wield pistols, a combat shotgun, a particle beam, a nail gun, and a repeating cannon, and every single one of them hits with physical weight. Melee attacks tie it together: a jump kick off a soldier mid-air and a crouching slide kick both deal instant kills, turning bullet-time into a choreography tool. This package bundles in two expansions developed by TimeGate Studios. Extraction Point picks up directly after the base game's ending and leans further into horror, with a stronger sense of dread and paranoia replacing simple jumpscares. It adds a minigun and laser carbine to the arsenal, plus a door-breach melee mechanic that pairs beautifully with reflex time. Community opinion places it close to the base game in quality, and a few players rank it above. Perseus Mandate runs parallel to the original story, following a second F.E.A.R. squad investigating the Nightcrawlers, a mercenary faction that includes enemies who share your slow-motion ability. It introduces a grenade launcher, a night-vision rifle, and a lightning arc weapon, plus AI-controlled friendly squad members. The tradeoff is that it drifts away from the horror tone toward a more straight X-Files conspiracy vibe, and its level design starts weaker before improving in the second half. Neither expansion matches the original for polish, and critics at the time noted they felt like more of the same. That is both the criticism and, for anyone who loved the gunplay, the pitch. For modern players, be aware this is an older engine and you may need community patches (look up Echopatch on PCGamingWiki) to get surround sound and general stability working properly on current hardware. The visuals are dated, especially in the expansions, but the particle effects during firefights and the shadow work still carry functional atmosphere. The campaign is roughly six hours, each expansion adds three to five more, so the full package lands around fifteen hours of the same addictive combat loop. If the story were stronger it would be an easy recommendation for everyone. As it stands, the plot is thin and the horror elements are inconsistent, but when you are sliding across a floor, kicking a soldier through a wall, and watching three ragdolls hit the ground in slow motion as your reflex meter empties, none of that matters. Alex, Scout Team

F.E.A.R

F.E.A.R

May 21, 2010Monolith Productions, Inc.Warner Bros. Interactive Entertainment
GamerScout Says

Slow-motion gunfights so kinetic they still feel fresh two decades later, wrapped around just enough Japanese horror atmosphere to keep you jumpy between firefights. The base game alone earns its legendary status; the two expansions are bonus miles.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €1.14

GamerScout Verdict

Best for FPS fans who want elite enemy AI and kinetic slow-motion combat and can forgive dated visuals and inconsistent horror.

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Price History

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About F.E.A.R

I went back to F.E.A.R. expecting a nostalgia trip and got something sharper than that: one of the tightest first-person shooters ever built, still holding up on pure mechanical merit. The core loop is a horror-action hybrid from Monolith Productions that pits you, a silent operative for the First Encounter Assault Recon unit, against waves of clone soldiers controlled by a paranormal-linked commander, all while a long-haired child named Alma periodically rewires reality around you. That horror framing is borrowed wholesale from J-horror cinema, and the scares are uneven at best, leaning on telegraphed jumpscare segments that drain tension as quickly as they build it. But here is the thing: the combat more than compensates for every weak scare sequence. The reflex time mechanic is what makes F.E.A.R. genuinely special. It slows the world while you aim and move at full speed, letting you pop a soldier in the head, spin-kick his partner through a window, and slide into cover as the third guy opens fire, all in one fluid sequence. The meter recharges automatically, so the loop never stalls. What elevates this above comparable slow-motion shooters is the enemy AI. These Replica Soldiers flank, fall back, coordinate suppression fire, and call out their own actions mid-fight, making every corridor feel genuinely contested. You carry three weapons at a time from an arsenal that includes dual-wield pistols, a combat shotgun, a particle beam, a nail gun, and a repeating cannon, and every single one of them hits with physical weight. Melee attacks tie it together: a jump kick off a soldier mid-air and a crouching slide kick both deal instant kills, turning bullet-time into a choreography tool. This package bundles in two expansions developed by TimeGate Studios. Extraction Point picks up directly after the base game's ending and leans further into horror, with a stronger sense of dread and paranoia replacing simple jumpscares. It adds a minigun and laser carbine to the arsenal, plus a door-breach melee mechanic that pairs beautifully with reflex time. Community opinion places it close to the base game in quality, and a few players rank it above. Perseus Mandate runs parallel to the original story, following a second F.E.A.R. squad investigating the Nightcrawlers, a mercenary faction that includes enemies who share your slow-motion ability. It introduces a grenade launcher, a night-vision rifle, and a lightning arc weapon, plus AI-controlled friendly squad members. The tradeoff is that it drifts away from the horror tone toward a more straight X-Files conspiracy vibe, and its level design starts weaker before improving in the second half. Neither expansion matches the original for polish, and critics at the time noted they felt like more of the same. That is both the criticism and, for anyone who loved the gunplay, the pitch. For modern players, be aware this is an older engine and you may need community patches (look up Echopatch on PCGamingWiki) to get surround sound and general stability working properly on current hardware. The visuals are dated, especially in the expansions, but the particle effects during firefights and the shadow work still carry functional atmosphere. The campaign is roughly six hours, each expansion adds three to five more, so the full package lands around fifteen hours of the same addictive combat loop. If the story were stronger it would be an easy recommendation for everyone. As it stands, the plot is thin and the horror elements are inconsistent, but when you are sliding across a floor, kicking a soldier through a wall, and watching three ragdolls hit the ground in slow motion as your reflex meter empties, none of that matters.

Alex
Alex · Scout Team

Catch-all

Tags

steamBullet-TimeTactical AIHorror-ShooterSlow-Mo CombatParanormalSingle-Player CampaignMelee CombosExpansion IncludedJapanese Horror InfluenceRetro FPS

System Requirements

Minimum

Processor
Pentium® 4 1.7 GHz or equivalent processor
Memory
512 MB of RAM or more
Graphics
64 MB GeForce™ 4 Ti or Radeon® 9000 video card; Monitor that can…

Recommended

Processor
Pentium® 4 3.0 GHz or equivalent processor
Memory
1 GB RAM
Graphics
A 256 MB Radeon® 9800 Pro or GeForce™ 6600 or equivalent supported DirectX®: DirectX® 9 compliant video card with ha…

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Reviews & Ratings

Metacritic
88
Steam
94%(18,999)

Game Info

Developer
Monolith Productions, Inc.
Publisher
Warner Bros. Interactive Entertainment
Release Date
May 21, 2010

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What platforms is F.E.A.R available on?

F.E.A.R is available on PC.

When was F.E.A.R released?

F.E.A.R was released on 21 May 2010.

Who developed F.E.A.R?

F.E.A.R was developed by Monolith Productions, Inc. and published by Warner Bros. Interactive Entertainment.

Is F.E.A.R worth buying?

F.E.A.R holds a Metacritic score of 88/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.