F3AR: Bound in Blood Chapter 8: Interval Revelation, a f.e.a.r. fanfic | FanFiction
No matter how old I get, no matter how experienced I become, ending a relationship is agonizing. It represents a loss, and losses hurt. Deep down, I know if I go. FA.R.: Bound in Blood. Disclaimer: Hello Also, there will be an alternate ending chapter too. . His time and romantic relationship with Jin. When you're head-over-heels in love with your partner, it can be hard to even imagine the possibility of breaking up — but the unfortunate truth.
Brother is killing again. All I want for us is to be The Point Man and Paxton Fettel. Nine months after the events of both games, the Point Man is captured by Armacham Security and interrogated in a South American prison. Paxton Fettel interrupts the interrogation and helps free the Point Man, and the two form an uneasy alliance, escaping the prison through the slums. During their absence, the civilian population that survived the Origin Facility explosion were either driven insane by paranormal activity or were executed by Armacham Technology Corporation personnel.
Fighting their way through, the brothers successfully meet up with Jin.
She plays back recorded video footage of Michael Becketwho reveals his rape at the hands of Alma Wade and the impending birth of her childand who is slated by Armacham for transport to an unknown location. Using an automated transport, the Point Man and Fettel assault the local airport to intercept Becket, killing the remnants of Armacham personnel stationed there. In order to gain more intel from Becket, Fettel possesses him and reveals Becket's past life to the Point Man, while Becket realizes the Point Man's identity.
Fettel's release of Becket proves fatal, causing a gory explosion. The Point Man and Fettel head to an old training facility used by Harlan Wade years ago to study and develop the prototypes, where the two start to destroy items associated with memories of their childhood past. A lingering echo of Harlan Wade known as the Creep appears, taunting the brothers until it is finally killed. Events in the final scenario are determined by which one of the brothers the player is controlling.
Alternatively, if played during co-op, the player with the higher score determines the ending. The good ending will show the Point Man overpowering Fettel and vice-versa, with the ending story depending on whether the Point Man or Fettel had survived their final struggle. Shortly after destroying the monstrous apparition of Wade, one of two endings are possible, depending on multiple factors.
For single-player, a good and evil ending: The red sky signals the colliding of Alma's world with reality. The Point Man ending has him shooting Fettel in the head three times and watching his body spontaneously burn itself up. Then, as he walks over to Alma, ready to finish the job, he notices that her baby has been successfully born.
As Alma fades away, the Point Man receives a transmission from Jin that everything is finally over. Beckett and Stokes emerged into the Vault and saw the horrible sight. Alma just smiled briefly at them, daring them to try anything. Alma smiled with contempt and flung her hand to one side. At the psychic command, Manny went flying in the direction of her hand and struck the side of the wall, hard. He slid down to the floor with a weak, shuddering groan and was still.
Point Man watched the scene with horror and shock, but Fettel laughed with macabre amusement. You belong with your family! Then, he looked at Beckett, who seemed entranced and horrified at the same time. The man was holding his sub machine gun, aimed right at Alma. She met Beckett's gaze and looked hurt and furious at once by his decision. A psychic blast sent Fettel's soul veering backwards with a shout and Beckett doubled over with a sharp cry of pain, gripping his head with one hand.
Fettel recovered quickly from the assault and snarled with fury, charging for him again. This time, Point Man moved between them and seized his brother in an impossibly strong grip.
Both brothers started fighting one another, snarling while one attempted to overpower the other. Stokes watched the scene in horror before she looked up and noticed that several hundred hellhounds were slowly making their way down the length of the pulsing walls, snarling right toward their prey. Both Stokes and Beckett's guns went off in different directions and Alma watched this with concern and fury. Then, she clenched her teeth with a moan as her belly seemed to move and twitch; her soon - to - be born child was nearing close to birth.
Her hands protectively went to her stomach and she opened her mouth, letting out a high - pitched scream. An uncontrollable psychic blast of energy yanked Point Man and Fettel toward their mother in a wave of blinding light.
It caused Stokes and Beckett to shield their eyes from it and when they looked again, the Vault had closed. O "That's what I love about you, my dear brother! Alma's tree was there as was her swing and the sky was a terrifying, fiery red that consumed everything within his vision.
Standing among the horrifying chaos was Fettel himself and he looked horrible; his face and body appeared to be decayed and corrupted, but in absolute control over his abilities here.
He pulled away as he focused on his brother as shadowed forms of Replica soldiers moved toward him, armed with guns. Alma was known to make her images solid and take shape, but with her pregnancy and near birthing, she couldn't focus to make them take form.
Yet that still didn't make them any less dangerous. Point Man started taking fire on them; they were easily taken down, shattering into particles with horrible screams.
Fettel surged toward him and slammed into his brother, grabbing him by his jaw and forcing him to look up at him. He climbed back to his feet and watched as Fettel disappeared with a dull laugh. Point Man looked around for him, trying to pinpoint his location. At the horizon, flames began to appear. Among the flames, shadowed, distorted images of the hellhounds jumped out and lunged right for him, howling for blood. Fettel's horrible laugh echoed around him as he took shots at the creatures.
You could have spared them all! His brother's lips were close to his ear, snarling out his next words. His life from birth to his enslavement in the Origin Facility. His training and recruitment into F. So in FEAR 3 you'll be seeing a lot of familiar faces from the previous games, but we're also bringing in some new ones.
The Point Man is back, yes, we're still not telling you his name. He's seen a lot, and may not be the better off for it. When you take a look at him, you can see he may not be in the best of shapes, he's, he's kinda let himself go. He's still a soldier, and he's still knows how to kick a lot of a. He's kept the slo-mo ability, his health regenerates by a small amount, he's fast, he's deadly, we wanted you to feel like you are the deadliest son of a b- around, and in a sense, I guess the Point Man really is.
But, even though we've taken the mask off, we're still not showing everything there is to the Point man, you know he's the good-guy, but you can't be too sure about what's going on under the surface, he's kinda of an enigma. Paxton Fettel is back, and we designed him to be the opposite of the Point Man, Paxton is clean-shaven, the Point Man has been neglecting his hygiene a bit, the Point Man has friends, where Paxton only has people who are useful to him, where Point Man is calm, Paxton is insane.
We had a lot of fun writing for him, since he's around for quite a while, and he's, well he's insane, and insane people are always fun to write for.
Fettel is a ghost now too, he's kinda-but not really dead. The Point Man shot Fettel in the head seconds after learning he was his brother, and after a series of events in the second game, he came back, it's a little complicated, but the point is that Paxton can now do certain things, like, he can possess enemies.
Like jump, right into their skin, and use them as a meat-shield, or as a suicide bomber. And as cool as that is, that's not the only trick he has. He has an energy blast that's pretty powerful, he can levitate explosive objects, and throw them across the room, although the Point Man is needed to actually blow them up, he has a melee attack that can push someone off their feet, or snap their neck if he approaches them from behind, he can even levitate an enemy to become an easy bullet monkey.
What Fettel's plan is though, is not exactly known, but you know that no matter how much he smiles, and acts nice, he's only working for his benefit. He's the same as he's always been, trying to keep things light, and at the same time, having to keep things from boiling over. Douglas Holiday was the leader of the Delta-Force in the first game, and one of the only survivors. So yes, he is a Bad A. Now he's part of the Army coming in, and due to his experience, he's the guy everyone's turning to when things turn freaky.
Jin, a FEAR member from the first game, is also back, but back then she's not just a medical officer anymore, she's taken the time to learn how to fight, so she's not gonna wander off into some dark corner and disappear. What her relationship with the Point Man is? For each of the factions, we made sure to include a leader, for FEAR we have Rowdy Betters, for Alma's Apparitions and the cultists, we have Alma, of course, for the Replica, we have the Replica Commander, and we can't say anything other than you do not want to mess with him, for Armacham we have Brigadier Rumsfield, who has come in to take over from Colonel Vanek from Project Origin, and while she's not at the top of the Armacham corporate ladder, she's right up there.
She's been having to deal with what Alma, and the Replica for months now, so she knows what she's doing. At the same time she's rather cold, she's here to contain the situation, and as far as she's concerned, that's all.
For the Army we have General Romney, who's a good General by all means, but the way he sees it, the problem is with Armacham, not with Alma, so that could certainly lead to some problems. Michael Beckett is back. He's the protagonist from the second game, and he's also on the list of things of we're not supposed to talk to.
What I can say is that he's been stuck in Fairport for the last nine months as well. He's seen a lot, and he's survived a lot. He's just as much a bada- as the two brothers. Also, he's the obligatory character voiced by Nolan North. We are also bringing in some new characters for FEAR, who have been brought in to help deal with the situation. There's Mark Landler, who's an older man, he's had experience in dealing with crazy stuff, but he hasn't let it get to him.
He's kinda flashy and obnoxious, but the way he sees it, it's necessary to keep everyone from going crazy. He's also a fan of older music. We also have Terry Thompson, who's not exactly a rookie, but he's still kinda new to the team. He takes things a lot more seriously, and he's trying to keep a handle of the situation. He's a bit like how the Point Man was in the first game. There's also Ray Chandler who's the field intelligence guy, he cracks a few jokes and doesn't seem to take things seriously, but he's the kinda guy to watch your back.
The Art and Sound Adam Adamowicz: Since then what's been left has either been taken over and repurposed by the Armacham mercenaries, warped and reused by the cultists, or just been left to rot. It was kind of difficult to find source material to draw from, as most cities don't get bombed and left for nine months. We wanted to get a design for the place that spoke of two worlds. The world before where everything is familiar and normal, in a kind of way that sticks with you, and then the world that has become now, where places have taken new purposes or left to rot.
As we were tossing ideas around, we started talking about various settings from other games, like the ringworld from Halo, or City from Half-Life 2, and how iconic those places are, and even if you don't play many video games, you can probably recognize it if you see it, and someone said, that we should make our own Rapture, and that's what we decided to do, turn Fairport into this epic location that people will keep wanting to come back to.
For this game we wanted the sound to be perfect. We wanted people to hear whispering in your ears, the sound of bad guys chatting on the radio, echoing footsteps, distant gunshots, and so many more, the sound team had their hands full, and every day someone would hear something cool, and say 'can we use this.
In FEAR 2 we were given a map, you only see it once, but someone printed it out, and posted it on the door to the office, so everyone knows how the city's laid out. The main part of the city is on an island, kind of like Manhattan, with a bay in the middle.
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This is where the blast originated from, so while this place was the most developed area, with skyscrapers and such, it's also where most of the devastation occurred, and were only the bravest tread, because it's also the epicenter of all of Alma's apparitions. Surrounding that is a couple rivers, and an even wider bay, with suburban development surrounding the coastline.
This is where Armacham has set up shop, trying to keep anything from leaving, they've got every possible corner covered with major checkpoints on the three major highways. Lastly we were even able to go into the forests and wilderness because there are a handful of state parks surround Fairport, some of the sections there being largely inspired by Alan Wake.
We had different approaches to the design.
FEAR 3: Return Chapter 1: Interval 0: Preparation, a f.e.a.r. fanfic | FanFiction
One of the ways we did it was basing off the areas according to their distance from ground zero. Anyway, it took place in the Auburn Industrial district, but the district is now gone, it's a crater, and it looks like someone dropped a nuke on it. The surrounding area is of course trashed, but the further and further you go, the buildings will be more or less intact, left untouched since the blast.
As we get off the main island, you'll have the bases where Armacham has now set up shop, these places are clean, they're strong, fortified, basically built to withstand the end of the world, again.
Lastly we have the places that weren't touched by the explosion at all, and have simply been left to rot. These places, farthest away from the blast, have now been taken over by the cultists, and have been warped into the demented stuff you see from a horror film.
So we have 4 main kinds of areas. We have places where Armacham has taken over, and put in things like camera's, blockades, turrets, and the like, usually the guys will have a gun case next to some blue glow sticks, and everything has the Armacham company symbol on it. We then have the places were the cultists have set up shop, which are mainly places they were living before the blast. The Cultists are people who have survived everything up until this point, but have been driven insane by Alma's influence.
Now nothing new has come into the city since then, and Armacham has been keeping them holed up, so a lot of things are starting to get worn out. They've also reworked everything they can to their new religion that worships Alma. They're drawing murals of blood on the wall, putting everything in red, setting things on fire; they've reworked all this upper-middle class housing and developments into these extremist cult slums. For the music, we did our own score, even had a few orchestra pieces.
We drew inspiration from both horror pieces, like Resident Evil, and military pieces like Modern Warfare, so we you could feel strong and indominable one moment, and weak and powerless the next. We even took a cue from Left 4 Dead in some of our characters have their own musical cues, most of the apparitions, and some of the enemy types for Armacham. We tried to make it so it would fit the action, the faster you go through a section, the more intense it will be.
If however, you are going slow, and you're just exploring, the music will be slower, calmer. We also added some songs you might recognize for some of our set piece moments. We did a lot of concept art for this, for every enemy, for every character, for weapon, for every level, we did dozens of drawings, a lot of work went in to this. It's all there in the game too, as unlockables. Got get started playing it. The first game in the series I got, was FEAR 2, a fascinating story of tech'ed up soldiers armed to the teeth with the latest weaponry, only to be brought down to their knees by a paranormal force that cannot be stopped.
There was not a part of it I didn't love, other than there was not more of it. I got the original fear at a bargain. I was somewhat dissapointed in the graphics, less so in the gunplay, and the story was slightly harder to keep track of. But nonetheless it was a great came. One of the most anticipated games for me, was F3AR. I even got a t-shirt when I got the game. When I played it.
It wasn't a horrible game. It wasn't a bad game. It just wasn't FEAR. The comments made by the developers above basically match my own seriously, brazil?