This is actually the third game in the F.E.A.R. series, and it's a franchise that's carved itself quite a handy little niche in the games market. It seems FPS fans don’t tire quickly from the mix of out-and-out shooter action and psychological horror, in which they get chased by or chase after a scary little girl with super-dupernatural powers.
The events of F.E.A.R. 2: Project Origin happen shortly before the ending of F.E.A.R. and the two chapters contained in F.E.A.R. Files (Extraction Point and Perseus Mandate); Sgt. Michael Becket and his Special Forces squad are on a routine mission to recover the President of the Armacham technology Corporation and take her into protective custody when the city of Auburn is rocked by a supernatural explosion. The subject of experimentation, Alma, a girl with immense supernatural powers and a thirst for revenge, has unleashed her wrath upon the city and thrown it into chaos. Becket (that’s you that is) and his squad must combat enemy Armacham black ops forces, experimental “replica” soldiers awakened by Alma, as well as the supernatural as they struggle to find a way to stop Alma before it’s too late. Naturally you’re dropped right in the thick of it, leading an investigation into what exactly the heck is going on, and experiencing increasingly weird and frightening events as you go. Alma seems to form an attachment to you and tracks your every move, often killing everyone around you but seemingly leading you on and wanting you alive to fulfill some purpose…
The Armacham corporation are researching the same technology that the elite F.E.A.R. soldiers had, which gave them enhanced reflexes, giving you a special ability which appears to slow down time for a short period. This gives you a huge advantage when sneaking up on enemies, in open weapon play or in hand-to-hand combat. If you’ve played a F.E.A.R. game before you’ll know how it works; you tap ‘Y’ and this slows down time, and booster shots that extend the length of your slo-mo time can be found by searching and exploring along the way. Becket soon obtains this ability and so a game that starts out as a combative shooter soon becomes somewhat one-sided as you easily kill anyone who stands in your way. However things do get tougher when enemies with similar or even more advanced abilities start to appear…
F.E.A.R. 2 has some extremely cool weapons that allow you to splatter plenty of blood around – from pistols to small arms and heavy weapons like a rocket launcher, a napalm cannon, an energy rifle and a laser that fries enemies on contact, some are waaaay too powerful for the restricted spaces in which you fight, but that’s all part of the fun. You also get a selection of grenades and remote mines – all of which come in handy along the way. You’ll also get to plod around in a “powered armor” suit (a teeny mech) that is armed with a devastating minigun and rockets. This plays well and unlike the other mini-mech level I played recently (in Killzone 2), should the suit get damaged you can continue on foot, or get out at any time and explore for ammo and health pickups. The level designers have also included some very memorable set pieces that – without going into too much detail and spoiling things - include a crashed helicopter, a bus and a subway train. A new ability to flip items of furniture to form ‘cover’ doesn’t really add anything to the gameplay, as F.E.A.R. 2 never really plays like a cover shooter.
The F.E.A.R. series’ physics and ragdoll effects have always been top notch and they remain that way. Enemy soldiers die and sag in anatomically realistic ways, fall from high ledges, get blown apart by explosions and flop limply over objects when they die, and as these events will often be seen by you in slow motion they look... well... really darned cool!
F.E.A.R. games always seem to feature endless mazes of offices and corridors at some point, and there are plenty more in Project Origin. As we said before, David Brent would feel right at home here. Fortunately the game ventures outside a bit more often, and street-level locations and a few larger, wider outdoor settings help somewhat break up what is often claustrophobic action, but this is no Frontlines or Battlefield Bad Company, and the tight, everyday settings like a school and a hospital all add to the tension. If you’d told me that a school corridor with flashing lights and flapping locker doors could be this scary I’d never have believed you...
As with F.E.A.R. Files, Project Origin also has a decent enough multiplayer mode, and the shootouts can be a thrilling hail of bullets, flames, dust, debris and blood. You get a decent set of options and modes (Blitz, Armored Front, Deathmatch, Failsafe, Control & Team Deathmatch which seems to be the most popular by far) set over 9 maps themed on locations from the game. The maps are all quite complex and enclosed, and this allows for some hectic and action-packed fragging, but although it plays well enough, as with its predecessor it isn’t going to keep anyone away from Call of Duty or Halo for long.
F.E.A.R. 2 looks better than the previous games and has the all of series’ trademark visual effects and then some, which add to both the shootout action (explosions etcetera) as well as Alma’s effect on you, which can often cause a lot of flickering and flashing. Anyone who suspects they may suffer from photosensitive seizures should definitely stay well clear of this one. Despite improved enemy AI F.E.A.R. 2’s linear levels and mostly confined interiors (that still include too many identical rooms, offices and corridors by far) make it quite repetitive to play. And also despite an improved graphics engine and the occasional grand effect it never really feels like more than a good, but low budget and small scale sci-fi schlock-horror... But everyone enjoys one of those from time to time, don’t they?
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