Video Game Review - F.E.A.R. 2: Project Origin
If you thought, upon completing the first F.E.A.R., that the world was in a heap of trouble, you ain’t seen nothing yet.
F.E.A.R. 2: Project Origin has undergone changes in names and publishers, but the visceral combat and creepy atmosphere remain from the first.At the end of the first F.E.A.R., it was apparent that The Ring-inspired Alma was far from done. Project Origin starts by allowing you to relive the end of the first game, but this time you play as a grunt in a recon team.
Your team is charged with bringing the head of the Armacham Technology Corporation into protective custody. Of course, nothing in these games ever goes according to plan. Inevitably, all hell breaks loose and you’re catapulted into a story filled with mystery and discovery. All the while you’re pursued by Alma, who looks a little worse for the wear this time around, if that’s possible. It’s not necessary to have played the first game, but if you have, you’ll get a bit more out of the story as there are plenty of references to prior events.
Overall, the story is paced a lot more evenly than in the original. New bits of revelatory information are sprinkled liberally throughout each part of the game, making the whole thing much easier to digest. To say any more than that would ruin all the fun.
Project Origin stays the course with some refinement. The main mechanic here is still your character’s ability to slow time, making you one tough customer even when surrounded by enemies.
Of course, you won’t be able to do much damage without weapons. F.E.A.R. 2 expands on the standard pistols, shotguns and automatic weapons of the first with some heavier armaments. You’ll gain access to missile launchers, nailguns, and even a high-powered laser, but these weapons are clearly geared to help you through specific encounters in the game. You’ll stick with the standard issue weapons most of the time.
There are also some new grenade types. In addition to frags and proximity mines, you can also use incendiary grenades to take out lots of enemies at a time. Shock grenades are perfect for incapacitating the particularly stiff competition. Then again, you’re allowed to carry four guns at a time, so you’re almost always loaded for bear.
There’s a much greater variety of bad guys. You’ll still kill your fair share of replicas, but they now come in many shapes and sizes. You’ll also get to dispatch supernatural foes with unique behaviors and attack styles.
The single-player campaign is of average length, and unlike the first game that took place almost entirely in a series of office buildings, things are more diverse here. The 14 different sections span underground bases, an elementary school, and ruined streets of a nuked city.