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F.E.A.R. 2: Project Origin Review - GameReviewStop

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Jul
16

Monolith released an intense sci-fi shooter in 2005, known as F.E.A.R., featuring a very horror inspired setting and feel. The same developers are currently working on F.E.A.R. 2: Project Origin, and intend to make it an even more intense experience, and one of more varied combat thanks to new weapons, enemies, and mechanics, such as explosive environments, advanced AI, etc.

Though details of the game’s storyline are somewhat scarce, the demo begins with the main character, Michael Beckett, regains consciousness in what it turns out is an underground metro station. Many new game mechanics are pretty immediately introduced here, such as the new iron sight view. For example, the default position of some guns is down at your hip, where you can use the red dot targeting to aim it. However, you can also bring it up to your eye for aiming precisely. Another change in the combat that you may notice right away is that the points-based health system has pretty much been done away with, as in most shooting games these days. While in the first F.E.A.R. you picked up medical kits in order to heal yourself, this time around your health automatically regenerates over time when you are not under attack. Also, the number of weapon slots has been upped from three to four.

Another enhancement that should make the combat more interesting is the advanced AI that has been developed for the game. Some enemies, after dropping to the ground from serious injury, will painstakingly push themselves up after a few moments and attempt to shoot you when your back is turned. During the demo a soldier rushed over to a car and pushed a car door open, using the car door for cover.

Then, there are the mech suits. Yes, there are mech suits. These suits are equipped with insanely powerful chain guns and missile launchers, but when using one be ready for when another suit may attempt to take you down.

In addition to certain aspects of the single-player campaign, Monolith has made a few changes to the multiplayer component. The four modes the multi-player will comprise we know of so far are Armoured Front, Blitz, FailSafe, and Deathmatch. In Armoured Front two teams attempt to capture five strategic points on the map. A nice touch is that either team has access to their own automated Elite Powered Armour mech, which can come in great handy. Blitz is rather similar to Capture the Flag, only the teams switch off between assault and defence rounds.

Deathmatch is your standard match where every is for himself and whoever gets the most kills wins, but the mode FailSafe is an interesting addition for a scifi shooter. It’s basically a slightly more complex game of CounterStrike. The assault team has to plan a bomb at one of two locations. It’s possible for the defending team to defuse the bomb if they do it in time, but take care: players only have one life per round in this mode. Teamwork and strategy is absolutely essential.

So you can see that F.E.A.R. 2 will be significantly different from the first. You don’t have to take my word for it either: when it comes out on February 10 on the PC, Xbox 360 and PS3, give it a shot.

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