| Review: F.E.A.R 2: Project Origin |
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| by Mike Bantick | ||||||||||||||||
| Wednesday, 11 February 2009 | ||||||||||||||||
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With Monolith back in charge, can F.E.A.R 2: Project Origin deliver the franchise back to its original horror/action roots? Well yes and no, there is plenty to like about this game, but there is one essential and a couple of minor elements missing.Featured Whitepaper
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Since the original, licensing has been bouncing back and forth between Vivendi and Warner Bros, when the dust settled, all the IP landed with Warner Bros and original developer Monolith. Speaking with Dave Matthews, art director for F.E.A.R 2: Project Origin at Monolith, the clear message coming from the development team was one of continuing the story of Alma, and providing increased variety of game-play to the FEAR faithful. All in a scope of action/horror, First Person Shooter frame-work. Did they succeed? Well, yes and no. The action takes place with the mind’s eye of a new character, Michael Becket, a new member of the covert Delta Force, and apparent high scores in Telepathic Levelling. Time wise the expansion packs to the original game are ignored, in favour of a fresh viewpoint starting 30 minutes before the cataclysmic closure to the first game. Becket is thrown into the F.E.A.R world of psychic/techno horror over 14 levels culminating in yet another climax ending. Let’s get down to the nitty-gritty however. Matthews spoke about the first game being somewhat ahead of its time. Rarely had horror and full on military action been combined in such a manner before. Japanese style of horror is even rarer in a western marketed title. This [proper] sequel continues many of the elements introduced with the original. Much of the game is typical run and gun FPS action with the odd progression puzzle thrown in. CONTINUED on PAGE 2 |
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