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

IS THAT A SOPHOMORE SLUMP IN YOUR POCKET OR…..

Even though it was a graphically lesser version of the PC release, the original F.E.A.R. was a fast-paced and thoroughly enjoyable FPS. The great psychotic/creepy child storyline revealed just enough plot to raise your pulse around every corner simply because you never knew what was going to be there. And although F.E.A.R. 2 was built from the ground up for the current generation of home consoles, the same feeling just isn’t there. The first few levels build you up to believe that it could be, but after a while it becomes readily apparent that it just doesn’t have the edge of the first. And it’s a damn shame.

Is it still worth a play through? Click the link and decide for yourself.

 

The first smart move on Warner Bros.’ part was to release F.E.A.R. 2 before Killzone 2 hit the shelves. I’m not saying that F.E.A.R. 2 is a crap game or anything, but it seems that Monolith has a different view of the console market. This release seems polished but at the same time screams ‘lack of innovation’.

Really everything seems more toned down. The fright-inducing moments seem to have that more generic feeling to them and the truly scary moments are few and far between. The storyline is noticeably more flimsy and doesn’t build to any significance up until the very end – and even that isn’t all that great. As you progress you’ll notice more ‘find the switch, then backtrack’ sections pop up. At first glance this seems annoying but acceptable, but then you notice that it’s really an attempt to increase the play time by spending more of it in F2‘s levels – which are uninspired. This makes the whole process lame.

Like I said, it’s not all bad and disappointing. The graphics are crisp, clean and interesting with some impressive textures (barring a couple of annoying hiccups, that is). And although character design is almost unchanged from F.E.A.R., the designs presented to us are still unsettling enough to give a couple hops out of your seat. A few new supernatural characters are added to the roster, so that’s always a good thing. Being repeatedly placed in darkened corridors with only a gun-mounted flashlight always sets the proper spooky mood to things (and makes you appreciate the lighted sections that much more). Also (thankfully) the destructible environments make an updated and improved return. Alma, the former-little-girl-now-all-grown-u,p gives you reason to fear the next corner as she attempts to ‘join’ with you at all the wrong times, heated firefights included.

F.E.A.R. 2′s controls are as tight and responsive as any decent first person shooter’s should be, so that’s all well and good. The sound gives you the right sensations at the right times (the howls of your supernatural foe is blood curdling) and the music is par for the course – not great, but it gets the job done.

In terms of the gameplay, the core mechanic of intense gunning remains intact and is the reason you will play  right until the end. Also the return of Reflex Time makes almost all the other shortcomings of F2 seem forgivable. Reflex Time, if you’re not familiar, is a sort of slow-motion mode that increases accuracy while slowing down enemy movement. And it’s really awesome when body parts start to fly around. The fantastic Mech battles that are sprinkled throughout give a much needed break from the constant shooting/gathering and are easily the most enjoyable moments in the game. The Predator-esque Thermal Vision built into the mechs is done so well it’s crazy. The granulation of the normal in-mech view isn’t too shabby either. You’ll see.

One big complaint for me however is being spotted by an enemy who in all reality should not see you. Being spotted by an enemy a floor above you is annoying, but being spotted by an enemy while hiding behind cover not making any noise in the dark brings you right  out of the gameplay. This struck me as odd seeing how the games’ main draw is its cover system – and instead of the supposedly ‘beefed-up’ enemy A.I. using that system more effectively, they now seem to be able to spot you from anywhere. So ‘cheap’ is more the word. That will piss a lot of gamers off – so be prepared.

Multiplayer and online options are more of the ‘me too’ variety which is very disappointing. The noticeable lack of Reflex Time modes is curious considering that they were the best part of F.E.A.R.’s online play. Seems almost like a step back.

Overall, F.E.A.R. 2 is a solid if not under-realized FPS. It does enough right so veteran F.E.A.R. gamers will play through until the end, but there’s not enough here to bring new gamers into the fold. But don’t be afraid to pick this one up. The ending (which I won’t ruin for you) give the impression of an inevitable sequel, so cross your fingers and hope that this entry is the worst of the series.

Overall: 7.5 out of 10

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About BJ Schwinghammer

Contributor for Loot Ninja. Fighting games, shooters and RPGs are my top choices for genres. I enjoy long walks on a beach and belly dancing……………and Monty Python.

4 Responses to “Review: F.E.A.R. 2: Project Origin”

  1. Matt Banks
    March 10, 2009 at 8:10 am #  

    Like I suspected, this game got washed away by the big name titles coming out early this year.

  2. BJ Schwinghammer
    March 10, 2009 at 8:15 am #  

    That’s the way of things I suppose. If you can’t stand on your own legs…

  3. EHT
    March 10, 2009 at 7:11 pm #  

    I should still give it a try the first installment made me shit bricks >< lol

  4. Eddit
    July 20, 2009 at 8:12 am #  

    Yeah, it sucks that the game play isn’t all that great. At least the graphics kinda make up for it.

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