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The F.E.A.R. 2: Project Origin - A Fight for Survival Against Alma Wade



This is a first-person shooter in which players assume the role of an elite soldier involved in a strange supernatural conflict. Players can use a variety of projectile weapons (handguns, shotguns, machine guns, grenade launchers) to shoot, knock over, or blow up mutated humans, enemy soldiers, and alien creatures. Blood spray often explodes out of wounded enemies, while a slow motion effect allows players to see blood emission in a jelly-like, hanging form. Blood is also smeared on walls, the ground, and in pooled stains near dead bodies, which are sometimes torn apart and beheaded. During one sequence, an alien creature beheads a non-combatant directly in front of the player. A humanoid creature named Alma is depicted in a nude form, with her hair barely obscuring her breasts in several scenes. A sexual assault is vaguely depicted accompanied by images of a writhing body and moaning sounds. Profanity (e.g., "f*ck" and "sh*t") can be heard in the dialogue.




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




The image of a pasty-skinned, greasy-haired young girl has become an iconic one in horror films like The Ring, and the original F.E.A.R. introduced a similar figure with great success. Of course, that game gave its ghostly visions a chilling context, drawing you into the unnerving story of a paranormal prodigy named Alma and the horrific suffering to which she was subjected. F.E.A.R. 2: Project Origin returns to this fertile universe, but rather than scrutinize even darker reaches of the soul, it merely skims the surface, offering up a series of eerie visions without delivering a good mystery to bind them together. The good news for shooter fans is that the bullet-blasting core of the experience is sound, propelling you forward with enough intensity to keep the single-player campaign engaging. Most of what's here has been done better before, but the unspectacular elements have been stitched into an enjoyably moody first-person shooter that relies on rock-solid mechanics rather than true inspiration.


After a short exposition, F.E.A.R. 2 picks up where the original left off--with a bang. The city is in tatters, and as Michael Becket of Delta Force, it is up to you and your squadmates to capture the elusive Genevieve Aristide, president of the nefarious Armacham Technology Corporation. Too much description would risk spoiling the game's few surprises, which are better experienced than narrated, though as it happens, there are few enigmas to unravel. F.E.A.R. 2's story paints itself into a corner, offering very little new to players already familiar with the Project Origin referred to in the title, and nothing compelling enough to wrap newcomers into its fold. With Alma now a known quantity, paranormal secrecy has been replaced by a series of near-cliche bump-in-the-night scares and murky visions that do the unthinkable where a horror-themed game is concerned: They become predictable.


The level design also falls victim to a fair bit of predictability, though to F.E.A.R. 2's credit, you'll break away from the endless office corridors of the original and journey through a greater variety of environments. These areas are usually just as claustrophobic, but they won't often deliver that spine-tingling fear of the specters lurking beyond the reach of your flashlight. Trekking through the rubble of decaying city streets is a good change of pace, but the ultraconvenient manner in which the debris holds you to your narrow path is a familiar design ploy. Similarly, there's no more excitement to be found in F.E.A.R. 2's same-old subway than that of any other game. It's at its best when it leaves these stale tropes behind and builds on its roots as a corridor shooter, such as in a nail-biting sojourn through the halls of an elementary school that hides unspeakable horrors. Entering a dusky music classroom to find a hideous mutant pounding on the keys of a piano with abandon is a singular moment, and the ensuing battles are ripe and exhilarating reminders of the series' explosive origins.


F.E.A.R. 2's multiplayer component also feels like filler, and though we've come to expect online play from most of our shooters, there's nothing special about this suite of lackluster options. For fans of the original, the most notable omission is that of the slow-motion modes, which brought reflex time into an online arena and made for some clever and enjoyable showdowns. Without these modes, F.E.A.R. 2 feels a bit hollow online, serving up helpings of Deathmatch and Team Deathmatch, a couple of Conquest variants, Capture the Flag, and a mode called Failsafe that owes a large debt to Counter-Strike. The best of these is Armored Front, in which a player on each team can hop into one of those robotic exoskeletons while his or her teammates capture control points. Otherwise, the shooting mechanics don't translate as well to a multiplayer environment, and the by-the-numbers levels are unimpressive. You have the ability to customize your loadout and level up in ranked matches, but this just isn't enough to breathe life into the musty online play.


As the game starts, the player takes on the role of F.E.A.R.'s new Point Man. In his first briefing, F.E.A.R. learns of a secret military project, Perseus, being run by Armacham Technology Corporation in the city of Fairport. The project, the development of a battalion of telepathically controlled "Replica" Super Soldiers, has gone haywire. The Replica battalion's telepathic commander, an unstable operative named Paxton Fettel, has led them in an uprising. It is now F.E.A.R.'s job to hunt down and kill Fettel, ending the uprising. But things start to get complicated when Alma, a little girl in a red dress, shows up and starts annihilating F.E.A.R.'s 1st SFOD-D ("Delta Force," a real-life U.S. military special operations unit) escorts, then vanishes. It's now up to the Point Man to find and kill Fettel, but this proves to be a much more difficult task than originally envisioned as Alma begins to harass Point Man for unknown reasons.


Two mostly non-canon expansions, Extraction Point and Perseus Mandate, were released just about one and two years after the original game, developed by TimeGate Studios. The former chronicles the Point Man's efforts to escape the city following the events of the main game, while the latter concerns a second F.E.A.R. team's attempts to secure sensitive information about Project Perseus near the end of the original game. Extraction Point was originally exclusive to PC, but was later ported to Xbox 360 as a bundle with Perseus Mandate, which launched simultaneously on both platforms, as F.E.A.R. Files.


F.E.A.R. 2: Project Origin is a first-person shooter psychological horror video game, developed by Monolith Productions and published by Warner Bros. It is the sequel to F.E.A.R. and was released on February 10, 2009. It is the second game in the F.E.A.R. Series.Deployed just minutes before the blast triggered by the original F.E.A.R. team, you assume the role of Special Forces Sgt. Michael Becket as your routine mission quickly turns into a fight for survival against the wrath of Alma Wade. As Alma's terrifying power surges out of control, your squad is forced to battle through an apocalyptic landscape in search of clues for how to destroy her! 2ff7e9595c


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