WR: F.E.A.R. 2 Project Origin (Xbox 360/PS3/PC)

March 24th, 2009 by

fear2

Developer: Monolith
Publisher: WB Games
Genre: First Person Shooter
Platform: Xbox 360, PS3, PC (reviewed on Xbox 360)
ESRB Rating: M (Mature)
Players: 1 (2-16 online)
Hours Played: 25
Game Progress: Finished campaign on Hard

The sequel to 2007?s successful horror-FPS F.E.A.R. has finally arrived in the form of F.E.A.R. 2 Project Origin (formerly known simply as Project Origin), and little black-haired girls have never been scarier. Although not perfect, the first F.E.A.R. delivered highly intelligent AI (artificial intelligence) and intense FPS action wrapped in a horror-themed setting. Fans of the game will be happy to know that the sequel (which is really a prequel to the events of the first game) improves on almost all counts, read on however to find out if it is enough to propel it to the top of the crowded FPS genre.

To be honest with you, I was ready to write off F.E.A.R. 2 after playing the game?s first two chapters (or intervals as they?re called in the game). The same issues that plagued the first F.E.A.R. seemed to rear up their ugly heads during the first few hours of the game: repetitive gameplay in the form of countless firefights in similar looking office environments with indistinguishable enemies. Yes, the enemy AI is stellar, just as in the first game, and enemy soldiers will use cover at every opportunity, use grenades, try to flank you and effectively utilize the environment but it seemed F.E.A.R. 2 got stuck in a rut early on. But once you encounter the first of many failed Armacham experiments you realize that the game has some atmosphere and punch after all.

The story in F.E.A.R. 2 is quite convoluted, which is mainly the result of sparse presentation of important plot items, especially during the cut scenes. Through data discs, scattered in the game?s various environments, the back story of Alma?s origin, her purpose and that of your own character, Michael Becket, is eventually revealed although the full picture doesn?t become apparent until the very last level, at which point you feel like you should?ve learned most of this information much earlier on. Without giving too much away, you?re part of a team which is sent to investigate problems at a Armacham research institute, where people are being genetically altered to become telepathic super soldiers.

Although the story has its pacing issues, the gameplay is much improved over the first game. After the first two intervals it really starts to mix the more atmospheric sections, which usually involve cramped, dark environments and scary opponents, with action-packed fire fights and tons of enemies. It further keeps things fresh with some segments that require you to man a hulking, robotic suit or man a turret atop your team’s armoured personnel carrier. All this helps keep the game from growing stale too quickly and much improves over the repetitive nature of the first F.E.A.R. The fire-fights are really satisfying, even the standard sub-machine gun feels meaty, the enemies are intelligent, cover is widely available and the much clichéd slow-mo mode is back as well. The game is not just about action however, it is also about atmosphere and scares. For those who?ve played the first F.E.A.R., you know what to expect; barely visible images appearing at the edges of your screen, hallucination-like visions and ghostly whispers abound. This doesn?t mean the game is without some genuine fear-inducing moments, as it introduces some interesting new enemies and puts you in some dark and moody environments.

Solid visuals can be a great aid in adding to the scare factor; however the graphics in F.E.A.R. 2 leave something to be desired. Although the level of detail in the environments has greatly improved over the first game, the textures and polygon are quite basic. Most objects in the various office and research environments are derivatives of basic squares and lack any flair. Damage modelling is really hit-and-miss: some objects break or shatter from gunfire, others simply display bullet holes, yet others don?t display any damage and only move after getting hit by bullets. Jump in one of the battle suits, or behind a turret however, and watch as the massive guns you wield tear up even concrete pillars to ribbons. This inconsistency shouldn?t happen in such a high profile game this far into our current generation of consoles. Full damage modelling, high resolution textures and fully destructible environments should be the norm. I do give credit to the developers for opening up the levels. In F.E.A.R. 2 we still have many indoor environments, however we?re also taken outside, into the destroyed city of Fairport, which offers some interesting sights, not least of which is a gigantic crater. Yet even if Michael Becket stays inside, he?s more likely to come across huge indoor caverns and multi-tiered industrial chambers that give a good sense of scale.

It is worth noting that the graphical fidelity of the game is much improved in the PC version of F.E.A.R. 2, textures are crisper and particle effects look better. So if you have a choice in platforms, you may want to take this into consideration. [Ed. Note: The PC version, on a good PC, has graphics easily comparable to Killzone 2.  It’s unfortunate that the consoles got the short end of the stick.]

The audio is decent, yet Monolith could?ve done more with the in-game music to add to the sense of fear. Too often silence is used instead of atmospheric music, which makes the game feel empty, not scary. Voice-overs are decent as are the sound effects, but nothing stands out as being particularly memorable.

A solo experience off-line, F.E.A.R. 2 is all about giving you the sense you?re alone with unspeakable horrors, that means no split-screen or online coop. Online sports the standard set of death match, capture the flag and ?king of the hill? game modes, but none are liable to hold your attention for very long. You are initially able to choose between 3 character classes, each with different primary and secondary weapons, grenades and armour. Playing and winning matches allows you to rank up, which gives you access to more weapons, and eventually the ability to fully customize your own character class. I found that ultimately this just leads to people running around the various maps with the game?s most powerful weapons, fragging anyone who hasn?t quite unlocked those yet, which soon became apparent in the game?s ranked matches.

In the end, despite its flaws, F.E.A.R. 2 improves on many of the original?s failings and is a solid FPS, made all the more interesting with its horror elements. The single player campaign is fairly easy, so I?d recommend playing the game on hard, and its not likely you?ll be coming back to it after you finish it. Although there?s nothing particularly awful about the online multiplayer, it?s not entertaining enough to keep you hooked in the long run.

Summary

Graphics:

+ Decent level design

– Plain textures and basic polygon use on consoles

– Inconsistent damage modelling and destructibility of environments

Audio:

+ Solid voice-overs

– Lack of in-game music to create atmosphere

Gameplay:

+ Solid shooting mechanics

+ Good pacing of action

– Gameplay presents nothing new and is largely borrowed from other titles

Lasting Appeal:

+ Main campaign is lengthy

– Game difficulty is pretty easy

– Uninspiring multiplayer


8.1


F.E.A.R. 2 improves greatly on the first game and is highly recommended to fans of that title. Anyone else will find a solid shooter that isn?t too innovative, and could?ve done with some added graphical flair, but still delivers steadily paced action mixed in with some entertaining scares. Those that are curious are recommended a rental first, as the lasting appeal of this title is a tad limited.