The Entertainment Review
Genre: FPS
Developer: Monolith Productions
Publisher: Warner Bros. Interactive
Thanks to horror movies there are a number of things that people have learned to do if they are ever thrown into a paranormal situation,
such things as don’t split up, don’t panic and never think that any little girl is harmless.  That last is especially important to remember in
“F.E.A.R. 2: Project Origin” as Alam, the unstoppable dealer of psychic death, is back.

When “F.E.A.R.” was created in 2005 it delivered a blend of John Woo style gunfights and classic horror elements.  Players took on the
role of the unnamed protagonist of a military team caught up in a rapidly escalating situation centered on a rogue commander, an army
of clone soldiers and Alma.  The game closed with an amazing ending that had a shocking ending, but if players were expecting a
continuation of that story in “F.E.A.R. 2: Project Origin,” they will have to look elsewhere.

The sequel picks up shortly before “F.E.A.R.” ends and offers a different point of view, as players take on the role of a member of
another military group tasked with what seems to be a routine job involving taking a corporate executive into custody.  This time around
players take the role of Michael Becket, but the situation unfolds along the same lines as before.  Players are quickly thrust into some
events that escalate and players find themselves battling an army of mysterious enemies.  It is at this point that things start to get weird.  
Players start to see strange visions of a swing beneath a tree and ghostly figures appear at the corners of the vision and people have
an odd way of melting.  Luckily most of the questions that arise do get answered.

If the story has a weakness to it, it is that its first half is nothing compared to the second half.  There is too much time spent working
through a hospital in the beginning of the game and it is reminiscent of fumbling through the office levels of the first game.  Things do
get a lot better in the second half of the game as players battle their way through a burning city and see some amazing sights, including
an example of the power that Alma has and a vast underground facility that may remind veteran gamers of some other awesome levels
from other games.

The gunplay element of the game balances between frenzied chaos and slow determined shots.  The difference is in the character’s
fast reflexes, which can be kicked in for short bursts to provide a slow motion bullet time.  Once players get used to it and the controls it
changes the game.  The AI soldiers shift quickly and with purpose, making the use of slow motion a nice addition to the game.  Also,
players are able to manipulate the environment to create cover for themselves, but this mechanic feels like a gimmick.  The time it takes
to flip a table could be more effectively spent shooting enemies.  Cover would be more useful if health packs, boosters and armor
weren’t so plentiful.

The multiplayer sticks to the basics which makes it hard to distinguish it from other shooters.  There are basic modes such as Death
Match and Capture Point Mode, as well as a 16 player Armored Front Mode that features two suits of power armor.  It feels like it is
missing features and options from the first game, such as the bullet time pick up that became the focal point of battles.  The multiplayer
feels well balanced and capable of providing competitive matches, but it is not as full featured or expansive as multiplayer in other
games.

The audio of the game is pretty good, from the sound effects to the creepy music, which has a nice unmusical feel to it which fits very
well with the sense of complete chaos that is continually building in the game.  In order to get the ultimate experience, players should try
playing the game with headphones one, or on a good speaker system, and make sure that all of the lights are turned out because the
sound of the game really helps players connect to the environment that the game takes place in.  The voice work itself is fairly
professional and feels very familiar.  Players are likely to recognize a few of the voices that show up in the second game.

With “F.E.A.R. 2: Project Origin,” Monolith has created a solid sequel to “F.E.A.R.”  It is a good shooter game, bordering on the edge of
great at many times throughout the game.  However, this time around the game doesn’t seem to be as earthshaking as its
predecessor.  Still, it is definitely faithful to the idea of the original game, which is mainly trying to get under the skin of the player by
using a combination of horror elements that have worked so well over the years.  The most important element in the game, and the one
that is sure to creep out many players as the game is turned on is the creepy little girl, which will bring fans of games and horror coming
back wanting more.