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F.E.A.R. 2: Project Origin - PAGE 2
Gabriel Vega - Friday, February 20th, 2009

Project Origin isn’t for the weak at heart. The game launches players straight into a frantic battle to try and control the evil Alma, now that her telekinetic power has been freed after failed actions were taken to try and control her growing strength. The game doesn't hesitate to bring Alma back onto center stage of F.EA.R's plot. This time around, there is also an entire military force trying to kill you, which cranks the action up a large notch. It seems that anyone remotely breathing (and all those that aren't) are trying to pin your butt to the wall. 

You play as the character Becket, who -- in classic FPS cliche fashion -- is part of a secret side project for Armacham that is tasked with handling extreme situations. Becket was evaluated upon multiple points of ability, and it is determined he is one of the few that stands a real chance of resisting and defeating Alma -- and consequently saving the lives of all those involved from an impossibly large onslaught of evil. 

The game takes off from there. A story unfolds about the projects taken on by the company, and how far the roots of these studies have gone into the game-world around, from genetic manipulations, to replica soldiers, to telekinetic implants and training programs. Overall it’s actually quite disturbing and the lack of control over all of it is the primary reason the other force is trying to decimate the entire city: to wipe it all off the face of the planet and put an end to all the studies and manipulation that went on. 

The intense speed of the game is something to adapt to right off the bat. Things happen in Project Origin moment by moment: objectives come up and are completed almost effortlessly in the start, but this changes. The problem isn’t really finding the right door to open, or the right floor to reach, but more or less managing the health and ammo levels at any given stage since the game launches everything it can into the firefights. The experience is rewarding and the AI is adaptive to each new attempt at replaying each siege -- it really is a brilliant moment when you do lose one of these fire fights and the game runs an entirely new route to counter the previous attack method. 

Overall the goal here isn’t to make a game full of eye candy, or overload it extensive characterization; instead the goal seems  to drown the player in a story so conflicted and layered that one can’t help but want to push through things until the end -- something that many players often didn't feel when playing the original F.E.A.R. sometimes.


Article Index

1.Introduction
2.Fear -- Living it
3.Fear -- Walking it
4. Fear -- Sharing it
5.Fear -- Closing it

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