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

    Game » consists of 11 releases. Released Feb 10, 2009

    Project Origin is the direct sequel to Monolith's spooky first-person shooter, F.E.A.R.

    thesixthhorseman's F.E.A.R. 2: Project Origin (Xbox 360) review

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    Fear 2 Review by a Fair Reviewer

    Fear 2 Review

    It’s been a little more than three years since FEAR was released on the PC. FEAR 2 has finally launched, this time on the 360, PS3, and the PC simultaneously. While not much has changed from the original, Monolith has created a solid and satisfying sequel.

    FEAR 2 starts off slightly before the originals gripping finale. This time, you take on the role of a Delta Force operator named Michael Becket. Michael Beckets goal is to arrest Genevieve Aristide, a scientist working on a project called “Harbinger.” Harbinger as you find out will have a distinct impact on Alma, the paranormal antagonist from FEAR 1. If you’ve played the original game, you’ll get to experience the finale from a third parties view and continue from where the original left off.

    The story is progressed through a Bioshock style of storytelling. Sprinkled around the levels are electronic tablets, filling you in on information as you progress through the game. Monolith has cleverly added achievements and trophies, providing bonuses to those people who take the time to look for these tablets. In excess of the tablets are visions of Alma and her past, included sparingly throughout filling in bits of information.

    The gameplay and controls are similar to FEAR 1 except for the curious omission of leaning. Instead, Monolith has included the ability to move objects to create cover. This works well enough, but seems tacked on. I never felt that pushing over desks was necessary as there is plenty of non-moveable cover, offering adequate amounts of protection. The exclusion of a Gears or Rainbow Six style cover mechanic makes the cover system even more worthless.

    Slow-mo is still in the game, which is what made FEAR 1 unique. I didn’t find myself needing to use this ability as much as in the original FEAR. Still, timing and throwing a grenade while in slow-mo, only to watch the exploding shock-wave hit your enemies, is as enjoyable as ever.

    New weapons have been added and make your arsenal a little bit more interesting. Included are a couple of new types of grenades, along with a laser gun, plasma rifle, rocket launcher, and a few other additions. Weapons are readily available when needed and I never found myself out of ammo.

    Levels involve fighting inside and outside in a corridor-style setup, similar to FEAR 1. However, the environments are more diverse this time around which helps with the monotony. One big addition is the introduction of mech and vehicle sequences. These sections add a little bit more variety to FEAR 2 and aren’t just throwaway moments. Annihilating enemies with your vehicles mounted turret and the mechs machine and missle launcher is a lot of fun; I only wish that Monolith expanded on these sequences.

    Early on in FEAR 2 you realize that Monolith decided to up the scare factor. The supernatural elements create a sensory overload; the visuals and audio create a unique and paranormal atmosphere. Flashlights flickering, screen colors changing, and other small visual and audio touches add to the unique experience. The visuals are far better than FEAR 1, but that’s to be expected from the generational difference in the FPS genre over the three year period.

    Multiplayer is standard fare, which is a bit of a letdown. Monolith was able to successfully implement slow-mo in FEAR 1 online. This time the developer has dumped the slow-mo mechanic and has gone for a more run of the mill online experience. The one exception is Armored Front which allows the use of two mechs in a 16 player match.

    One of the biggest issues with the first game was its repetitiveness. After trudging through corridors for hours, the supernatural elements did little to break up the monotony. FEAR 2 is still a bit repetitive, however, the new supernatural elements, mech and vehicle sequences, additional weapons, and a more diverse universe helps create a dynamic experience.

    FEAR 2, like FEAR 1, is an old-school shooter, full of corridors and lacking exploration. That's not necessarily a bad thing but those of you looking for an experience like COD, Halo, Resistance, and other next-gen shooters may want to look elsewhere. If you thought FEAR 1 was average, FEAR 2 is at least worth a rental, but if you liked FEAR 1, definitely purchase FEAR 2.

    Oh, and I can’t wait for that Shogo 2 announcement.

    Other reviews for F.E.A.R. 2: Project Origin (Xbox 360)

      Shouldn't You Guys Be Attacking Ethan Thomas? (Death's Door) 0

       Well that's a terrible place to put a swing   Probably since 1997, Monolith has shown it can make a good first person horror game. Over the last 5 years they have really been showing us with the Condemned and F.E.A.R. series, mixing pretty decent first person action with games that are actually atmospheric and scary. This talent continues to be shown in F.E.A.R. 2: Project Origin. Starting just before the end of F.E.A.R. the player is put in control of Michael Becket, a member of Del...

      2 out of 2 found this review helpful.

      FEAR 2 is quite a ride, despite lacking in the scares department 0

        If a very atmospheric first person shooter is what you're looking for, F.E.A.R. 2: Project Origin is your game. Monolith's latest in a series of creepy first person games such as Condemned and FEAR is another success. Exciting set-pieces and some pretty entertaining attempts at immersing the player make this a really fun ride.    FEAR 2 has more of a "Blockbuster" feel to it Whereas the first FEAR had you take control of Point Man, FEAR 2 features a different, albeit just as silent prot...

      1 out of 1 found this review helpful.

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