Review: F.E.A.R. 2: Project Origin (Video Game)


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F.E.A.R. 2: PROJECT ORIGIN
Developed by Monolith Productions
Published by Warner Bros. Interactive Entertainment

Being a fan of the original F.E.A.R. (and to a lesser extent, the two non-canon expansions) I was fairly excited for this sequel. The original F.E.A.R. accomplished a lot in terms of the tech, combat, and the level of terror, which sets the standards for F.E.A.R. 2 rather high.  I am happy to say they pass expectation.

The story starts about thirty minutes before the explosive finale of the original. You are part of a Delta Force squad sent in to retrieve a high ranking scientist in charge of the program that created Alma. While she resists arrest you are put under fire by the ATC Security’s black ops. (If you are unfamiliar with F.E.A.R.’s background story and various organizations involved, it will be a bit confusing.) Shortly before you exit the tutorial level, the destructive climax of the first F.E.A.R occurs and the rest of the game unfolds.

You awake from the blast to find out you have been experimented on and the trademark slow-mo abilities are now yours.  Shortly after this Alma starts hunting you, drawn to you by the new found psychic connection and she wants to consume you. The rest of F.E.A.R. 2 is taking a linear path from point A to B in hopes of finally putting Alma down for good.

The final act is definitely something that will make you scratch your head in bewilderment. F.E.A.R. 2 has gotten some flak for the ending not making any sense and it just being very random and off the wall. I’m in the minority and found it to be very fitting. It’s fucked up and downright grotesque. Considering everything you’ve seen so far, it seems to eerily fit the tone while setting up a plausible sequel.

HND Talks to Craig Hubbard, Principal Game Designer of F.E.A.R. 2: PROJECT ORIGIN


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HND was recently given the opportunity to exchange some questions with the driving force behind F.E.A.R. 2: PROJECT ORIGIN, the few months away multi-platform sequel to hit first person shooter F.E.A.R.

I think the Q&A session went well, to be honest.  It is the first of its kind on the site and I’d like to thank Matt W for coming up with the questions (save the last one, that’s mine).  He even thought of one so perfect it should be a required inquisition to any game designer.  I think you’ll recognize that question when you see it.




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