F.E.A.R. 2: Project Origin: Difference between revisions
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{{short description|2009 video game}} |
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{{Infobox VG |
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{{use mdy dates|date=April 2022}} |
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|title = F.E.A.R. 2: Project Origin |
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{{Infobox video game |
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|image = [[Image:POF2picture.jpg|255px]] |
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| title = F.E.A.R. 2: Project Origin |
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|developer = [[Monolith Productions]] |
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| image = FEAR 2 Project Origin Game Cover.jpg |
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|publisher = [[Warner Bros. Interactive Entertainment]] |
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| developer = [[Monolith Productions]] |
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|engine = [[Lithtech|Lithtech: Jupiter EX]] |
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| publisher = [[Warner Bros. Interactive Entertainment]] |
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|released = |
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| producer = Troy Skinner |
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{{vgrelease|NA=February 10, 2009<ref name="POinfo-IGN">{{cite web|url=http://pc.ign.com/articles/908/908390p1.html|title=Project Origin is Now F.E.A.R. 2|last=Ocampo|first=Jason |date=September 8, 2008|publisher=IGN|language=English|accessdate=2008-09-08}}</ref>}} |
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| designer = {{ubl|John Mulkey|Craig Hubbard}} |
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{{vgrelease|EU=Febrrating/uncut)|USK=18+ (heavy cut)}} |
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| programmer = John O'Rourke |
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|platforms = PC, Xbox 360, PS3<ref name="GamePro">{{cite web|url=http://www.gamepro.com/article/reviews/208801/f-e-a-r-2-project-origin-ps3/|title=''F.E.A.R. 2: Project Origin'' Page|publisher=[[GamePro]]|accessdate=2009-02-17}}</ref> |
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| artist = Dave Matthews |
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| released = |
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| writer = Craig Hubbard |
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|requirements = Windows XP SP2/Vista SP1, [[Pentium 4]] 2.8 GHz or equivalent, 1024 MB [[RAM]], 12 GB [[hard disk]] space, [[DirectX]] 9.0-compliant sound card, 256 MB [[GeForce 6800]] or [[Radeon]] X700 or equivalent with hardware [[Transform and lighting|T&L]] and [[Vertex and pixel shaders|PS]], DirectX 9.0c April edition, Internet activation required (via STEAM subscription). |
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| composer = Nathan Grigg |
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| series = ''[[F.E.A.R.]]'' |
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| engine = [[LithTech#LithTech Jupiter EX|LithTech Jupiter EX]] |
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| platforms = {{Unbulleted list|[[PlayStation 3]]|[[Microsoft Windows|Windows]]|[[Xbox 360]]}} |
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| released = {{Video game release|style=white-space: nowrap;|NA|February 10, 2009<ref>{{cite web | url=https://www.ign.com/articles/2009/02/10/fear-2-project-origin-has-shipped | title=''F.E.A.R. 2: Project Origin'' has shipped | last=Ocampo | first=Jason | date=February 10, 2009 | website=[[IGN]] | access-date=March 10, 2022 | archive-url=https://web.archive.org/web/20220310014153/https://www.ign.com/articles/2009/02/10/fear-2-project-origin-has-shipped | archive-date=March 10, 2022 | url-status=live}}</ref>|AU|February 12, 2009<ref>{{cite web | url=https://www.gamespot.com/articles/au-shippin-out-february-9-12-fear-2-project-origin/1100-6204333/ | title=AU Shippin' Out February 9–12: ''F.E.A.R. 2: Project Origin'' | last=Kozanecki | first=James | date=February 9, 2009 | website=[[GameSpot]] | access-date=March 10, 2022 | archive-url=https://web.archive.org/web/20220310013635/https://www.gamespot.com/articles/au-shippin-out-february-9-12-fear-2-project-origin/1100-6204333/ | archive-date=March 10, 2022 | url-status=live}}</ref>|EU|February 13, 2009<ref>{{cite web | url=https://www.eurogamer.net/articles/f-e-a-r-2-demo-coming-this-week | title=''F.E.A.R. 2'' demo coming this week | last=Gibson | first=Ellie | date=January 19, 2009 | website=[[Eurogamer]] | access-date=March 8, 2022 | archive-url=https://web.archive.org/web/20220308160433/https://www.eurogamer.net/articles/f-e-a-r-2-demo-coming-this-week | archive-date=March 8, 2022 | url-status=live}}</ref>}} |
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| genre = [[First-person shooter]], [[Horror game#Psychological horror|psychological horror]] |
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| modes = [[Single-player video game|Single-player]], [[multiplayer video game|multiplayer]] |
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}} |
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'''''F.E.A.R. 2: Project Origin''''' is a 2009 [[first-person shooter]] [[Horror game#Psychological horror|psychological horror]] video game for [[PlayStation 3]], [[Microsoft Windows|Windows]], and [[Xbox 360]]. [[Video game developer|Developed]] by [[Monolith Productions]] and [[Video game publisher|published]] by [[Warner Bros. Interactive Entertainment]], it was released for all platforms in February 2009. It is the second game in the ''[[F.E.A.R.]]'' series and is followed by ''[[F.E.A.R. 3]]''. In September 2009, Monolith released a single-player [[Downloadable content|DLC]] pack, ''F.E.A.R. 2: Reborn''. In March 2015, both the base game and ''Reborn'' were made available on [[GOG.com]]. In November 2021, the ''F.E.A.R.'' franchise, including ''Reborn'', was added to Microsoft's [[backward compatibility]] program, making the games playable on the [[Xbox One]] and [[Xbox Series X and Series S|Xbox Series X/S]]. ''Project Origin'' ignores the events of both [[TimeGate Studios]]-developed [[expansion pack]]s for the [[F.E.A.R. (video game)|original game]] (''[[F.E.A.R. Extraction Point]]'' and ''[[F.E.A.R. Perseus Mandate]]''), which are now no longer considered canon to the ''F.E.A.R.'' universe. |
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'''''F.E.A.R. 2: Project Origin''''' is a [[horror]] [[first-person shooter]] video game, developed by [[Monolith Productions]] and published by [[Warner Bros. Interactive Entertainment|Warner Bros.]] for [[Microsoft Windows]], [[PlayStation 3]] and [[Xbox 360]]. It is a sequel to ''[[F.E.A.R.|F.E.A.R. First Encounter Assault Recon]]'' and was released in February of 2009. |
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''Project Origin'' begins thirty minutes prior to the conclusion of the original ''F.E.A.R.'', with the player controlling Michael Becket, a [[Delta Force]] sergeant. Sent to take the president of Armacham Technology Corporation (ATC) into [[protective custody]], things go awry when Point Man destroys the Origin Facility, and Becket and his teammates are caught in the blast. Waking up in a strange hospital that is seemingly under attack by an ATC [[Black operation|black ops]] squad, things become even more complicated when [[Alma Wade]], now free from her confinements, begins to show a keen interest in Becket. |
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In making ''Project Origin'', Monolith looked at the reception of the first game, specifically what was popular and what was not. With this in mind, they set out to correct the two most frequently criticised elements of the original; monotone and repetitive [[Level (video games)|environments]], and lack of enemy variety. At the same time, they attempted to enhance the game's most lauded elements; the [[Game mechanics|combat mechanics]] and enemy [[Artificial intelligence in video games|AI]]. By making Alma a more central presence than in the first game, they also hoped to enhance the horror elements of the original. |
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''Project Origin'' was generally well-received by critics, although it was felt to be inferior to the first game. Common points of praise included the combat mechanics, [[sound effect]]s, [[Mecha|mech]] sections, graphics, and enemy variety, with some critics also lauding the level design and [[voice acting]]. Less enthusiastically received were the plot, [[Cover system|cover mechanics]], horror elements, some of the [[gameplay]] changes from the original (specifically the removal of the lean function), and [[Multiplayer video game|multiplayer]]. Several critics also felt the game took too few risks and was little more than a generic, albeit well-made, shooter. |
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==Gameplay== |
==Gameplay== |
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''F.E.A.R. 2: Project Origin'' is a [[first-person shooter]] with [[gameplay]] broadly similar to the original ''[[F.E.A.R. (video game)|F.E.A.R.]]''<ref name="Care">{{cite web | url=https://www.engadget.com/2008-06-26-scared-stiff-why-should-we-care-about-project-origin.html | title=Scared stiff: Why should we care about ''Project Origin''? | last=Dobson | first=Jason | website=[[Engadget]] | date=June 27, 2008 | access-date=February 28, 2022 | archive-url=https://web.archive.org/web/20220228021259/https://www.engadget.com/2008-06-26-scared-stiff-why-should-we-care-about-project-origin.html | archive-date=February 28, 2022 | url-status=live}}</ref><ref name="Session">{{cite web | url=http://www.gameplanet.co.nz/features/132829.20090204.F.E.A.R.-2-Q-A-session/ | title=''F.E.A.R. 2'' Q&A session | last=Cheer | first=Dan | website=[[Gameplanet]] | date=February 4, 2009 | access-date=March 9, 2022 | archive-url=https://web.archive.org/web/20220309033653/http://www.gameplanet.co.nz/features/132829.20090204.F.E.A.R.-2-Q-A-session/ | archive-date=March 9, 2022 | url-status=live}}</ref><ref name="EuroG">{{cite web | url=https://www.eurogamer.net/articles/fear-2-project-origin-review | title=''F.E.A.R. 2: Project Origin'' Review (Xbox 360) | last=Gillen | first=Kieron |author-link=Kieron Gillen | website=[[Eurogamer]] | date=February 10, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817051035/https://www.eurogamer.net/articles/fear-2-project-origin-review | archive-date=August 17, 2021 | url-status=live}}</ref> The player's arsenal includes a [[handgun]], [[assault rifle]], [[submachine gun]], [[shotgun]], [[automatic shotgun]], [[sniper rifle]], [[nail gun]], [[rocket launcher]], [[Laser weapon|laser carbine]], [[flamethrower]], and [[Raygun|pulse rifle]].<ref>{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Your Arsenal | page=12 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref><ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Weapons: Guns | pages=56–61 | access-date=February 15, 2022 }}</ref> Each weapon differs in terms of accuracy, range, [[rate of fire]], armor penetration, damage, and weight.<ref name="Manual10">{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Your HUD | page=10 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> Only four different firearms can be carried at any one time.<ref name="Manual13">{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Your Arsenal | page=13 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> The player also has access to four different types of projectile - [[Grenade#Fragmentation grenade|frag grenade]]s, [[Grenade#Chemical and gas|incendiary grenade]]s, shock grenades (electricity-based), and [[Land mine|proximity mines]].<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Weapons: Grenades | page=62 | access-date=February 15, 2022 }}</ref> The player can carry five of each type, and can carry all four at once (allowing for up to 20 projectiles), but only one type may be equipped at any one time.<ref name="Manual10"/><ref name="Manual13"/> Players can also "cook" grenades before throwing them; setting them off but holding onto them for a moment before tossing them. An on-screen meter tells the player how much time is left before they detonate.<ref name="Manual10"/> |
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A prominent gameplay element in ''Project Origin'' is "[[Bullet time|reflex time]]"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the [[player character]]'s superhuman [[reflex]]es, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's [[particle system]].<ref name="Manual15">{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Reflexes | page=15 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.<ref name="Manual15"/> The player can permanently increase the size of the meter by picking up "reflex injections".<ref>{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Gear | page=17 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> Other [[Item (game terminology)|pickups]] available during the game include medkits, medical injections, and protective armor (reduces the amount of damage the player takes during combat). Medical injections are automatically used as soon as they are picked up, but med kits can be stored (up to three), and used manually by the player.<ref>{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Gear | page=16 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> |
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A new feature in the game is the ability to interact with the environment, such as upending a table or toppling a shelf to provide cover.<ref name="IGNE3">{{cite web | url=https://www.ign.com/articles/2007/07/13/e3-2007-the-sequel-to-fear-first-look | title=E3 2007: The Sequel to ''F.E.A.R.'' First Look | date=July 11, 2007 | website=[[IGN]] | last=Goldstein | first=Hilary | access-date=February 22, 2022 | archive-url=https://web.archive.org/web/20220222160038/https://www.ign.com/articles/2007/07/13/e3-2007-the-sequel-to-fear-first-look | archive-date=February 22, 2022 | url-status=live}}</ref> Occasionally, the player will also be able to move objects blocking their path.<ref>{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Environmental Interaction | page=15 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> Unlike the first game, ''Project Origin'' uses a limited regenerative [[Health (game terminology)|health system]]. When the player's health drops below 30%, if the player can avoid taking damage for a certain amount of time, the health meter will start to refill automatically, but only up to 30%.<ref name="Medkits">{{cite web | url=http://www.projectorigincommunity.com/Medkit | title=Medkits! | date=October 9, 2008 | website=projectorigincommunity.com | last=Hubbard | first=Craig | access-date=March 3, 2022 | archive-url=https://web.archive.org/web/20110920035047/http://www.projectorigincommunity.com/Medkit | archive-date=September 20, 2011 | url-status=dead}}</ref> [[Iron sights|Iron sight aiming]] is also new to the game (in the first game, the camera just zoomed in slightly rather than transitioning into a true iron sight perspective).<ref>{{cite web | url=https://techcrunch.com/2008/07/15/e3-2008-project-origin-left-4-dead-and-more/ | title=E3 2008: ''Project Origin'', ''Left 4 Dead'', and more | date=July 15, 2008 | website=Techcrunch | last=Coldewey | first=Devin | access-date=March 14, 2022 | archive-url=https://web.archive.org/web/20220314180943/https://techcrunch.com/2008/07/15/e3-2008-project-origin-left-4-dead-and-more/?guccounter=1 | archive-date=March 14, 2022 | url-status=live}}</ref> The player also has access to a [[Personal digital assistant|PDA]], which contains information on current objectives, gameplay tutorials, information on the player's weaponry, and any intel the player has collected, automatically categorised into subjects.<ref name="Good">{{cite web | url=http://www.projectorigincommunity.com/its-hard-finding-the-right-target | title=It's Hard Finding the Right Target | last=Matthews | first=Dave | website=projectorigincommunity.com | date=July 30, 2008 | access-date=March 2, 2022 | archive-url=https://web.archive.org/web/20120205203715/http://www.projectorigincommunity.com/its-hard-finding-the-right-target | archive-date=February 5, 2012 | url-status=dead}}</ref> |
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[[File:F.E.A.R. 2 Project Origin gameplay 1.png|thumb|The HUD when in the EPA; one of the new gameplay styles added to the game.]] |
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''F.E.A.R. 2: Project Origin'' is an FPS horror game. The gameplay in ''F.E.A.R. 2: Project Origin'' maintains the core elements from the original, including slo-mo combat, martial arts attacks, and enhanced AI. The AI from the original F.E.A.R. was known for its exploitation of the environments, taking cover behind pillars and knocking down tables. The AI in F.E.A.R. 2 set to out-do what was achieved in the first, with even more intelligent AI that is far more challenging and aggressive. New features in the game include iron sight aiming, creating cover by pushing objects, and the ability to use mechs during vehicle segments. ''Project Origin'' features a more diverse cast of enemies, as well as more encounters with supernatural enemies. |
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Also new to ''Project Origin'' is the ability to use [[Mecha|mechs]], called Elite Power Armor (EPA) in-game. An EPA will become available during certain sections of the game, although the player is not obliged to use it, and can, if they wish, traverse the [[Level (video games)|level]] on foot.<ref name="IGNE308">{{cite web | url=https://www.ign.com/articles/2008/07/17/e3-2008-project-origin-impressions | title=E3 2008: ''Project Origin'' Impressions | date=July 17, 2008 | website=[[IGN]] | last=Adams | first=Dan | access-date=February 28, 2022 | archive-url=https://web.archive.org/web/20220228174208/https://www.ign.com/articles/2008/07/17/e3-2008-project-origin-impressions | archive-date=February 28, 2022 | url-status=live}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/e3-2008-project-origin-hands-on/1100-6194654/ | title=E3 2008: ''Project Origin'' Hands-On | date=July 17, 2008 | website=[[GameSpot]] | last=McInnis | first=Shaun | access-date=March 1, 2022 | archive-url=https://web.archive.org/web/20220301014836/https://www.gamespot.com/articles/e3-2008-project-origin-hands-on/1100-6194654/ | archive-date=March 1, 2022 | url-status=live}}</ref> EPAs are armed with two [[Rotary cannon|miniguns]] and two shoulder mounted rocket launchers. Ammo for each is infinite, but the miniguns overheat if fired continuously, and require a short cool-down period. Similarly, the rocket launchers require a moment to arm. EPAs also have fully regenerative health and an optional [[night vision]] display that allows the player to easily discern [[Infrared signature|heat signatures]].<ref name="IGNE308"/> |
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=== Multiplayer === |
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''Project Origin'' does not allow the player to manually save. The game only features a single save slot. However, the game allows the player to replay any level from the main menu after first completing that level..... |
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The game's [[Multiplayer video game|multiplayer]] can support up to 16 players, and initially featured [[deathmatch (video games)|deathmatch]], team deathmatch, "Control" (three control points must be captured and defended), "Armored Front" (similar to Control, but control points must be captured in a specific order, and each team also has access to an EPA), "Failsafe" (one team is tasked with planting and detonating a bomb, the other team with preventing them), and "Blitz" (a [[capture the flag]] game in which the flags are canisters of PHLAG ("PhosphoLuminescent Agent"), a substance that leaks out behind the player as they carry the canister, allowing for them to be easily tracked).<ref>{{cite book | title=F.E.A.R. 2: Project Origin PC Instruction Manual (NA) | url=https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Multiplayer: Game Types | page=22 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220209162444/https://cdn.akamai.steamstatic.com/steam/apps/16450/manuals/manual_8.pdf?t=1633983390 | archive-date=February 9, 2022 | url-status=live}}</ref> |
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Multiplayer mode features an [[Experience point#Level-based progression|experience levelling]] system and all game modes feature a customisable load out, with the player free to choose their weaponry, grenades, and armor.<ref name="GSpot Multi">{{cite web | url=https://www.gamespot.com/articles/fear-2-project-origin-multiplayer-hands-on/1100-6202574/ | title=''F.E.A.R. 2: Project Origin'' Multiplayer Hands-On | date=December 19, 2008 | website=[[GameSpot]] | last=Cocker | first=Guy | access-date=March 5, 2022 | archive-url=https://web.archive.org/web/20220305005411/https://www.gamespot.com/articles/fear-2-project-origin-multiplayer-hands-on/1100-6202574/ | archive-date=March 5, 2022 | url-status=live}}</ref> In the original release of the game, there were nine maps; six were general purpose and supported all game types except Armored Front, the other three supported only Armored Front.<ref name="IGN Multi">{{cite web | url=https://www.ign.com/articles/2009/02/05/fear-2-project-origin-multiplayer-hands-on-2 | title=''F.E.A.R. 2: Project Origin'' Multiplayer Hands-On | date=February 5, 2009 | website=[[IGN]] | last=Ocampo | first=Jason | access-date=March 9, 2022 | archive-url=https://web.archive.org/web/20220309193438/https://www.ign.com/articles/2009/02/05/fear-2-project-origin-multiplayer-hands-on-2 | archive-date=March 9, 2022 | url-status=live}}</ref> In September 2009, a [[Patch (computing)|patch]] added SloMo Deathmatch as an additional game mode. This game type features a reflex [[power-up]], which only one player can carry at a time, and when it is fully charged (it charges when it is being carried) that player can activate it and give themselves a considerable speed advantage over opposing players. However, whoever is carrying the power-up will have a bluish glow and will be permanently visible on all players' [[mini-map]]s.<ref>{{cite web | url=https://www.ign.com/articles/2009/07/30/fear-2-reborn-is-coming-to-life-with-four-new-single-player-levels-on-september-3 | title=''F.E.A.R. 2: Reborn'' Is Coming To Life with Four New Single-Player Levels on September 3 | date=July 30, 2009 | website=[[IGN]] | last=Ocampo | first=Jason | access-date=March 12, 2022 | archive-url=https://web.archive.org/web/20220312030743/https://www.ign.com/articles/2009/07/30/fear-2-reborn-is-coming-to-life-with-four-new-single-player-levels-on-september-3 | archive-date=March 12, 2022 | url-status=live}}</ref> |
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Similar to Monolith's previous release, ''Condemned: Criminal Origins'', the game is presented in a fixed [[letterbox]] format. |
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==Plot== |
==Plot== |
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The game begins thirty minutes before the end of the [[F.E.A.R. (video game)|first game]]. A [[Delta Force]] unit has been deployed to take Genevieve Aristide, president of Armacham Technology Corporation (ATC) into [[protective custody]], in light of fears that the ATC [[Board of directors|board]] may be planning to assassinate her so as to silence her.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 01: Premonition – Sanctuary | quote='''Lt. Keira Stokes''': Our target is Genevieve Aristide, president of Armacham Technology Corporation. Intel indicates she's holed up at her penthouse. Our job is to secure the site and take her into custody. / '''1st Sgt. Cedric Griffin''': [[Protective custody|''Protective'' custody]]. I don't want any breakage, even if she resists. / [...] / '''Stokes''': [[United States Central Command|CentCom]] thinks Armacham's [[board of directors]] may be trying to cover their tracks, which could include making sure Aristide keeps her mouth shut.}}</ref> The hand-picked team consists of 1st Sgt. Griffin; SFC Keegan, Sgt. Jankowski (brother of the character from the first game), Sgt. Morales, Sgt. Becket (the [[player character]]), Cpl. Fox, and communications liaison 1st Lt. Stokes. |
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Dropped at Aristide's penthouse, the team are immediately attacked by an ATC [[Black operation|black ops]] squad, and from the commencement of the mission, Becket begins to experience hallucinations involving [[Alma Wade]]. In Aristide's apartment, Becket uncovers hints of an ATC project called "Harbinger", which seems to involve himself and his teammates.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Project Harbinger | page=13 | access-date=February 15, 2022 | quote='''Genevieve Aristide:''' I have to get Becket and the special forces team into Harbinger. Becket could be the key to containing [[Alma Wade|Alma]]. }}</ref><ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 01: Premonition – Sanctuary | quote='''mr_x@anonymail.net:''' I was able to divert the Harbinger candidates to pick you up as you requested.}}</ref> Files list each team member's "Paragon Review Scores" and "[[Telepathy|telesthetic]] potential", with Becket's scores higher than anyone "aside from the Origin Prototypes." Moments after Becket finds Aristide, Point Man blows up the Origin facility, with the shockwave knocking Becket unconscious. |
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The sequel to ''F.E.A.R.'' continues the supernatural suspense story of the supernatural being, [[List of F.E.A.R. characters %26 organizations#Alma_Wade|Alma]], whose rage against those who wronged her caused her to begin an escalating paranormal crisis that threatens to devour and replace reality with her own.<ref>{{cite web|url=http://pc.ign.com/articles/868/868706p1.html|title=Project Origin Interview|last=Shea|first=Cam |date=April 22, 2008|publisher=IGN AU|accessdate=2008-11-26}}</ref> Instead of playing as the [[List of F.E.A.R. characters %26 organizations#Point Man|Point Man]], the game's protagonist is [[List of F.E.A.R. characters %26 organizations#Sergeant Michael Becket|Michael Becket]], a [[Delta Force]] operator <ref name="projectoriginpreview-cvg">{{cite web|url=http://www.computerandvideogames.com/article.php?id=177464|title=Project Origin Preview|last=Porter|first=Will |date=December 14, 2007|publisher=Computer and Video Games|accessdate=2008-11-26}}</ref> whose squad is sent in to take [[List of F.E.A.R. characters %26 organizations#Genevieve Aristide|Genevieve Aristide]] into protective custody approximately thirty minutes before the ending of ''F.E.A.R.'' |
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He wakes up in a hospital which is under attack by the black ops, learning that himself, Stokes, and Griffin have all undergone "Activation" surgery, and were being prepared for "Attunement".<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 02: Isolation - Awakening | quote='''Dr. Samuel York:''' The first three Activation surgeries appear to have been a resounding success. The fourth patient, Redd Jankowski, is still in pre-op, but the others are recovering in separate wings to minimize pre-conscious [[Telepathy|telepathic]] interference with each other. Once they're fully awake and stable, we'll begin the Attunement process.}}</ref> He is then contacted by a man calling himself "Snake Fist", who says he wants to help them escape and destroy Alma. He meets with Aristide, who tells him he needs to get into the Telesthetic Attunement Chamber (TAC) if he wants to have any hope of defeating Alma.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 02: Isolation - Awakening | quote=The Telesthetic Attunement Chamber (TAC) is an integral part of the Harbinger conversion process. By means of [[diode]]s implanted during the Activation process, the TAC can modulate a subject's telesthetic signal to attune it to a specified target frequency.}}</ref> Mid-procedure, the lab is attacked and Becket witnesses several of the black ops team killed by black tentacles. He then passes out and has a vision of Alma on a tree swing near a [[nuclear power plant]]. |
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The game opens with Becket experiencing a hallucination involving a ruined city, where he sees Alma walking along. As he recovers, Becket's squad arrives at the penthouse complex where Aristide lives, only to find it under assault by a [[Black_Operation|black ops]] team of [[mercenary|mercenaries]] dispatched by Armacham's Board of Directors. After saving Aristide, Becket uncovers hints of a project known as "Harbinger," which involves himself and several of his teammates. Aristide claims that Becket and his team are the only way to stop Alma, but before she can elaborate, the F.E.A.R. Point Man detonates the Origin Facility's reactor. Becket is knocked unconscious in the explosion. |
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Upon regaining consciousness, he finds Jankowski dying on an operating table, his last words to Beckett referencing a woman he can hear "crying." He later encounters Fox, who also references the woman, before Fox is killed by the black tentacles. Eventually, Becket learns the purpose of Harbinger – to turn ordinary people into [[psychic]] commanders.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Threats: Replica Soldiers | pages=48–49 | access-date=February 15, 2022 | quote=Project Harbinger is designed as a workaround to the problems associated with Origin and Perseus. Because creating new [[psychic]] commanders in the style of Origin is now considered infeasible, Harbinger seeks to identify suitable candidates for forced psychic development. }}</ref> Becket fights his way out of the hospital, which is revealed to be a massive underground installation beneath the ruined Auburn district of Fairport, and Snake directs him to Wade Elementary, informing him that the woman referenced by Jankowski and Fox was Alma, who has become "aware" of Beckett and is drawn to him due to his immense telepathic potential. He reunites with Griffin and Stokes, but moments later, Griffin is killed by the black tentacles. The remainder of the team heads to the school in an [[Armoured personnel carrier|APC]], and once there, Becket uncovers evidence of "Project Paragon", which is designed to spot children with promising psychic abilities.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 05: Provocation - Nurse's Office | quote='''York''': The purpose of the Paragon Program is to identify and cultivate shining examples of the human species that we can propel forward to become superior life forms by means of the Harbinger Project.}}</ref> Becket himself was a student at the school and, although he has no memory of it, must have been subjected to the project.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Key Subject: Michael Becket | page=40 | access-date=February 15, 2022 | quote=Michael Becket was requested specifically for this assignment due to his excellent Paragon results as a child. Like all children put through Paragon, Becket has no memories of the procedures. }}</ref> |
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When he comes to, Becket finds he is being operated on by a team of doctors under Aristide, and begins seeing more visions of Alma. After he recovers, Becket find himself in a hospital deep underground, along with the rest of his squad. The hospital comes under attack by ATC clean-up crews led by Colonel Vanek, and Becket must fight his way out. While escaping, Becket receives communications over his radio from a man who calls himself "Snake Fist" and calls Alma the "mother of the apocalypse." After escaping the hospital and confronting the commander of the ATC forces, Becket fights his way to the surface, encountering the reactivated Replica troops. As he moves to the surface, Becket is also repeatedly physically assaulted in [[hand-to-hand combat]] by Alma, who (according to Snake Fist) is trying to "absorb" Becket, drawn by the psychic signal he now emits after his operation. |
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Finding a secret Paragon facility beneath the school, Becket locates Snake; whose real name is Terry Halford, an ATC researcher. Although he is killed by a Replica almost immediately, Halford is able to transfer files to the APC in which he explains that Aristide tricked Becket into the TAC so as to draw Alma's attention to him.<ref>{{cite book | title=Armacham Field Guide | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | year=2009 | publisher=[[Warner Bros. Interactive Entertainment|Warner Bros. Games]] | chapter=Alma Wade| page=18 | access-date=February 15, 2022 | quote='''Genevieve Aristide:''' Alma's emotions are stunted and that may be the key to unlocking a way out of this. We need bait. We need something Alma can fixate on. Harlan would have been perfect, but I think I know exactly what to do. Just need to get Becket and the Special Forces team to the TAC, tune them to Alma's frequency, and then see if there's something she likes. }}</ref> He also says that Becket isn't yet strong enough to defeat Alma, and needs to amplify his psychic abilities by going to an ATC facility inside a nuclear power plant on nearby Still Island, which houses an amplification device.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 06: Deterioration - Keegan | quote='''Halford''': You're not psychically potent enough to resist Alma, so we're going to plug you into a device that will crank up your [[Neural oscillation|brain waves]]. Sadly, the only device that has enough juice for the job is on Still Island, hidden inside the old [[nuclear reactor]]. My belief is that the amplifier will theoretically make you powerful enough to defeat Alma in a battle of wills.}}</ref> Still Island was also Alma's home before she was moved to the Origin facility. |
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After reaching the surface, Becket regroups with what is left of his team, many of whom have been systematically killed by Alma. Now consisting only of Becket himself, his superior Lieutenant Stokes, and Sergeants Morales and Keegan, the squad moves to nearby Wade Elementary, an Armacham-controlled school where Snake Fist and Aristide are hiding. Once he reaches the basement, Becket discovers that the basement of the school is another Armacham research facility, for a project known as "Paragon." Here, Becket discovers that Project Harbinger was an attempt to create more psychic commanders similar to Paxton Fettel, and that Becket and Keegan were the most promising subjects. Project Paragon, meanwhile, is intended to condition psychically-gifted children to work for ATC. |
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En route, the APC is ambushed by Replicas, and Keegan wanders off in a daze, searching for "her". Unable to retrieve him, Becket, Stokes, and Morales continue to the island. There, Becket finds the tree from his hallucinations, Alma's swing still hanging from its branches. He and Stokes head to the amplifier and Becket enters. Aristide arrives and explains that she plans to seal Becket and Alma inside the device, and then use Alma as leverage against ATC. This is why she tricked Becket into the TAC; she needed Alma to be aware of Becket so she could be lured to the machine.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 07: Union - Climax | quote='''Stokes:''' Becket's not strong enough without the amplifier. [Alma will] absorb him. / '''Aristide:''' And then we'll lock them away. / '''Stokes:''' What the fuck is wrong with you!? Why are you doing this? / '''Aristide:''' Without Alma, I don't have any leverage. Without leverage, I don't have a future.}}</ref> When Stokes tries to intervene, Aristide kills her. |
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In the basement facility, Becket kills Colonel Vanek and finds Snake Fist. Snake Fist reveals himself as Terry Halford, a researcher for Armacham, and explains that the only way to defeat Alma is to travel to an Armacham base inside a nuclear reactor on nearby Still Island, which houses a device that can amplify psychic power. With this device, Becket can possibly defeat Alma with his own psychic abilities. As Becket and Halford prepare to head back to the surface, Halford is decapitated by a Replica assassin. |
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Aristide seals the machine with Becket inside, and in a hallucinatory landscape, he fights off apparitions of a maddened Keegan. As he does, he sees flashes of Alma, who appears to be raping him in the real world. Eventually, he escapes the hallucination. The machine doors open, and Becket sees Alma standing amid a post-apocalyptic landscape, the black tentacles spreading out around her. She is pregnant. She approaches Becket, placing his hand onto her stomach as a child's voice says "Mommy". |
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En route to Still Island, Becket's squad is ambushed by Replica troops, and Sergeant Keegan wanders off in a daze. Becket follows and tries to recover Keegan, but is instead delayed by Replica forces. After fighting off both the enemy soldiers and more of Alma's assaults, he eventually reunites with the remainder of the squad underneath Still Island and heads for the Armacham facility. Becket enters the psychic amplifier, and as Stokes prepares to power up the machine, she is shot by Genevieve Aristide, who explains that she operated on Becket so he would serve as a lure for Alma. Instead of destroying her, Aristide plans to seal Becket and Alma inside the device together, so Aristide can use Alma as leverage against Armacham. |
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===''Reborn''=== |
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Alma attacks again, and Aristide seals Becket and Alma together. Alma approaches Becket, and he is sent into another hallucination, where he fights off apparitions of a maddened Sergeant Keegan. While trying to activate the amplifier to destroy Alma, Becket sees images of Alma sexually assaulting his body in the real world. Finally, after activating the last switch, Becket escapes the hallucination to find himself sealed inside the device. Suddenly, the device opens, and Becket sees Alma standing in the midst of a blasted landscape. Alma is now pregnant with Becket's child, and the game ends as she walks up to Becket, places his hand onto her pregnant belly, and Becket hears the baby saying "mommy". |
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''Reborn'' begins with Paxton Fettel speaking about his prediction of a coming war from the original game; "The war has begun just as I dreamed it would, just as I foresaw. Dreams are all I have now, dreams of death, of blood and fire. Of her. The time has come to awaken; to be...reborn." |
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The game is set concurrently with ''Project Origin''. As Becket and his squad mates are tracking down Snake Fist at Wade Elementary, in a different part of Fairport, ATC Security has launched an attack against Replica Command Post Sigma, and additional Replicas have been called in. The game begins with the Replica designated Foxtrot 813 [[High-altitude military parachuting|dropping]] to a location near the command post and taking control of an EPA. He fights his way through ATC forces but no sooner has his mission begun than he starts to have problems with his radio feed and video display. He eventually makes it to Sigma and tries to correct the problems with his equipment. As he ascertains that the interference is originating at the blast site of the Origin facility, he is pulled into a hallucinatory realm by Paxton Fettel, where he is attacked by corrupt Replicas. Upon killing them, Fettel tells him, "Do you see? You are different from the others. They are meaningless now. They are ghosts. You must set me free." When 813 returns to reality, he finds that he has killed his Replica teammates. Replica command then issues an order for all Replicas to shoot 813 on sight.<ref>{{cite video game | title=F.E.A.R. 2: Project Origin - Reborn | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 02: Contact | quote='''Replica Command''': All squads. Foxtrot 813 has gone rogue. Shoot on sight. Repeat, shoot Foxtrot 813 on sight.}}</ref> |
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Guided by Fettel, 813 starts to move through the devastated city towards the blast site, fighting off Replicas throughout his journey. In an underground car park, he is attacked by Alma but manages to escape and continue on, with Fettel continuously in his head (saying such things as "you must feel it all around you. The promise of things to come" and "they do not understand; they are blind to whom they serve"). |
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Eventually, 813 reaches the blast site and proceeds deep under the rubble. As he moves, Fettel promises him that they will lead "a mighty army". As he nears Fettel's location, Alma again tries to stop him, but he again evades her. Eventually, 813 opens a door to find Fettel kneeling in the middle of a room. Fettel welcomes him, calling him "my brother".<ref>{{cite video game | title=F.E.A.R. 2: Project Origin - Reborn | developer=[[Monolith Productions]] | publisher=[[Warner Bros. Interactive Entertainment|Warmer Bros. Games]] | date=2009 | level=Interval 05: Rebirth | quote='''Paxton Fettel''': Come to me. Stand before me. Let me look upon you. I've dreamed of this moment. My brother.}}</ref> As he touches 813, Fettel melts away. 813 then removes his helmet to reveal Fettel's face, as he gloats "I am...reborn." |
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==Development== |
==Development== |
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===Rights issues and canonicity=== |
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The sequel remains in the original's existing universe, retaining the original storyline and characters, although it does not recognize ''Extraction Point'' or ''Perseus Mandate''.<ref>{{cite web| url=http://www.projectorigincommunity.com/forum/showpost.php?p=5928&postcount=7| title=''Project Origin'' Forums| dateformat=mdy| accessdate=March 23 2008}}</ref> Monolith Productions enlisted a new publisher for the game, since they were purchased by [[Warner Bros.|Warner Brothers Interactive Entertainment]] in 2004 while development of ''F.E.A.R.'' was under way, after which Vivendi Universal was dropped as publisher.<ref name="sequel">{{cite web | last=Surette | first=Tim | date=February 21, 2006 | url = http://www.gamespot.com/news/6144629.html | title = Monolith scaring up new ''F.E.A.R.''s | work=[[GameSpot]] | dateformat= mdy | accessdate=October 2 2006 }}</ref> FEAR 2 was released on February 10, 2009 in North America and Europe.<ref>{{cite web | url = http://www.gamestracker.com/project-origin-release-date.htm | title = Games Tracker | dateformat = mdy | accessdate = February 16, 2009}}</ref> |
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The game was announced by [[Monolith Productions]] in February 2006. Monolith had been purchased by [[Warner Bros. Interactive Entertainment|Warner Bros. Games]] in 2004, after development of the original ''[[F.E.A.R. (video game)|F.E.A.R]]'' was already underway and a publishing deal had already been struck with [[Vivendi Games|Vivendi]]. By 2006, although Monolith and Warner owned the rights to the ''F.E.A.R.'' [[intellectual property]] and characters, Vivendi (who had published the first game under their [[Sierra Entertainment]] label) still owned the name "''F.E.A.R.''" As a result, any non-Vivendi game set in the ''F.E.A.R.'' universe could use the characters and events from the original game, but could not be called ''F.E.A.R.'' At the same time, any non-Warner game set in the ''F.E.A.R.'' universe could not use the characters and events from the original game, but could be called ''F.E.A.R.''<ref name="Confirmed">{{cite web | url=https://pc.ign.com/articles/690/690296p1.html | title=''F.E.A.R.'' Sequels Confirmed | date=February 21, 2006 | website=[[IGN]] | last=David | first=Adams | access-date=September 24, 2021 | archive-url=https://web.archive.org/web/20070914014039/https://pc.ign.com/articles/690/690296p1.html | archive-date=September 14, 2007 | url-status=dead}}</ref><ref>{{cite web | url=https://www.gamespot.com/articles/monolith-scaring-up-new-fears/1100-6144629/ | title=Monolith scaring up new ''F.E.A.R.''s | last=Surette | first=Tim | website=[[GameSpot]] | date=February 21, 2006 | access-date=August 11, 2021 | archive-url=https://web.archive.org/web/20210811032110/https://www.gamespot.com/articles/monolith-scaring-up-new-fears/1100-6144629/ | archive-date=August 11, 2021 | url-status=live}}</ref> In May 2006, Vivendi announced that an [[expansion pack]] for the first game (''[[F.E.A.R. Extraction Point]]'') was being developed by [[TimeGate Studios]]. The press release clarified that the plot for the expansion had been approved by Monolith and was in line with their own plans for a full sequel.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-expands-extracts/1100-6149113/ | title=''F.E.A.R.'' Expands | last=Surette | first=Tim | date=May 5, 2006 | website=[[GameSpot]] | access-date=September 26, 2021 | archive-url=https://web.archive.org/web/20210926034425/https://www.gamespot.com/articles/fear-expands-extracts/1100-6149113/ | archive-date=September 26, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://www.engadget.com/2006-05-05-f-e-a-r-expansion-announced-timegate-to-develop.html | title=''F.E.A.R.'' expansion announced, TimeGate to develop | last=Ransom-Wiley | first=James | date=May 5, 2006 | website=[[Engadget]] | access-date=September 26, 2021 | archive-url=https://web.archive.org/web/20210926034711/https://www.engadget.com/2006-05-05-f-e-a-r-expansion-announced-timegate-to-develop.html | archive-date=September 26, 2021 | url-status=live}}</ref> |
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Speaking of the rights issues in August 2007, Troy Skinner ([[Video game producer|producer]] of the unnamed sequel) played down the significance of Monolith not being able to use the ''F.E.A.R.'' name; |
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The game was shown for the first time at the [[2007]] [[E3]] [[Expo]] with an [[Xbox 360]] demo. The demo footage showcased the game's revamped engine, and reveals glimpses of the plot, starting with a cutscene of Michael undergoing surgery overseen by Genevieve, with unexplained complications, later revealed to be linked with Alma.<ref>{{cite web|url=http://e3.gamespot.com/story.html?sid=6174425&pid=932147&tag=top_stories;title;2|title=E3 '07: F.E.A.R. 2 (working title) Impressions - First Look|last=Park|first=Andrew |date=July 11, 2007|publisher=GameSpot|accessdate=2008-11-26}}</ref> |
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{{blockquote|the only things it changes are the name of the game, and the name of the unit the [[player character]] is assigned to. We have the rights to every other aspect of the game universe. [[Alma Wade|Alma]] is ours. The previous story-line is ours. Armacham is ours. The weapons are ours. Obviously, the [[Video game development|development]] team is ours. The [[game engine]] is ours. The [[Artificial intelligence in video games|AI]] expertise is ours.<ref name="Embrace">{{cite web| url=https://www.ign.com/articles/2007/08/06/embrace-your-new-fear | title=Embrace Your ''F.E.A.R.'' | last=Goldstein | first=Hilary | website=[[IGN]] | date=August 6, 2007 | access-date=February 22, 2022 | archive-url=https://web.archive.org/web/20220222191604/https://www.ign.com/articles/2007/08/06/embrace-your-new-fear | archive-date=February 22, 2022 | url-status=live}}</ref>}} |
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In an interview with John Mulkey, the lead designer for ''F.E.A.R. 2: Project Origin'', he describes the game as being "''a more open environment''" further noting that "''a destroyed city opens up an incredible amount of opportunities.''" Also, Mulkey mentions that the enemies will be much more varied than in the previous game.<ref name="projectoriginpreview-cvg">{{cite web|url=http://www.computerandvideogames.com/article.php?id=177464|title=Project Origin Preview|last=Porter|first=Will |date=December 14, 2007|publisher=Computer and Video Games|accessdate=2008-11-26}}</ref> |
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In December 2008, a few months before the release of what was now known as ''Project Origin'', Monolith officially confirmed what had long been suspected; despite the initial reports that they had approved the story for both ''Extraction Point'' and a second expansion, ''[[F.E.A.R. Perseus Mandate]]'', and that that story was in line with their own plans for the sequel, in fact, that sequel would ignore the events of both expansions and instead serve as a canonical follow-up to the original game.<ref name="Watcher">{{cite web | url=https://www.gamewatcher.com/interviews/f-e-a-r-2-project-origin-interview/11422 | title=Talk with primary art lead Dave Matthews about ''F.E.A.R 2'' | last=Davey | first=Jamie | website=GameWatcher | date=December 17, 2008 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20181218010850/https://www.gamewatcher.com/interviews/f-e-a-r-2-project-origin-interview/11422 | archive-date=December 18, 2018 | url-status=live}}</ref> [[Game art design|Lead artist]] Dave Matthews explained that the expansions |
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===Name Your Fear=== |
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Monolith Productions announced a contest called "Name Your Fear" on June 4, 2007 to find a new name for the sequel.<ref name="sequel-ign">{{cite web|url=http://xbox360.ign.com/articles/794/794121p1.html|title=A Sequel to F.E.A.R.|date=June 4, 2007|publisher=IGN|accessdate=2008-11-26}}</ref> Contestants had until June 22nd to submit a name, after which three finalists would be chosen with fans being able to choose their favorite. The three finalists will have their likeness featured in the upcoming game.<ref name="sequel-ign"/> A special [http://www.nameyourfear.com website] was created for this contest. |
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{{blockquote|were made outside of Monolith and they took the story in a very different direction than we had intended, so when we started working on ''F.E.A.R. 2'', there was a very difficult decision. Did we try to figure out and change the story with what we were trying to tell with Alma, and incorporate the story arc with what goes on between ''Extraction Point'' and ''Perseus Mandate''? That's when we decided to treat it as if it were a 'what if?' or an alternate spin because we thought it would be of merit to the story if it remained pure.<ref name="Watcher"/>}} |
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On August 3, 2007, voting was opened to the public for the three naming finalists, which were ''Dead Echo'', ''Project Origin'' and ''Dark Signal''. Voting closed on August 10, 2007. On September 6, 2007 the winner was announced as ''Project Origin''. On the games official [http://www.projectorigingame.com website] the reasons for ''Project Origin'' being chosen were explained: |
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Speaking to ''[[Computer and Video Games|CVG]]'', he reiterated, "[TimeGate] took the story in a direction that we didn't intend. We look at ''Extraction Point'' and ''Perseus Mandate'' as an alternate universe, a 'what could have been', and because of that it doesn't necessarily diminish the story that we were trying to tell. ''F.E.A.R.'' was about Alma, ''F.E.A.R. 2'' is about Alma, and we wanted to continue the story the way we originally intended."<ref name="CVG">{{cite web | url=http://www.computerandvideogames.com/204906/ports-and-expansions-killed-off-a-few-fear-fans/ | title=Ports and expansions 'killed off a few' ''F.E.A.R.'' Fans | last=Ivan | first=Tom | date=December 27, 2008 | access-date=August 12, 2021 | website=[[Computer and Video Games]] | archive-url=https://web.archive.org/web/20150206074447/http://www.computerandvideogames.com/204906/ports-and-expansions-killed-off-a-few-fear-fans/ | archive-date=February 6, 2015 | url-status=dead}}</ref> |
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<blockquote> |
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''Project Origin'' is a strong fan and developer favorite. We received over 400 submissions containing Origin in the name. The second submission of the contest was ''Project Origin'', so we have had the name rattling around in our heads right from the beginning ''Project Origin'' is a natural fit for the title of the sequel because it is the Armacham program from which all of the trouble in the game world originates. The architect of ''Project Origin'', Harlan Wade, used his daughter in a horrific experiment which turned her into the monster that we see in the first game. ..... In the sequel, the repercussions of ''Project Origin'' are only beginning to unravel. |
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</blockquote> |
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===Naming the game=== |
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Later announced on September 8, 2008, Monolith Productions Inc. and WB Games Inc. revealed that they had purchased the ''F.E.A.R.'' name from Activision/Blizzard. The moniker ''Project Origin'' remains, though used as a subtitle.<ref name="POinfo-IGN">{{cite web|url=http://pc.ign.com/articles/908/908390p1.html|title=Project Origin is Now F.E.A.R. 2|last=Ocampo|first=Jason |date=September 8, 2008|publisher=IGN|language=English|accessdate=2008-09-08}}</ref> |
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With the game unnamed as a result of the rights issues, in June 2007, Monolith announced a contest called "Name Your Fear" to find a new name. Open only to residents of the United States, contestants had three weeks to submit a name, after which three finalists would be chosen by Monolith, and those three finalists would be opened to a public vote. Monolith specifically asked for a name that would evoke associations with "[[Action game|Frenetic Action]], [[Japanese horror|Horror (Asian)]], Destruction, [[Apocalypse]], [[Paramilitary]], Gore."<ref>{{cite web| url=https://www.engadget.com/2007-06-05-name-f-e-a-r-sequel-and-appear-in-game.html | title=Name ''F.E.A.R.'' sequel and appear in-game | last=McElroy | first=Justin | website=[[Engadget]] | date=June 5, 2007 | access-date=February 22, 2022 | archive-url=https://web.archive.org/web/20220222014517/https://www.engadget.com/2007-06-05-name-f-e-a-r-sequel-and-appear-in-game.html | archive-date=February 22, 2022 | url-status=live}}</ref> They discouraged fans from submitting acronyms, obscenities, or titles that mean something in a different language.<ref name="GSpot name">{{cite web | url=https://www.gamespot.com/articles/monolith-asks-fans-to-name-their-fear/1100-6172033/ | title=Monolith asks fans to name their ''F.E.A.R.'' | last=Sinclair | first=Brendan | website=[[GameSpot]] | date=June 5, 2007 | access-date=February 21, 2022 | archive-url=https://web.archive.org/web/20220221211033/https://www.gamespot.com/articles/monolith-asks-fans-to-name-their-fear/1100-6172033/ | archive-date=February 21, 2022 | url-status=live}}</ref> They also released a brief plot blurb and two pieces of [[concept art]] to help inspire fans.<ref>{{cite web | url=https://www.ign.com/articles/2007/06/05/a-sequel-to-fear | title=A Sequel to ''F.E.A.R.'' | last=Ocampo | first=Jason | website=[[IGN]] | date=June 5, 2007 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817014358/https://www.ign.com/articles/2007/06/05/a-sequel-to-fear | archive-date=August 17, 2021 | url-status=live}}</ref> The three finalists would be flown to Monolith's headquarters in [[Kirkland, Washington]], and given a behind-the-scenes tour where they'd meet the game's [[Video game design#Game designer|designers]] and have their likenesses captured for use in the game itself.<ref name="GSpot name"/><ref>{{cite web | url=https://www.eurogamer.net/articles/name-the-sequel-to-fear | title=Name the sequel to ''F.E.A.R.'' | last=Bramwell | first=Tom | website=[[Eurogamer]] | date=June 5, 2007 | access-date=February 21, 2022 | archive-url=https://web.archive.org/web/20220221211729/https://www.eurogamer.net/articles/name-the-sequel-to-fear | archive-date=February 21, 2022 | url-status=live}}</ref> |
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In August, the three names were revealed as ''Dead Echo'', ''Project Origin'', and ''Dark Signal''.<ref name="Embrace"/> Monolith also revealed some of the more humorous examples of names they had rejected, including, ''S.C.A.R.E.D.'', ''A.F.R.A.I.D.'', ''C.H.U.C.K.N.O.R.R.I.S.'', ''M.e.a.t.'', ''S.A.U.S.A.G.E.'', ''Little Miss Bloodshine'', ''Bloodbath Tycoon'', ''Snake FIST'', ''Killdozer'', ''Rage'', ''Inhumane'', ''Aftermath'', ''Shroud'', ''Atrox'', and ''Shattered''.<ref name="Embrace"/> In September, the winning name was announced as ''Project Origin''.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-pseudo-sequel-named/1100-6178382/ | title=''F.E.A.R.'' pseudo-sequel N.A.M.E.D. | last=Park | first=Andrew | date=September 6, 2007 | website=[[GameSpot]] | access-date=February 23, 2022 | archive-url=https://web.archive.org/web/20220223135754/https://www.gamespot.com/articles/fear-pseudo-sequel-named/1100-6178382/ | archive-date=February 23, 2022 | url-status=live}}</ref> |
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==Release== |
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On October 31, 2008 Monolith and Warner Bros. released an exclusive digital comic on gametrailers.com (http://www.gametrailers.com/player/42185.html). The comic takes place after the helicopter crash at the ending of F.E.A.R. Jin is shown alive but Point-man and Holiday are absent, and some bloody footprints lead away from the crash. Jin sees that Bremmer is still alive only to watch his flesh melt off. Jin looks out the window to stare the younger form of Alma smiling and her eyes glowing red. |
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In September 2008, Monolith Productions and Warner Bros. Games re-acquired the ''F.E.A.R.'' name from Vivendi and decided to keep "''Project Origin''" as a subtitle.<ref>{{cite web | url=https://www.ign.com/articles/2008/09/08/project-origin-is-now-fear-2 | title=''Project Origin'' is Now ''F.E.A.R. 2'' | last=Ocampo | first=Jason | date=September 8, 2008 | website=[[IGN]] | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817014933/https://www.ign.com/articles/2008/09/08/project-origin-is-now-fear-2 | archive-date=August 17, 2021 | url-status=live}}</ref><ref>{{cite web | url=https://youtube.com/watch?v=efKPDngDaSQ| title=''F.E.A.R. 2: Project Origin'' Interview | date= September 8, 2008 | website=[[YouTube]] | access-date=March 2, 2022 | archive-url=https://web.archive.org/web/20220302040605/https://www.youtube.com/watch?v=efKPDngDaSQ | archive-date=March 2, 2022 | url-status=live}}</ref> |
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On January 22, 2009 a playable demo was released to the public for Microsoft Windows, PlayStation 3 and Xbox 360. It starts at Interval 01 after the player's [[helicopter]] crashes and he must try to find his squad mates scattered around the city. The demo includes several Replica soldiers, [[Bullet Time]] and the traditional scare-tactics from Alma, alongside new features such as movable cover and a more [[context sensitive user interface|intelligent]] [[HUD (video gaming)|HUD]]. Equipment changes shown include working [[red dot sight]]s on the [[submachine gun|SMG]] and [[assault rifle]], a [[Neodymium#Neodymium glass|neodymium glass]] [[solid-state laser]] and a self-repairing [[powered armor]]. |
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===Platforms=== |
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Originally, the plan for ''Project Origin'' was to release two completely different games - one for [[Personal computer|PC]], and one for [[Xbox 360]] and [[PlayStation 3]], with Monolith president Samantha Ryan stating, "in addition to continuing the series on PC, we're committed to bringing it to [[Seventh generation of video game consoles|next-generation consoles]] by creating separate titles tailored to each audience instead of a one-size-fits-all approach."<ref name="Confirmed"/> This plan was never realised and in December 2008, writer and co-[[Video game design#Game designer|lead designer]] Craig Hubbard explained that the two titles "just merged."<ref name="Ugo">{{cite web | url=http://www.ugo.com/games/fear-2-project-origin-developer-interview.html | title=''F.E.A.R. 2: Project Origin'' Developer Interview | last=Basile | first=Sal | website=[[UGO Networks|Ugo.com]] | date=December 23, 2008 | access-date=February 8, 2022 | archive-url=https://web.archive.org/web/20220208013108/http://www.ugo.com/games/fear-2-project-origin-developer-interview.html | archive-date=February 8, 2022 | url-status=live}}</ref> |
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In relation to the console versions of the game, Monolith had been unhappy with the console ports of the original game, which had been handled by [[Wargaming Chicago-Baltimore|Day 1 Studios]], with Matthews stating, "we feel they didn't do everything that they could of achieved."<ref name="Gamer">{{cite web | url=https://www.videogamer.com/previews/fear-2-project-origin-interview/ | title=''F.E.A.R. 2: Project Origin'' Interview | last=Kelly | first=Neon | website=Videogamer.com | date=January 13, 2009 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20210819010259/https://www.videogamer.com/previews/fear-2-project-origin-interview/ | archive-date=August 19, 2021 | url-status=live}}</ref> As a result of their disappointment with these ports, Monolith determined to develop all three versions of the sequel simultaneously, with no lead platform from which the others would derive. Matthews explains, |
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{{blockquote|our current [[Art pipeline|pipeline]] of development affords the opportunity to create and test [[Digital asset|assets]] and [[gameplay]] on all three platforms simultaneously. I can very quickly see if a certain experience is synonymous across all three platforms before I put it into the game. We haven't taken a port mentality with ''F.E.A.R. 2'', with a lead [[Stock keeping unit|SKU]] that gets copied over to other platforms.<ref name="GSpotQ&A">{{cite web | url=https://www.gamespot.com/articles/fear-2-project-origin-developer-qanda/1100-6203188 | title=''F.E.A.R. 2: Project Origin'' Developer Q&A | last=Ocampo | first=Jason | website=[[GameSpot]] | date=January 14, 2009 | access-date=March 8, 2022 | archive-url=https://web.archive.org/web/20220308031540/https://www.gamespot.com/articles/fear-2-project-origin-developer-qanda/1100-6203188/ | archive-date=March 8, 2022 | url-status=live}}</ref>}} |
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===Design=== |
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In a July 2008 blog post on the game's community page, Matthews explained that the team had divided the first game's elements into three categories based on fan reaction; the good ([[Game mechanics|combat mechanics]], atmosphere, AI, [[Video game graphics|graphics]]), the bad (too many interiors), and the ugly (a monochrome palette, lack of enemy variety, repetitive [[Level (video games)|environments]]).<ref name="Good"/> With this in mind, one of Monolith's main goals with ''Project Origin'' was to successfully tackle the biggest criticisms of the original game - the bland and repetitive environments, and the lack of enemy variety.<ref name="CVGPreview">{{cite web | url=http://www.computerandvideogames.com/177464/previews/project-origin/ | title=''Project Origin'' Preview | last=Porter | first=Will | website=[[Computer and Video Games]] | date=December 14, 2007 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20141220225300/http://www.computerandvideogames.com/177464/previews/project-origin/ | archive-date=December 20, 2014 | url-status=dead}}</ref> Co-lead designer John Mulkey explained that "variety" in a general sense was one of their main guiding principals as they strove for "more visual variety, more variety in enemies and in gameplay experiences."<ref>{{cite web | url=https://www.ign.com/articles/2008/04/30/project-origins-mechanized-combat-and-bright-environments | title=''Project Origin''{{'}}s Mechanized Combat and Bright Environments | last=Onyett | first=Charles | website=[[IGN]] | date=April 30, 2008 | access-date=February 25, 2022 | archive-url=https://web.archive.org/web/20210817012206/https://www.ign.com/articles/2008/04/23/project-origin-interview | archive-date=August 17, 2021 | url-status=live}}</ref> |
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Mulkey, who was lead level designer on the first game, acknowledged that although that game was claustrophobic by design, the interiors were too similar, and so, "we've decided to mix it up and to have these more open spaces."<ref name="CVGPreview"/> Similarly, Leo De Bruyn, lead level designer on the sequel, argued that in the first game, "we wanted to make the game have a very creepy and oppressive vibe. The color palettes reflected this, and I think we created this feeling very successfully. In retrospect, perhaps a little too successfully."<ref name="IGNFeb">{{cite web | url=https://www.ign.com/articles/2009/01/28/fear-2-project-origin-interview | title=''F.E.A.R. 2: Project Origin'' Interview | last=Ocampo | first=Jason | website=[[IGN]] | date=January 28, 2009 | access-date=February 9, 2022 | archive-url=https://web.archive.org/web/20220309020419/https://www.ign.com/articles/2009/01/28/fear-2-project-origin-interview | archive-date=March 9, 2022 | url-status=live}}</ref> |
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For the sequel, Monolith wanted to have the game take place across multiple, visually differentiated, locations.<ref>{{cite web | url=https://www.ign.com/articles/2008/04/23/project-origin-interview | title=''Project Origin'' Interview | last=Shea | first=Cam | website=[[IGN]] | date=April 22, 2008 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817012206/https://www.ign.com/articles/2008/04/23/project-origin-interview | archive-date=August 17, 2021 | url-status=live}}</ref> Matthews stated that although the game does feature a lot of interiors, "we have taken great care to diversify the areas that you will progress through."<ref name="Good"/> In terms of enemy variety, the team endeavored to create not just aesthetically differentiated enemies, but "new AI types that have different tactics."<ref name="CVGPreview"/> Indeed, the creation of new locations and new enemies unexpectedly dovetailed into one another. As Mulkey explains, "as we started to change the volume of the space the combat altered, and it gave us new opportunities to approach the AI in different ways, educate them with different activities and abilities."<ref name="Watcher"/> |
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At the same time as introducing such variety, however, Monolith was conscious of not straying too far from the basics of the first game.<ref name="Care"/> Matthews explains, "to bring too many new unique experiences to ''F.E.A.R. 2'' could potentially diminish the ''F.E.A.R.''-like quality we have tried so hard to preserve."<ref name="Session"/> An example of this was the game's [[Health (game terminology)|health system]]. Initially, the plan was for the game to have a fully regenerative health system with no medkits.<ref name="Medkits"/> Early demos incorporated this system, but fan reaction was largely negative, with many arguing that the first game's medkit-based health system was superior.<ref name="IGNE3"/> In response, the designers adopted a partial regenerative system that would restore a player's health to 30%, but they also incorporated the medkits from the first game (albeit limiting the player to three and making them much scarcer than before). After the change, they found that testers "reported that the fights felt more dynamic and less repetitive than before."<ref name="IGNE3"/> |
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In terms of gameplay, Monolith initially experimented with a [[Cooperative video game|co-op mode]] in the main campaign but they decided against it because they felt it "watered down" the horror.<ref name="Watcher"/> Graphically, John O'Rorke (engine architect and principal [[Software engineering|software engineer]]), explained that an important element of the sequel was enhancing the first game's much-lauded [[particle system]] and [[Computer graphics lighting|dynamic lighting]]. In particular, Monolith worked to increase the amount of destructible elements within each location.<ref name="Tech">{{cite web | url=https://www.gamedeveloper.com/design/the-technology-of-f-e-a-r-2-an-interview-on-engine-and-ai-development | title=The Technology of ''F.E.A.R. 2'': An Interview on Engine and AI Development | last=Nutt | first=Christian | website=[[Game Developer (website)|Game Developer]] | date=December 19, 2008 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20201201090923/https://www.gamasutra.com/view/feature/132280/the_technology_of_fear_2_an_.php | archive-date=December 1, 2020 | url-status=live}}</ref> The game also features numerous graphical elements not in the original, including [[High dynamic range|HDR]], [[motion blur]], new lighting solutions, [[Volume rendering|volumetric rendering]], and [[ambient occlusion]].<ref name="IGNFeb"/><ref>{{cite web | url=https://www.pcgameshardware.de/FEAR-2-Project-Origin-Spiel-23213/News/Fear-2-Project-Origin-Better-textures-effects-and-resolution-on-PC-672505 | title=''F.E.A.R. 2: Project Origin'' - Better textures, effects and resolution on PC? | last=Keipp | first=Kristoffer | website=PCGH | date=January 9, 2009 | access-date=February 8, 2022 | archive-url=https://web.archive.org/web/20220208013521/https://www.pcgameshardware.de/FEAR-2-Project-Origin-Spiel-23213/News/Fear-2-Project-Origin-Better-textures-effects-and-resolution-on-PC-672505/ | archive-date=February 8, 2022 | url-status=live}}</ref> |
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===Atmosphere=== |
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Much like the first game's atmosphere was heavily inspired by certain films, so too with the sequel. Matthews lists films such as [[Timur Bekmambetov]]'s ''[[Night Watch (2004 film)|Nightwatch]]'' (2004) and ''[[Day Watch (film)|Daywatch]]'' (2006), [[Alexandre Aja]]'s ''[[High Tension|Haute tension]]'' (2003), and the ''[[Saw (franchise)|Saw]]'' franchise as especially important inspirations for the game's atmosphere.<ref name="Watcher"/> In relation to ''Saw'', he explained the designers were trying to capture, "that response that happens in your body when you realise you're going to have to do something horrible, or something much worse is going to happen".<ref name="Rude">{{cite web | url=https://www.eurogamer.net/articles/f-e-a-r-2-project-origin-hands-on | title=''F.E.A.R. 2: Project Origin'' - It's rude to Point Man | last=Blyth | first=Jon | website=[[Eurogamer]] | date=January 1, 2009 | access-date=March 6, 2022 | archive-url=https://web.archive.org/web/20220306181919/https://www.eurogamer.net/articles/f-e-a-r-2-project-origin-hands-on | archive-date=March 6, 2022 | url-status=live}}</ref> |
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[[File:F.E.A.R. 2 Project Origin cutscene 1.png|thumb|One of the scenes in the game in which Alma has a much more central role than she did in the original.]] |
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One of the central elements of the game's atmosphere would be Alma, who had a much more involved role in the sequel than in the original.<ref name="Embrace"/> By way of this increased presence, Monolith intended to enhance the game's horror; "we've put a lot of effort and a lot of thought into the ways in which we can give Alma teeth."<ref name="CVGPreview"/> Hubbard also pointed out that Alma has "a stronger agenda, which gives her a more active, visceral role."<ref name="IGNQA">{{cite web | url=https://www.ign.com/articles/2008/06/11/project-origin-qa | title=''Project Origin'' Q&A | last=Robinson | first=Martin | website=[[IGN]] | date=June 11, 2008 | access-date=February 27, 2022 | archive-url=https://web.archive.org/web/20220227170502/https://www.ign.com/articles/2008/06/11/project-origin-qa | archive-date=February 27, 2022 | url-status=live}}</ref> Similarly, Matthews stated, "now she's out, after 16, 17 years in that vault, with her psyche still dreaming and hating, she's now completely toxic."<ref name="Rude"/> |
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Speaking of the balance between combat and horror, Hubbard reminded people that "this is first and foremost an action game. There are horror elements, but it's not meant to be an unrelenting experience in terror."<ref name="IGNQA"/> With this in mind, Monolith were attempting to strike a similar balance as in the first game; |
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{{blockquote|we have always perceived [[close-quarters combat]] as the centerpiece of the game, and the horror as a secondary element that helps to set up future combat scenarios. [...] The relationship between the two is that the horror elements are a palette cleanser that resets the player's emotional state, and allows the kinetic aspects of the next combat to land with more force.<ref name="Embrace"/>}} |
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===Promotion=== |
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====Digital comic==== |
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Created by [[DC Comics]], and released on [[GameTrailers]] on October 31, 2008, the ''Project Origin'' "digital comic" is an animated 73-second clip depicting the aftermath of the helicopter crash from the end of the first game. As Jin-Sun Kwon regains consciousness, she realises that both Point Man and Douglas Holiday are missing. Noting a trail of bloody footprints leading away from the crash, she is startled by Bremmer, the pilot, asking what happened. However, Bremmer begins to bleed from his ears, and seconds later, his flesh melts off his body. Outside the helicopter, Jin sees Alma smiling, her eyes glowing red.<ref>{{cite web | url=https://www.youtube.com/watch?v=spvTTAp1d2k | title=''F.E.A.R. 2: Project Origin'' Exclusive DC Digital Comic | date=October 31, 2008 | website=[[YouTube]] | access-date=March 20, 2022 | archive-url=https://web.archive.org/web/20220320033653/https://www.youtube.com/watch?v=spvTTAp1d2k | archive-date=March 20, 2022 | url-status=live}}</ref> |
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==== ''Armacham Field Guide''==== |
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Included with a limited steel box edition of ''Project Origin'' available only by preordering the game from [[GameStop]], ''Armacham Field Guide'' is a [[Primer (textbook)|primer]] detailing much of the background mythology behind the ''F.E.A.R.'' games. The book recounts the events of the first game, as well as expanding on Alma's and ATC's history and the creation of Projects Origin and Perseus. It also includes information on the various characters and weaponry from each game. The book is littered with handwritten notations by Genevieve Aristide, composed shortly before the second game begins, in which she speculates and muses about what ATC is doing, her role in it, and what the future may hold.<ref>{{cite web | url=https://www.dropbox.com/s/et1k0734yczm4bj/Armacham%20Field%20Guide.pdf | title=''Armacham Field Guide'' | date=June 4, 2020 | website=[[Dropbox]] | access-date=March 20, 2022}}</ref><ref>{{cite web | url=https://www.youtube.com/watch?v=5F1c_JMUJPI | title=''Armacham Field Guide'' | date=July 16, 2021 | website=[[YouTube]] | access-date=March 20, 2022 | archive-url=https://web.archive.org/web/20220320034616/https://www.youtube.com/watch?v=5F1c_JMUJPI | archive-date=March 20, 2022 | url-status=live}}</ref> |
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===Australian release=== |
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In November 2008, ''Project Origin'' was refused classification by the [[Australian Classification Board]] (ACB) due to its "high-impact violence". This made it illegal to sell the game, or even bring it into the country. In its official statement, the ACB said, |
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{{blockquote|the violence is considered highly impactful in such scenes as where Michael uses his sub-machine gun to explicitly bisect an enemy, the two parts of the body lying separately on the ground, with copious blood spray. There are also a number of explicit close-range decapitations involving both human and mutant creatures. The decapitations are the result of close-up throat slashing from behind and close-up gunshots to the throat. All violence results in large blood spray: there are blood-stained interiors and blood sprays onto objects, including the camera lens. With weapons such as sniper rifles, bodies can be torn apart at close range, limbs are seen flying off and the wounded flesh is reduced to a bloody pulp. The use of nail guns pins victims to a wall before they fall to the ground in a bloody mass. The scenes often have blood-soaked walls and floors and the victims' bodies do not always disappear.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-2-banned-in-australia/1100-6201707/ | title=''F.E.A.R 2'' Banned in Australia | last=Ramsay | first=Randolph | website=[[GameSpot]] | date=November 26, 2008 | access-date=March 3, 2022 | archive-url=https://web.archive.org/web/20220303035246/https://www.gamespot.com/articles/fear-2-banned-in-australia/1100-6201707/ | archive-date=March 3, 2022 | url-status=live}}</ref>}} |
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Warner appealed the decision and three weeks later, the ACB's review panel revoked the ban and gave the game an MA15+ certificate without mandating any alterations or edits.<ref>{{cite web | url=https://www.gamespot.com/articles/fear-2-unbanned-in-australia/1100-6202359/ | title=''F.E.A.R 2'' unbanned in Australia | last=Ramsay | first=Randolph | website=[[GameSpot]] | date=December 16, 2008 | access-date=March 4, 2022 | archive-url=https://web.archive.org/web/20220304064601/https://www.gamespot.com/articles/fear-2-unbanned-in-australia/1100-6202359/ | archive-date=March 4, 2022 | url-status=live}}</ref> |
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==Reception== |
==Reception== |
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{{Video game reviews |
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{{VG Reviews |
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| PC = true |
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|Edge=8/10 |
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| PS3 = true |
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|Gametrailers =8.7/10 |
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| X360 = true |
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|GI=8.5/10 |
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| MC_PC = 79/100<ref name="MCPC">{{cite web | url=https://www.metacritic.com/game/f-e-a-r-2-project-origin/critic-reviews/?platform=pc | title=''F.E.A.R. 2: Project Origin'' (PC) | publisher=[[Metacritic]] | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817045807/https://www.metacritic.com/game/pc/fear-2-project-origin | archive-date=August 17, 2021 | url-status=live}}</ref> |
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|Gamepro=4/5 |
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| MC_PS3 = 79/100<ref name="MCPS3">{{cite web | url=https://www.metacritic.com/game/f-e-a-r-2-project-origin/critic-reviews/?platform=playstation-3 | title=''F.E.A.R. 2: Project Origin'' (PlayStation 3) | publisher=[[Metacritic]] | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817050245/https://www.metacritic.com/game/playstation-3/fear-2-project-origin | archive-date=August 17, 2021 | url-status=live}}</ref> |
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|IGN [AU]=8.6/10 |
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| MC_X360 = 77/100<ref name="MCX360">{{cite web | url=https://www.metacritic.com/game/f-e-a-r-2-project-origin/critic-reviews/?platform=xbox-360 | title=F.E.A.R. 2: Project Origin (Xbox 360) | publisher=[[Metacritic]] | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817050516/https://www.metacritic.com/game/xbox-360/fear-2-project-origin | archive-date=August 17, 2021 | url-status=live}}</ref> |
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|Gametrailers=8.7/10 |
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| CVG_PS3 = 7.5/10<ref name="CVG Review">{{cite web | url=http://computerandvideogames.com/article.php?id=208194 | title=''F.E.A.R. 2: Project Origin'' Review (PlayStation 3) | last=Jackson | first=Mike | website=[[Computer and Video Games]] | date=February 13, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20101124230439/http://computerandvideogames.com/article.php?id=208194 | archive-date=November 24, 2010 | url-status=dead}}</ref> |
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|Gamespot=7.0/10 |
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| EuroG_X360 = 5/10<ref name="EuroG"/> |
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|Gamer2.0=6/10 |
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| GSpot_PC = 7/10<ref name="GSpotPC">{{cite web | url=https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6204489/ | title= ''F.E.A.R. 2 Project Origin'' Review (PC) | last=VanOrd | first=Kevin | website=[[GameSpot]] | date=February 20, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817053741/https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6204489/ | archive-date=August 17, 2021 | url-status=live}}</ref> |
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|Eurogamer=5/10 |
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| GSpot_PS3 = 7/10<ref name="GSpotPS">{{cite web | url=https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6205015/ | title= ''F.E.A.R. 2 Project Origin'' Review (PlayStation 3) | last=VanOrd | first=Kevin | website=[[GameSpot]] | date=February 20, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817053858/https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6205015/ | archive-date=August 17, 2021 | url-status=live}}</ref> |
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|MC=81% |
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| GSpot_X360 = 7/10<ref name="GSpotX">{{cite web | url=https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6204491/ | title= ''F.E.A.R. 2 Project Origin'' Review (Xbox 360) | last=VanOrd | first=Kevin | website=[[GameSpot]] | date=February 20, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817053948/https://www.gamespot.com/reviews/fear-2-project-origin-review/1900-6204491/ | archive-date=August 17, 2021 | url-status=live}}</ref> |
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| IGN_PC = 8.3/10<ref name="IGN">{{cite web | url=https://www.ign.com/articles/2009/02/10/fear-2-project-origin-review | title= ''F.E.A.R. 2 Project Origin'' Review | last=Ocampo | first=Jason | website=[[IGN]] | date=February 10, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817183632/https://www.ign.com/articles/2009/02/10/fear-2-project-origin-review | archive-date=August 17, 2021 | url-status=live}}</ref> |
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| IGN_PS3 = 8.3/10<ref name="IGN"/> |
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| IGN_X360 = 8.3/10<ref name="IGN"/> |
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| OPMAU_PS3 = 7/10<ref name="OPMAU">{{cite magazine | title=''F.E.A.R. 2: Project Origin'' Review (PlayStation 3) | last=O'Connor | first=Anthony | magazine=[[PlayStation Official Magazine – Australia]] | issue=28 | date=March 2009 | pages=74–75 | url=https://archive.org/details/Official_AUS_Playstation_Magazine_Issue_028_2009_03_Derwent_Howard_Publishing_AU/page/66/mode/1up | access-date=August 17, 2021}}</ref> |
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| OPMUK_PS3 = 8/10<ref name="OPMUK">{{cite magazine | title=''F.E.A.R. 2: Project Origin'' Review (PlayStation 3) | last=Blyth | first=Jon | magazine=[[PlayStation Official Magazine – UK]] | issue=29 | date=March 2009 | pages=92–93 | url=https://archive.org/details/Official_UK_Playstation_Magazine_Issue_029_2009_03_Future_Publishing_GB/page/7/mode/1up | access-date=August 17, 2021}}</ref> |
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| OXMUK_X360 = 7/10<ref name="OXMUK">{{cite magazine | url=http://www.oxm.co.uk/article.php?id=8341 | title= ''F.E.A.R. 2 Project Origin'' Review (Xbox 360) | last=Talbot | first=Ben | magazine=[[Official Xbox Magazine]] - UK | date=February 11, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20110103232837/http://www.oxm.co.uk/article.php?id=8341 | archive-date=January 3, 2011 | url-status=dead}}</ref> |
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| OXM_X360 = 7.5/10<ref name="OXM">{{cite magazine | url=http://www.oxmonline.com/article/reviews/xbox-360/a-f/fear-2-project-origin | title= ''F.E.A.R. 2 Project Origin'' Review (Xbox 360) | last=Curthoys | first=Paul | magazine=[[Official Xbox Magazine]] | date=February 10, 2009 | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20110319015427/http://www.oxmonline.com/article/reviews/xbox-360/a-f/fear-2-project-origin | archive-date=March 19, 2011 | url-status=dead}}</ref> |
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| PCZone_PC = 80/100<ref name="Zone">{{cite magazine | title=''F.E.A.R. 2: Project Origin'' Review (PC) | magazine=[[PC Zone]] | last=Hogarty | first=Steve | issue=204 | date=March 2009 | pages=56–63 | url=http://www.pixsoriginadventures.co.uk/PCZone/PC%20Zone%20204%20(March%202009)/PC%20Zone%20204%20(March%202009).pdf | access-date=August 17, 2021 | archive-url=https://web.archive.org/web/20210817204628/http://www.pixsoriginadventures.co.uk/PCZone/PC%20Zone%20204%20%28March%202009%29/PC%20Zone%20204%20%28March%202009%29.pdf | archive-date=August 17, 2021 | url-status=live}}</ref> |
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}} |
}} |
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F.E.A.R 2 has received an aggregate score of 81% from online aggregator Metacritic based on 25 reviews - indicating "generally favorable reviews"<ref>http://www.metacritic.com/games/platforms/pc/projectorigin?q=F.e.a.r.%202</ref>. The Australian Official XBox Magazine gave the game 8/10 citing excellent atmosphere and scares, visually awesome gameplay and that the weapons are fun to use. Drawbacks, however, included lack of innovation and the text-driven story, along with many other unresolved problems on PC. [[Gamepro]] magazine rated the game with a 4/5, praising the slo-mo effect and gameplay, but criticized the opponent A.I., level designs, and the game ending on a flat note. <ref>{{cite magazine|title=Gamepro|publisher=Bob Huseby|date=March 2009|pages=78}}</ref> |
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''Project Origin'' received "generally favorable reviews," with the PC and PlayStation 3 versions holding aggregate scores of 79 out of 100 on [[Metacritic]], based on 49<ref name="MCPC"/> and forty-eight reviews,<ref name="MCPS3"/> respectively. The Xbox 360 version holds a score of 77 out of 100, based on 68 reviews.<ref name="MCX360"/> |
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[[Eurogamer]], however, awarded the game 5/10. While agreeing that it was a rock solid shooter, it claimed the lasting impression is "one of a woeful lack of inspiration." Among its criticisms were poor story development, lack of level design, and poor execution in the developers' attempt to vary gameplay with the addition of mech armour.<ref>http://www.eurogamer.net/articles/fear-2-project-origin-review?page=2</ref> Online Xbox magazine [[Boomtown]] expanded on this, claiming that FEAR 2 "offers so little in the way of fresh ideas that you actually start to question the charm established by the first game some four years ago."<ref>http://xbox.boomtown.net/en_uk/articles/art.view.php?id=17435</ref> |
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''[[IGN]]''{{'}}s Jason Ocampo scored all three versions 8.3 out of 10, praising the score, [[sound effect]]s, [[voice acting]], and plot, but criticising the ability to create [[Cover system|cover]] ("feels like a gimmick, since there's no effective way of hugging that cover") and multiplayer. Although he enjoyed the game overall ("it's a good shooter, bordering on great"), he argued, "it's not as groundbreaking as its predecessor."<ref name="IGN"/> ''[[GameSpot]]''{{'}}s Kevin VanOrd scored all three versions 7 out of 10. He was critical of the story, atmosphere, multiplayer, and the graphics, noting "''F.E.A.R. 2'' simply doesn't match its FPS peers from a technical perspective," and citing "simple [[Texture mapping|textures]]", "inconsistent [[Shadow mapping|shadows]]", [[Clipping (computer graphics)|clipping]], and poor lighting. However, he praised the sound effects, level design, combat mechanics, and implementation of slow motion. He concluded, that "while fun and well-crafted, [it] seems to have lost sight of the strengths that made its predecessor so unique."<ref name="GSpotPC"/><ref name="GSpotPS"/><ref name="GSpotX"/> |
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Several reviews such as [[Gamer 2.0]] have criticized the console versions' visuals claiming that, unlike the games' predecessor, FEAR 2's graphics are not benchmark setting. Issues with lighting and textures were addressed, and argued that while the game attempts to immerse the player in a wider variety of settings, these settings "still suffer from linearity."<ref>http://www.gamer20.com/gamehub/fear-2-project-origin-ps3/review/1494</ref> User forums, including [[IGN]], indicate that many players agree with these criticisms, citing poor [[anti-aliasing]], physics, and water effects.<ref>http://boards.ign.com/f_e_a_r_/b7699/p1</ref> |
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''[[PC Zone]]''{{'}}s Steve Hogarth scored the PC version 80 out of 100. He was critical of the ability to create cover and the atmosphere, but he praised the new enemies, level design, combat mechanics, and implementation of slow motion. He concluded, "the magic of the original ''F.E.A.R.'' is buried in here somewhere [...] but ''Project Origin'' falls short of delivering the kick provided by the original."<ref name="Zone"/> ''[[Computer and Video Games|CVG]]''{{'}}s Mike Jackson scored the PC version 7.5 out of 100. He was highly critical of both the horror elements and the storyline, but he praised the "satisfying" combat mechanics, graphics, sound effects, [[Computer animation|animations]], [[Physics engine|physics]], implementation of slow motion, level design, and enemy variety. He concluded that although the game "dresses itself up like an edgy, scary, sinister horror of epic proportions, under the surface it's a solid FPS."<ref name="CVG Review"/> |
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==References== |
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{{reflist|2}} |
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Jon Blyth of ''[[PlayStation Official Magazine – UK|PlayStation Official Magazine]]'' (UK) scored the PlayStation 3 version 8 out of 10. Calling it "a pleasure to play," he praised the plot, script, voice acting, combat mechanics, and mech sections. However, he also found the game to be very traditional, writing, "innovation is not ''F.E.A.R. 2''{{'}}s strong suit", and finding the overall gameplay "jarringly old-skool."<ref name="OPMUK"/> Anthony O'Connor of Australia's ''[[PlayStation Official Magazine – Australia|PlayStation Official Magazine]]'' scored the PlayStation 3 version 7 out of 10. He was critical of the plot, and level design, and found the game too easy, concluding "it's not a bad game, but it could have been so much more."<ref name="OPMAU"/> |
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==External links== |
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* [http://www.projectorigingame.com/ ''F.E.A.R. 2: Project Origin'' official site] |
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* [http://fear.wikia.com/wiki/Main_Page F.E.A.R. Wiki] |
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Paul Curthoys of the ''[[Official Xbox Magazine]]'' (NA) scored the Xbox 360 version 7.5 out of 10. He was critical of the atmosphere, horror, and storyline, arguing, "this series has lost a bit of its magic." Although he praised the combat mechanics, level design, and mech sections, he concluded, "[it's] nowhere near as awesome as we hoped it'd be."<ref name="OXM"/> Ben Talbot of ''[[Official Xbox Magazine]]'' (UK) scored the Xbox 360 version 7 out of 10. He was critical of the horror, arguing "[it has] every cliché imaginable." He praised the combat mechanics and mech sections, but concluded, "where was the ambition to innovate or surprise? It's by no means terrible, but for such a major franchise, more was expected."<ref name="OXMUK"/> ''[[Eurogamer]]''{{'}}s [[Kieron Gillen]] scored the Xbox 360 version 5 out of 10, criticising the "woeful lack of inspiration". He praised the combat mechanics but found the game to be "a checklist of genre-tropes" and "as archetypal a corridor-shooter as has ever been made."<ref name="EuroG"/> |
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{{F.E.A.R.}} |
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In a blog post a few days after the game's release, Steve Gaynor (lead level designer on ''Perseus Mandate'') was highly critical of ''Project Origin'', particularly how the level design undermines the AI and prevents it from seeming as intuitive as in the first game and its two expansions; "frequent are restrictive, linear encounter spaces without flanking corridors." He argued, "this not only makes the player's role in combat more frustrating, but makes the enemies appear less intelligent - with fewer navigational options, they tend to remain stationary more and surprise the player less."<ref>{{cite web | url=http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html | title=Basics of effective FPS encounter design (via ''F.E.A.R.'' and ''F.E.A.R. 2'') | last=Gaynor | first=Steve | website=Fullbrightdesign.com | date=February 16, 2009 | access-date=March 8, 2022 | archive-url=https://web.archive.org/web/20220308030200/http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html | archive-date=March 8, 2022 | url-status=live}}</ref> |
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In a 2021 retrospective on the game, ''[[The Escapist (magazine)|The Escapist]]''{{'}}s Elijah Beahm, called it "Monolith's worst game." He was critical of the gameplay changes, particularly the removal of the lean function, and argued that such changes "serve to highlight why [the original] ''F.E.A.R.'' worked so damn well." He found the horror elements to be on the level of "a cheap haunted house gag." Echoing Gaynor's criticism of the level design, he pointed out, "levels are narrower, funneling you into predictable shootouts with half the variability of the first game." He concluded, "it's as if someone created a checklist of everything great about ''F.E.A.R.'' and actively tried to subvert or contradict every part."<ref>{{cite web | url=https://www.escapistmagazine.com/how-f-e-a-r-2-project-origin-failed-to-resurrect-f-e-a-r/amp/ | title=How ''F.E.A.R. 2: Project Origin'' Failed to Resurrect ''F.E.A.R.'' | last=Beahm | first=Elijah | date=January 7, 2021 | access-date=February 8, 2022 | website=[[The Escapist (magazine)|The Escapist]] | archive-url=https://web.archive.org/web/20220208012350/https://www.escapistmagazine.com/how-f-e-a-r-2-project-origin-failed-to-resurrect-f-e-a-r/amp/ | archive-date=February 8, 2022 | url-status=live}}</ref> |
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===Sales=== |
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In the week prior to its release, ''Project Origin'' was the most queued cross-platform title on [[GameFly]].<ref>{{cite web | url=http://gamerdeals.net/blogs/cheap-video-game-deals-news/archive/2009/01/27/gamefly-charts-f-e-a-r-2-project-origin-on-top.aspx | title=Gamefly Charts: ''F.E.A.R. 2: Project Origin'' On Top | publisher=GamerDeals | access-date=August 18, 2021 | archive-url=https://web.archive.org/web/20160314073021/http://gamerdeals.net/blogs/cheap-video-game-deals-news/archive/2009/01/27/gamefly-charts-f-e-a-r-2-project-origin-on-top.aspx | archive-date=March 14, 2016 | url-status=dead}}</ref> Upon its release, it debuted at #2 on the US PC charts.<ref>{{cite web | url=https://www.gamespot.com/articles/us-pc-charts-feb-8-14-lich-king-conquers-again/1100-6205127/ | title=US PC Charts Feb. 8-14: Lich King conquers again | last=Thorsen | first=Tor | website=[[GameSpot]] | date=February 23, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311013508/https://www.gamespot.com/articles/us-pc-charts-feb-8-14-lich-king-conquers-again/1100-6205127/ | archive-date=March 11, 2022 | url-status=live}}</ref> The following week, it dropped to #8.<ref>{{cite web | url=https://www.ign.com/articles/2009/03/03/pc-sales-of-the-week-feb-15-21 | title=PC Sales of the Week: Feb. 15 - 21 | last=Onyett | first=Charles | website=[[IGN]] | date=February 23, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311014429/https://www.ign.com/articles/2009/03/03/pc-sales-of-the-week-feb-15-21 | archive-date=March 11, 2022 | url-status=live}}</ref> It went on to be the fifth best-selling PC title of February 2009.<ref>{{cite web | url=https://www.gamespot.com/articles/february-us-pc-charts-feel-wrath-of-the-lich-king/1100-6206123/ | title=February US PC charts feel Wrath of the Lich King | last=Thorsen | first=Tor | website=[[GameSpot]] | date=March 13, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311020337/https://www.gamespot.com/articles/february-us-pc-charts-feel-wrath-of-the-lich-king/1100-6206123/ | archive-date=March 11, 2022 | url-status=live}}</ref> The Xbox 360 version finished at #11 in that month's all-platform charts.<ref>{{cite web | url=https://www.gamedeveloper.com/business/npd-behind-the-numbers-february-2009 | title=NPD: Behind the Numbers, February 2009 | last=Matthews | first=Matt | website=[[Game Developer (website)|Game Developer]] | date=March 21, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311025700/https://www.gamedeveloper.com/business/npd-behind-the-numbers-february-2009 | archive-date=March 11, 2022 | url-status=live}}</ref> |
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It also debuted at #2 on the UK all-platform charts.<ref>{{cite magazine | url=http://www.next-gen.biz/news/fear-2-jumps-second-uk-charts | title=''FEAR 2'' Jumps to Second in the UK Charts | last=Crossley | first=Rob | magazine=[[Edge (magazine)|Edge]] | date=February 16, 2009 | access-date=August 18, 2021 | archive-url=https://web.archive.org/web/20110828113900/http://www.next-gen.biz/news/fear-2-jumps-second-uk-charts | archive-date=August 28, 2011 | url-status=dead}}</ref><ref>{{cite web | url=http://www.joystiq.com/2009/02/17/fear-2-debuts-at-number-2-in-uk-charts | title=''FEAR 2'' debuts at #2 in UK charts | last=Alexander | first=Jem | website=[[Joystiq]] | date=February 17, 2009 | access-date=August 18, 2021 | archive-url=https://web.archive.org/web/20150128150731/http://www.joystiq.com/2009/02/17/fear-2-debuts-at-number-2-in-uk-charts/ | archive-date=January 28, 2015 | url-status=dead}}</ref> In the first week of release, the Xbox 360 version entered the top ten rental chart at #9.<ref>{{cite web | url=https://www.gamespot.com/articles/us-rental-charts-feb-17-23-street-fighter-iv-cleans-up/1100-6205135/ | title=US Rental Charts Feb. 17-23: ''Street Fighter IV'' cleans up | last=Thorsen | first=Tor | website=[[GameSpot]] | date=February 23, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311014135/https://www.gamespot.com/articles/us-rental-charts-feb-17-23-street-fighter-iv-cleans-up/1100-6205135/ | archive-date=March 11, 2022 | url-status=live}}</ref> The following week it climbed to #6.<ref>{{cite web | url=https://www.gamespot.com/articles/gamefly-rental-charts-feb-24-mar-2-killzone-2-victorious/1100-6205514/ | title=GameFly Rental Charts Feb. 24-Mar. 2: ''Killzone 2'' victorious | last=Thorsen | first=Tor | website=[[GameSpot]] | date=March 3, 2009 | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311014931/https://www.gamespot.com/articles/gamefly-rental-charts-feb-24-mar-2-killzone-2-victorious/1100-6205514/ | archive-date=March 11, 2022 | url-status=live}}</ref> |
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==Downloadable content== |
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In April 2009, Monolith released "Toy Soldiers", a free multiplayer three-map-pack. The main selling point of the map pack was that the characters are transformed into tiny toy soldiers who then battle in a normal-sized arena. The three maps were "Fulltilt!" (set inside a pinball machine), "Cockroach" (set in a hospital bathroom covered in blood), and "Recess" (set in a children's sandpit).<ref>{{cite web | url=https://www.eurogamer.net/articles/free-f-e-a-r-2-content-in-april | title=Free ''F.E.A.R. 2'' content in April | date=March 11, 2009 | website=[[Eurogamer]] | last=Bramwell | first=Tom | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311031224/https://www.eurogamer.net/articles/free-f-e-a-r-2-content-in-april | archive-date=March 11, 2022 | url-status=live}}</ref><ref>{{cite web | url=https://www.ign.com/articles/2009/04/06/fear-2-toy-soldiers | title=''F.E.A.R. 2: Toy Soldiers'' | date=April 6, 2009 | website=[[IGN]] | last=Brudvig | first=Erik | access-date=March 11, 2022 | archive-url=https://web.archive.org/web/20220311215017/https://www.ign.com/articles/2009/04/06/fear-2-toy-soldiers | archive-date=March 11, 2022 | url-status=live}}</ref> |
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A second multiplayer map pack was released in May, named "Armored Front". Containing two new maps ("Decoy" and "Conductor", both for Armored Front mode), the pack also included four new character heads for player customisation, and console-specific themes for the Xbox 360 and PlayStation 3.<ref>{{cite web | url=https://www.ign.com/articles/2009/05/14/fear-2-project-origin-armored-front-map-pack-coming-may-21 | title=''F.E.A.R. 2: Armored Front'' Map Pack Coming May 21 | date=May 14, 2009 | website=[[IGN]] | last=Brudvig | first=Erik | access-date=March 12, 2022 | archive-url=https://web.archive.org/web/20220312012428/https://www.ign.com/articles/2009/05/14/fear-2-project-origin-armored-front-map-pack-coming-may-21 | archive-date=March 12, 2022 | url-status=live}}</ref> |
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A third DLC pack was released in September featuring a four-mission single-player campaign; ''F.E.A.R. 2: Reborn''.<ref>{{cite web | url=https://www.ign.com/articles/2009/07/29/fear-2-reborn-interview | title=''F.E.A.R. 2 Reborn'' Interview | last=Brudvig | first=Erik | website=[[IGN]] | date=July 29, 2009 | archive-url=https://web.archive.org/web/20210818001034/https://www.ign.com/articles/2009/07/29/fear-2-reborn-interview | archive-date=August 18, 2021 | url-status=live}}</ref> Associate producer Lucas Myers explains that Monolith approached ''Reborn'' much like the did ''Project Origin'' - by looking at fans' criticisms; "we listened very closely to our fans' praises and frustrations from ''F.E.A.R. 2''. We've varied our environments even more, opened them up and added vertical combat elements."<ref>{{cite web | url=https://www.destructoid.com/interview-lucas-myers-on-f-e-a-r-2-reborn/ | title=Interview: Lucas Myers on ''F.E.A.R. 2: Reborn'' | last=Nicholson | first=Brad | website=[[Destructoid]] | date=July 29, 2009 | access-date=August 19, 2021 | archive-url=https://web.archive.org/web/20210819011307/https://www.destructoid.com/interview-lucas-myers-on-f-e-a-r-2-reborn/ | archive-date=August 19, 2021 | url-status=live}}</ref> |
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In November 2021, the ''F.E.A.R.'' franchise, including ''F.E.A.R. 2: Reborn'', was added to Microsoft's [[backward compatibility]] program, making the games playable on the [[Xbox One]] and [[Xbox Series X and Series S|Xbox Series X/S]].<ref>{{cite web | url=https://www.gamesradar.com/xbox-backward-compatibility-final-games/ | title=Xbox backward compatibility adds ''Max Payne'' and ''FEAR'' in final catalog update | last=Sheridan | first=Connor | date=November 21, 2021 | access-date=January 30, 2022 | website=[[GamesRadar+]] | archive-url=https://web.archive.org/web/20220130211013/https://www.gamesradar.com/xbox-backward-compatibility-final-games/ | archive-date=January 30, 2022 | url-status=live}}</ref> |
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==References== |
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{{Reflist}} |
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Latest revision as of 03:28, 20 December 2024
F.E.A.R. 2: Project Origin | |
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Developer(s) | Monolith Productions |
Publisher(s) | Warner Bros. Interactive Entertainment |
Producer(s) | Troy Skinner |
Designer(s) |
|
Programmer(s) | John O'Rourke |
Artist(s) | Dave Matthews |
Writer(s) | Craig Hubbard |
Composer(s) | Nathan Grigg |
Series | F.E.A.R. |
Engine | LithTech Jupiter EX |
Platform(s) | |
Release | |
Genre(s) | First-person shooter, psychological horror |
Mode(s) | Single-player, multiplayer |
F.E.A.R. 2: Project Origin is a 2009 first-person shooter psychological horror video game for PlayStation 3, Windows, and Xbox 360. Developed by Monolith Productions and published by Warner Bros. Interactive Entertainment, it was released for all platforms in February 2009. It is the second game in the F.E.A.R. series and is followed by F.E.A.R. 3. In September 2009, Monolith released a single-player DLC pack, F.E.A.R. 2: Reborn. In March 2015, both the base game and Reborn were made available on GOG.com. In November 2021, the F.E.A.R. franchise, including Reborn, was added to Microsoft's backward compatibility program, making the games playable on the Xbox One and Xbox Series X/S. Project Origin ignores the events of both TimeGate Studios-developed expansion packs for the original game (F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate), which are now no longer considered canon to the F.E.A.R. universe.
Project Origin begins thirty minutes prior to the conclusion of the original F.E.A.R., with the player controlling Michael Becket, a Delta Force sergeant. Sent to take the president of Armacham Technology Corporation (ATC) into protective custody, things go awry when Point Man destroys the Origin Facility, and Becket and his teammates are caught in the blast. Waking up in a strange hospital that is seemingly under attack by an ATC black ops squad, things become even more complicated when Alma Wade, now free from her confinements, begins to show a keen interest in Becket.
In making Project Origin, Monolith looked at the reception of the first game, specifically what was popular and what was not. With this in mind, they set out to correct the two most frequently criticised elements of the original; monotone and repetitive environments, and lack of enemy variety. At the same time, they attempted to enhance the game's most lauded elements; the combat mechanics and enemy AI. By making Alma a more central presence than in the first game, they also hoped to enhance the horror elements of the original.
Project Origin was generally well-received by critics, although it was felt to be inferior to the first game. Common points of praise included the combat mechanics, sound effects, mech sections, graphics, and enemy variety, with some critics also lauding the level design and voice acting. Less enthusiastically received were the plot, cover mechanics, horror elements, some of the gameplay changes from the original (specifically the removal of the lean function), and multiplayer. Several critics also felt the game took too few risks and was little more than a generic, albeit well-made, shooter.
Gameplay
[edit]F.E.A.R. 2: Project Origin is a first-person shooter with gameplay broadly similar to the original F.E.A.R.[4][5][6] The player's arsenal includes a handgun, assault rifle, submachine gun, shotgun, automatic shotgun, sniper rifle, nail gun, rocket launcher, laser carbine, flamethrower, and pulse rifle.[7][8] Each weapon differs in terms of accuracy, range, rate of fire, armor penetration, damage, and weight.[9] Only four different firearms can be carried at any one time.[10] The player also has access to four different types of projectile - frag grenades, incendiary grenades, shock grenades (electricity-based), and proximity mines.[11] The player can carry five of each type, and can carry all four at once (allowing for up to 20 projectiles), but only one type may be equipped at any one time.[9][10] Players can also "cook" grenades before throwing them; setting them off but holding onto them for a moment before tossing them. An on-screen meter tells the player how much time is left before they detonate.[9]
A prominent gameplay element in Project Origin is "reflex time"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player character's superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle system.[12] The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.[12] The player can permanently increase the size of the meter by picking up "reflex injections".[13] Other pickups available during the game include medkits, medical injections, and protective armor (reduces the amount of damage the player takes during combat). Medical injections are automatically used as soon as they are picked up, but med kits can be stored (up to three), and used manually by the player.[14]
A new feature in the game is the ability to interact with the environment, such as upending a table or toppling a shelf to provide cover.[15] Occasionally, the player will also be able to move objects blocking their path.[16] Unlike the first game, Project Origin uses a limited regenerative health system. When the player's health drops below 30%, if the player can avoid taking damage for a certain amount of time, the health meter will start to refill automatically, but only up to 30%.[17] Iron sight aiming is also new to the game (in the first game, the camera just zoomed in slightly rather than transitioning into a true iron sight perspective).[18] The player also has access to a PDA, which contains information on current objectives, gameplay tutorials, information on the player's weaponry, and any intel the player has collected, automatically categorised into subjects.[19]
Also new to Project Origin is the ability to use mechs, called Elite Power Armor (EPA) in-game. An EPA will become available during certain sections of the game, although the player is not obliged to use it, and can, if they wish, traverse the level on foot.[20][21] EPAs are armed with two miniguns and two shoulder mounted rocket launchers. Ammo for each is infinite, but the miniguns overheat if fired continuously, and require a short cool-down period. Similarly, the rocket launchers require a moment to arm. EPAs also have fully regenerative health and an optional night vision display that allows the player to easily discern heat signatures.[20]
Multiplayer
[edit]The game's multiplayer can support up to 16 players, and initially featured deathmatch, team deathmatch, "Control" (three control points must be captured and defended), "Armored Front" (similar to Control, but control points must be captured in a specific order, and each team also has access to an EPA), "Failsafe" (one team is tasked with planting and detonating a bomb, the other team with preventing them), and "Blitz" (a capture the flag game in which the flags are canisters of PHLAG ("PhosphoLuminescent Agent"), a substance that leaks out behind the player as they carry the canister, allowing for them to be easily tracked).[22]
Multiplayer mode features an experience levelling system and all game modes feature a customisable load out, with the player free to choose their weaponry, grenades, and armor.[23] In the original release of the game, there were nine maps; six were general purpose and supported all game types except Armored Front, the other three supported only Armored Front.[24] In September 2009, a patch added SloMo Deathmatch as an additional game mode. This game type features a reflex power-up, which only one player can carry at a time, and when it is fully charged (it charges when it is being carried) that player can activate it and give themselves a considerable speed advantage over opposing players. However, whoever is carrying the power-up will have a bluish glow and will be permanently visible on all players' mini-maps.[25]
Plot
[edit]The game begins thirty minutes before the end of the first game. A Delta Force unit has been deployed to take Genevieve Aristide, president of Armacham Technology Corporation (ATC) into protective custody, in light of fears that the ATC board may be planning to assassinate her so as to silence her.[26] The hand-picked team consists of 1st Sgt. Griffin; SFC Keegan, Sgt. Jankowski (brother of the character from the first game), Sgt. Morales, Sgt. Becket (the player character), Cpl. Fox, and communications liaison 1st Lt. Stokes.
Dropped at Aristide's penthouse, the team are immediately attacked by an ATC black ops squad, and from the commencement of the mission, Becket begins to experience hallucinations involving Alma Wade. In Aristide's apartment, Becket uncovers hints of an ATC project called "Harbinger", which seems to involve himself and his teammates.[27][28] Files list each team member's "Paragon Review Scores" and "telesthetic potential", with Becket's scores higher than anyone "aside from the Origin Prototypes." Moments after Becket finds Aristide, Point Man blows up the Origin facility, with the shockwave knocking Becket unconscious.
He wakes up in a hospital which is under attack by the black ops, learning that himself, Stokes, and Griffin have all undergone "Activation" surgery, and were being prepared for "Attunement".[29] He is then contacted by a man calling himself "Snake Fist", who says he wants to help them escape and destroy Alma. He meets with Aristide, who tells him he needs to get into the Telesthetic Attunement Chamber (TAC) if he wants to have any hope of defeating Alma.[30] Mid-procedure, the lab is attacked and Becket witnesses several of the black ops team killed by black tentacles. He then passes out and has a vision of Alma on a tree swing near a nuclear power plant.
Upon regaining consciousness, he finds Jankowski dying on an operating table, his last words to Beckett referencing a woman he can hear "crying." He later encounters Fox, who also references the woman, before Fox is killed by the black tentacles. Eventually, Becket learns the purpose of Harbinger – to turn ordinary people into psychic commanders.[31] Becket fights his way out of the hospital, which is revealed to be a massive underground installation beneath the ruined Auburn district of Fairport, and Snake directs him to Wade Elementary, informing him that the woman referenced by Jankowski and Fox was Alma, who has become "aware" of Beckett and is drawn to him due to his immense telepathic potential. He reunites with Griffin and Stokes, but moments later, Griffin is killed by the black tentacles. The remainder of the team heads to the school in an APC, and once there, Becket uncovers evidence of "Project Paragon", which is designed to spot children with promising psychic abilities.[32] Becket himself was a student at the school and, although he has no memory of it, must have been subjected to the project.[33]
Finding a secret Paragon facility beneath the school, Becket locates Snake; whose real name is Terry Halford, an ATC researcher. Although he is killed by a Replica almost immediately, Halford is able to transfer files to the APC in which he explains that Aristide tricked Becket into the TAC so as to draw Alma's attention to him.[34] He also says that Becket isn't yet strong enough to defeat Alma, and needs to amplify his psychic abilities by going to an ATC facility inside a nuclear power plant on nearby Still Island, which houses an amplification device.[35] Still Island was also Alma's home before she was moved to the Origin facility.
En route, the APC is ambushed by Replicas, and Keegan wanders off in a daze, searching for "her". Unable to retrieve him, Becket, Stokes, and Morales continue to the island. There, Becket finds the tree from his hallucinations, Alma's swing still hanging from its branches. He and Stokes head to the amplifier and Becket enters. Aristide arrives and explains that she plans to seal Becket and Alma inside the device, and then use Alma as leverage against ATC. This is why she tricked Becket into the TAC; she needed Alma to be aware of Becket so she could be lured to the machine.[36] When Stokes tries to intervene, Aristide kills her.
Aristide seals the machine with Becket inside, and in a hallucinatory landscape, he fights off apparitions of a maddened Keegan. As he does, he sees flashes of Alma, who appears to be raping him in the real world. Eventually, he escapes the hallucination. The machine doors open, and Becket sees Alma standing amid a post-apocalyptic landscape, the black tentacles spreading out around her. She is pregnant. She approaches Becket, placing his hand onto her stomach as a child's voice says "Mommy".
Reborn
[edit]Reborn begins with Paxton Fettel speaking about his prediction of a coming war from the original game; "The war has begun just as I dreamed it would, just as I foresaw. Dreams are all I have now, dreams of death, of blood and fire. Of her. The time has come to awaken; to be...reborn."
The game is set concurrently with Project Origin. As Becket and his squad mates are tracking down Snake Fist at Wade Elementary, in a different part of Fairport, ATC Security has launched an attack against Replica Command Post Sigma, and additional Replicas have been called in. The game begins with the Replica designated Foxtrot 813 dropping to a location near the command post and taking control of an EPA. He fights his way through ATC forces but no sooner has his mission begun than he starts to have problems with his radio feed and video display. He eventually makes it to Sigma and tries to correct the problems with his equipment. As he ascertains that the interference is originating at the blast site of the Origin facility, he is pulled into a hallucinatory realm by Paxton Fettel, where he is attacked by corrupt Replicas. Upon killing them, Fettel tells him, "Do you see? You are different from the others. They are meaningless now. They are ghosts. You must set me free." When 813 returns to reality, he finds that he has killed his Replica teammates. Replica command then issues an order for all Replicas to shoot 813 on sight.[37]
Guided by Fettel, 813 starts to move through the devastated city towards the blast site, fighting off Replicas throughout his journey. In an underground car park, he is attacked by Alma but manages to escape and continue on, with Fettel continuously in his head (saying such things as "you must feel it all around you. The promise of things to come" and "they do not understand; they are blind to whom they serve").
Eventually, 813 reaches the blast site and proceeds deep under the rubble. As he moves, Fettel promises him that they will lead "a mighty army". As he nears Fettel's location, Alma again tries to stop him, but he again evades her. Eventually, 813 opens a door to find Fettel kneeling in the middle of a room. Fettel welcomes him, calling him "my brother".[38] As he touches 813, Fettel melts away. 813 then removes his helmet to reveal Fettel's face, as he gloats "I am...reborn."
Development
[edit]Rights issues and canonicity
[edit]The game was announced by Monolith Productions in February 2006. Monolith had been purchased by Warner Bros. Games in 2004, after development of the original F.E.A.R was already underway and a publishing deal had already been struck with Vivendi. By 2006, although Monolith and Warner owned the rights to the F.E.A.R. intellectual property and characters, Vivendi (who had published the first game under their Sierra Entertainment label) still owned the name "F.E.A.R." As a result, any non-Vivendi game set in the F.E.A.R. universe could use the characters and events from the original game, but could not be called F.E.A.R. At the same time, any non-Warner game set in the F.E.A.R. universe could not use the characters and events from the original game, but could be called F.E.A.R.[39][40] In May 2006, Vivendi announced that an expansion pack for the first game (F.E.A.R. Extraction Point) was being developed by TimeGate Studios. The press release clarified that the plot for the expansion had been approved by Monolith and was in line with their own plans for a full sequel.[41][42]
Speaking of the rights issues in August 2007, Troy Skinner (producer of the unnamed sequel) played down the significance of Monolith not being able to use the F.E.A.R. name;
the only things it changes are the name of the game, and the name of the unit the player character is assigned to. We have the rights to every other aspect of the game universe. Alma is ours. The previous story-line is ours. Armacham is ours. The weapons are ours. Obviously, the development team is ours. The game engine is ours. The AI expertise is ours.[43]
In December 2008, a few months before the release of what was now known as Project Origin, Monolith officially confirmed what had long been suspected; despite the initial reports that they had approved the story for both Extraction Point and a second expansion, F.E.A.R. Perseus Mandate, and that that story was in line with their own plans for the sequel, in fact, that sequel would ignore the events of both expansions and instead serve as a canonical follow-up to the original game.[44] Lead artist Dave Matthews explained that the expansions
were made outside of Monolith and they took the story in a very different direction than we had intended, so when we started working on F.E.A.R. 2, there was a very difficult decision. Did we try to figure out and change the story with what we were trying to tell with Alma, and incorporate the story arc with what goes on between Extraction Point and Perseus Mandate? That's when we decided to treat it as if it were a 'what if?' or an alternate spin because we thought it would be of merit to the story if it remained pure.[44]
Speaking to CVG, he reiterated, "[TimeGate] took the story in a direction that we didn't intend. We look at Extraction Point and Perseus Mandate as an alternate universe, a 'what could have been', and because of that it doesn't necessarily diminish the story that we were trying to tell. F.E.A.R. was about Alma, F.E.A.R. 2 is about Alma, and we wanted to continue the story the way we originally intended."[45]
Naming the game
[edit]With the game unnamed as a result of the rights issues, in June 2007, Monolith announced a contest called "Name Your Fear" to find a new name. Open only to residents of the United States, contestants had three weeks to submit a name, after which three finalists would be chosen by Monolith, and those three finalists would be opened to a public vote. Monolith specifically asked for a name that would evoke associations with "Frenetic Action, Horror (Asian), Destruction, Apocalypse, Paramilitary, Gore."[46] They discouraged fans from submitting acronyms, obscenities, or titles that mean something in a different language.[47] They also released a brief plot blurb and two pieces of concept art to help inspire fans.[48] The three finalists would be flown to Monolith's headquarters in Kirkland, Washington, and given a behind-the-scenes tour where they'd meet the game's designers and have their likenesses captured for use in the game itself.[47][49]
In August, the three names were revealed as Dead Echo, Project Origin, and Dark Signal.[43] Monolith also revealed some of the more humorous examples of names they had rejected, including, S.C.A.R.E.D., A.F.R.A.I.D., C.H.U.C.K.N.O.R.R.I.S., M.e.a.t., S.A.U.S.A.G.E., Little Miss Bloodshine, Bloodbath Tycoon, Snake FIST, Killdozer, Rage, Inhumane, Aftermath, Shroud, Atrox, and Shattered.[43] In September, the winning name was announced as Project Origin.[50]
In September 2008, Monolith Productions and Warner Bros. Games re-acquired the F.E.A.R. name from Vivendi and decided to keep "Project Origin" as a subtitle.[51][52]
Platforms
[edit]Originally, the plan for Project Origin was to release two completely different games - one for PC, and one for Xbox 360 and PlayStation 3, with Monolith president Samantha Ryan stating, "in addition to continuing the series on PC, we're committed to bringing it to next-generation consoles by creating separate titles tailored to each audience instead of a one-size-fits-all approach."[39] This plan was never realised and in December 2008, writer and co-lead designer Craig Hubbard explained that the two titles "just merged."[53]
In relation to the console versions of the game, Monolith had been unhappy with the console ports of the original game, which had been handled by Day 1 Studios, with Matthews stating, "we feel they didn't do everything that they could of achieved."[54] As a result of their disappointment with these ports, Monolith determined to develop all three versions of the sequel simultaneously, with no lead platform from which the others would derive. Matthews explains,
our current pipeline of development affords the opportunity to create and test assets and gameplay on all three platforms simultaneously. I can very quickly see if a certain experience is synonymous across all three platforms before I put it into the game. We haven't taken a port mentality with F.E.A.R. 2, with a lead SKU that gets copied over to other platforms.[55]
Design
[edit]In a July 2008 blog post on the game's community page, Matthews explained that the team had divided the first game's elements into three categories based on fan reaction; the good (combat mechanics, atmosphere, AI, graphics), the bad (too many interiors), and the ugly (a monochrome palette, lack of enemy variety, repetitive environments).[19] With this in mind, one of Monolith's main goals with Project Origin was to successfully tackle the biggest criticisms of the original game - the bland and repetitive environments, and the lack of enemy variety.[56] Co-lead designer John Mulkey explained that "variety" in a general sense was one of their main guiding principals as they strove for "more visual variety, more variety in enemies and in gameplay experiences."[57]
Mulkey, who was lead level designer on the first game, acknowledged that although that game was claustrophobic by design, the interiors were too similar, and so, "we've decided to mix it up and to have these more open spaces."[56] Similarly, Leo De Bruyn, lead level designer on the sequel, argued that in the first game, "we wanted to make the game have a very creepy and oppressive vibe. The color palettes reflected this, and I think we created this feeling very successfully. In retrospect, perhaps a little too successfully."[58]
For the sequel, Monolith wanted to have the game take place across multiple, visually differentiated, locations.[59] Matthews stated that although the game does feature a lot of interiors, "we have taken great care to diversify the areas that you will progress through."[19] In terms of enemy variety, the team endeavored to create not just aesthetically differentiated enemies, but "new AI types that have different tactics."[56] Indeed, the creation of new locations and new enemies unexpectedly dovetailed into one another. As Mulkey explains, "as we started to change the volume of the space the combat altered, and it gave us new opportunities to approach the AI in different ways, educate them with different activities and abilities."[44]
At the same time as introducing such variety, however, Monolith was conscious of not straying too far from the basics of the first game.[4] Matthews explains, "to bring too many new unique experiences to F.E.A.R. 2 could potentially diminish the F.E.A.R.-like quality we have tried so hard to preserve."[5] An example of this was the game's health system. Initially, the plan was for the game to have a fully regenerative health system with no medkits.[17] Early demos incorporated this system, but fan reaction was largely negative, with many arguing that the first game's medkit-based health system was superior.[15] In response, the designers adopted a partial regenerative system that would restore a player's health to 30%, but they also incorporated the medkits from the first game (albeit limiting the player to three and making them much scarcer than before). After the change, they found that testers "reported that the fights felt more dynamic and less repetitive than before."[15]
In terms of gameplay, Monolith initially experimented with a co-op mode in the main campaign but they decided against it because they felt it "watered down" the horror.[44] Graphically, John O'Rorke (engine architect and principal software engineer), explained that an important element of the sequel was enhancing the first game's much-lauded particle system and dynamic lighting. In particular, Monolith worked to increase the amount of destructible elements within each location.[60] The game also features numerous graphical elements not in the original, including HDR, motion blur, new lighting solutions, volumetric rendering, and ambient occlusion.[58][61]
Atmosphere
[edit]Much like the first game's atmosphere was heavily inspired by certain films, so too with the sequel. Matthews lists films such as Timur Bekmambetov's Nightwatch (2004) and Daywatch (2006), Alexandre Aja's Haute tension (2003), and the Saw franchise as especially important inspirations for the game's atmosphere.[44] In relation to Saw, he explained the designers were trying to capture, "that response that happens in your body when you realise you're going to have to do something horrible, or something much worse is going to happen".[62]
One of the central elements of the game's atmosphere would be Alma, who had a much more involved role in the sequel than in the original.[43] By way of this increased presence, Monolith intended to enhance the game's horror; "we've put a lot of effort and a lot of thought into the ways in which we can give Alma teeth."[56] Hubbard also pointed out that Alma has "a stronger agenda, which gives her a more active, visceral role."[63] Similarly, Matthews stated, "now she's out, after 16, 17 years in that vault, with her psyche still dreaming and hating, she's now completely toxic."[62]
Speaking of the balance between combat and horror, Hubbard reminded people that "this is first and foremost an action game. There are horror elements, but it's not meant to be an unrelenting experience in terror."[63] With this in mind, Monolith were attempting to strike a similar balance as in the first game;
we have always perceived close-quarters combat as the centerpiece of the game, and the horror as a secondary element that helps to set up future combat scenarios. [...] The relationship between the two is that the horror elements are a palette cleanser that resets the player's emotional state, and allows the kinetic aspects of the next combat to land with more force.[43]
Promotion
[edit]Digital comic
[edit]Created by DC Comics, and released on GameTrailers on October 31, 2008, the Project Origin "digital comic" is an animated 73-second clip depicting the aftermath of the helicopter crash from the end of the first game. As Jin-Sun Kwon regains consciousness, she realises that both Point Man and Douglas Holiday are missing. Noting a trail of bloody footprints leading away from the crash, she is startled by Bremmer, the pilot, asking what happened. However, Bremmer begins to bleed from his ears, and seconds later, his flesh melts off his body. Outside the helicopter, Jin sees Alma smiling, her eyes glowing red.[64]
Armacham Field Guide
[edit]Included with a limited steel box edition of Project Origin available only by preordering the game from GameStop, Armacham Field Guide is a primer detailing much of the background mythology behind the F.E.A.R. games. The book recounts the events of the first game, as well as expanding on Alma's and ATC's history and the creation of Projects Origin and Perseus. It also includes information on the various characters and weaponry from each game. The book is littered with handwritten notations by Genevieve Aristide, composed shortly before the second game begins, in which she speculates and muses about what ATC is doing, her role in it, and what the future may hold.[65][66]
Australian release
[edit]In November 2008, Project Origin was refused classification by the Australian Classification Board (ACB) due to its "high-impact violence". This made it illegal to sell the game, or even bring it into the country. In its official statement, the ACB said,
the violence is considered highly impactful in such scenes as where Michael uses his sub-machine gun to explicitly bisect an enemy, the two parts of the body lying separately on the ground, with copious blood spray. There are also a number of explicit close-range decapitations involving both human and mutant creatures. The decapitations are the result of close-up throat slashing from behind and close-up gunshots to the throat. All violence results in large blood spray: there are blood-stained interiors and blood sprays onto objects, including the camera lens. With weapons such as sniper rifles, bodies can be torn apart at close range, limbs are seen flying off and the wounded flesh is reduced to a bloody pulp. The use of nail guns pins victims to a wall before they fall to the ground in a bloody mass. The scenes often have blood-soaked walls and floors and the victims' bodies do not always disappear.[67]
Warner appealed the decision and three weeks later, the ACB's review panel revoked the ban and gave the game an MA15+ certificate without mandating any alterations or edits.[68]
Reception
[edit]Aggregator | Score | ||
---|---|---|---|
PC | PS3 | Xbox 360 | |
Metacritic | 79/100[69] | 79/100[70] | 77/100[71] |
Publication | Score | ||
---|---|---|---|
PC | PS3 | Xbox 360 | |
Computer and Video Games | 7.5/10[72] | ||
Eurogamer | 5/10[6] | ||
GameSpot | 7/10[73] | 7/10[74] | 7/10[75] |
IGN | 8.3/10[76] | 8.3/10[76] | 8.3/10[76] |
PlayStation Official Magazine – Australia | 7/10[77] | ||
PlayStation Official Magazine – UK | 8/10[78] | ||
Official Xbox Magazine (UK) | 7/10[79] | ||
Official Xbox Magazine (US) | 7.5/10[80] | ||
PC Zone | 80/100[81] |
Project Origin received "generally favorable reviews," with the PC and PlayStation 3 versions holding aggregate scores of 79 out of 100 on Metacritic, based on 49[69] and forty-eight reviews,[70] respectively. The Xbox 360 version holds a score of 77 out of 100, based on 68 reviews.[71]
IGN's Jason Ocampo scored all three versions 8.3 out of 10, praising the score, sound effects, voice acting, and plot, but criticising the ability to create cover ("feels like a gimmick, since there's no effective way of hugging that cover") and multiplayer. Although he enjoyed the game overall ("it's a good shooter, bordering on great"), he argued, "it's not as groundbreaking as its predecessor."[76] GameSpot's Kevin VanOrd scored all three versions 7 out of 10. He was critical of the story, atmosphere, multiplayer, and the graphics, noting "F.E.A.R. 2 simply doesn't match its FPS peers from a technical perspective," and citing "simple textures", "inconsistent shadows", clipping, and poor lighting. However, he praised the sound effects, level design, combat mechanics, and implementation of slow motion. He concluded, that "while fun and well-crafted, [it] seems to have lost sight of the strengths that made its predecessor so unique."[73][74][75]
PC Zone's Steve Hogarth scored the PC version 80 out of 100. He was critical of the ability to create cover and the atmosphere, but he praised the new enemies, level design, combat mechanics, and implementation of slow motion. He concluded, "the magic of the original F.E.A.R. is buried in here somewhere [...] but Project Origin falls short of delivering the kick provided by the original."[81] CVG's Mike Jackson scored the PC version 7.5 out of 100. He was highly critical of both the horror elements and the storyline, but he praised the "satisfying" combat mechanics, graphics, sound effects, animations, physics, implementation of slow motion, level design, and enemy variety. He concluded that although the game "dresses itself up like an edgy, scary, sinister horror of epic proportions, under the surface it's a solid FPS."[72]
Jon Blyth of PlayStation Official Magazine (UK) scored the PlayStation 3 version 8 out of 10. Calling it "a pleasure to play," he praised the plot, script, voice acting, combat mechanics, and mech sections. However, he also found the game to be very traditional, writing, "innovation is not F.E.A.R. 2's strong suit", and finding the overall gameplay "jarringly old-skool."[78] Anthony O'Connor of Australia's PlayStation Official Magazine scored the PlayStation 3 version 7 out of 10. He was critical of the plot, and level design, and found the game too easy, concluding "it's not a bad game, but it could have been so much more."[77]
Paul Curthoys of the Official Xbox Magazine (NA) scored the Xbox 360 version 7.5 out of 10. He was critical of the atmosphere, horror, and storyline, arguing, "this series has lost a bit of its magic." Although he praised the combat mechanics, level design, and mech sections, he concluded, "[it's] nowhere near as awesome as we hoped it'd be."[80] Ben Talbot of Official Xbox Magazine (UK) scored the Xbox 360 version 7 out of 10. He was critical of the horror, arguing "[it has] every cliché imaginable." He praised the combat mechanics and mech sections, but concluded, "where was the ambition to innovate or surprise? It's by no means terrible, but for such a major franchise, more was expected."[79] Eurogamer's Kieron Gillen scored the Xbox 360 version 5 out of 10, criticising the "woeful lack of inspiration". He praised the combat mechanics but found the game to be "a checklist of genre-tropes" and "as archetypal a corridor-shooter as has ever been made."[6]
In a blog post a few days after the game's release, Steve Gaynor (lead level designer on Perseus Mandate) was highly critical of Project Origin, particularly how the level design undermines the AI and prevents it from seeming as intuitive as in the first game and its two expansions; "frequent are restrictive, linear encounter spaces without flanking corridors." He argued, "this not only makes the player's role in combat more frustrating, but makes the enemies appear less intelligent - with fewer navigational options, they tend to remain stationary more and surprise the player less."[82]
In a 2021 retrospective on the game, The Escapist's Elijah Beahm, called it "Monolith's worst game." He was critical of the gameplay changes, particularly the removal of the lean function, and argued that such changes "serve to highlight why [the original] F.E.A.R. worked so damn well." He found the horror elements to be on the level of "a cheap haunted house gag." Echoing Gaynor's criticism of the level design, he pointed out, "levels are narrower, funneling you into predictable shootouts with half the variability of the first game." He concluded, "it's as if someone created a checklist of everything great about F.E.A.R. and actively tried to subvert or contradict every part."[83]
Sales
[edit]In the week prior to its release, Project Origin was the most queued cross-platform title on GameFly.[84] Upon its release, it debuted at #2 on the US PC charts.[85] The following week, it dropped to #8.[86] It went on to be the fifth best-selling PC title of February 2009.[87] The Xbox 360 version finished at #11 in that month's all-platform charts.[88]
It also debuted at #2 on the UK all-platform charts.[89][90] In the first week of release, the Xbox 360 version entered the top ten rental chart at #9.[91] The following week it climbed to #6.[92]
Downloadable content
[edit]In April 2009, Monolith released "Toy Soldiers", a free multiplayer three-map-pack. The main selling point of the map pack was that the characters are transformed into tiny toy soldiers who then battle in a normal-sized arena. The three maps were "Fulltilt!" (set inside a pinball machine), "Cockroach" (set in a hospital bathroom covered in blood), and "Recess" (set in a children's sandpit).[93][94]
A second multiplayer map pack was released in May, named "Armored Front". Containing two new maps ("Decoy" and "Conductor", both for Armored Front mode), the pack also included four new character heads for player customisation, and console-specific themes for the Xbox 360 and PlayStation 3.[95]
A third DLC pack was released in September featuring a four-mission single-player campaign; F.E.A.R. 2: Reborn.[96] Associate producer Lucas Myers explains that Monolith approached Reborn much like the did Project Origin - by looking at fans' criticisms; "we listened very closely to our fans' praises and frustrations from F.E.A.R. 2. We've varied our environments even more, opened them up and added vertical combat elements."[97]
In November 2021, the F.E.A.R. franchise, including F.E.A.R. 2: Reborn, was added to Microsoft's backward compatibility program, making the games playable on the Xbox One and Xbox Series X/S.[98]
References
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Lt. Keira Stokes: Our target is Genevieve Aristide, president of Armacham Technology Corporation. Intel indicates she's holed up at her penthouse. Our job is to secure the site and take her into custody. / 1st Sgt. Cedric Griffin: Protective custody. I don't want any breakage, even if she resists. / [...] / Stokes: CentCom thinks Armacham's board of directors may be trying to cover their tracks, which could include making sure Aristide keeps her mouth shut.
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Genevieve Aristide: I have to get Becket and the special forces team into Harbinger. Becket could be the key to containing Alma.
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mr_x@anonymail.net: I was able to divert the Harbinger candidates to pick you up as you requested.
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Dr. Samuel York: The first three Activation surgeries appear to have been a resounding success. The fourth patient, Redd Jankowski, is still in pre-op, but the others are recovering in separate wings to minimize pre-conscious telepathic interference with each other. Once they're fully awake and stable, we'll begin the Attunement process.
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The Telesthetic Attunement Chamber (TAC) is an integral part of the Harbinger conversion process. By means of diodes implanted during the Activation process, the TAC can modulate a subject's telesthetic signal to attune it to a specified target frequency.
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York: The purpose of the Paragon Program is to identify and cultivate shining examples of the human species that we can propel forward to become superior life forms by means of the Harbinger Project.
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Michael Becket was requested specifically for this assignment due to his excellent Paragon results as a child. Like all children put through Paragon, Becket has no memories of the procedures.
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Genevieve Aristide: Alma's emotions are stunted and that may be the key to unlocking a way out of this. We need bait. We need something Alma can fixate on. Harlan would have been perfect, but I think I know exactly what to do. Just need to get Becket and the Special Forces team to the TAC, tune them to Alma's frequency, and then see if there's something she likes.
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Halford: You're not psychically potent enough to resist Alma, so we're going to plug you into a device that will crank up your brain waves. Sadly, the only device that has enough juice for the job is on Still Island, hidden inside the old nuclear reactor. My belief is that the amplifier will theoretically make you powerful enough to defeat Alma in a battle of wills.
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Stokes: Becket's not strong enough without the amplifier. [Alma will] absorb him. / Aristide: And then we'll lock them away. / Stokes: What the fuck is wrong with you!? Why are you doing this? / Aristide: Without Alma, I don't have any leverage. Without leverage, I don't have a future.
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Replica Command: All squads. Foxtrot 813 has gone rogue. Shoot on sight. Repeat, shoot Foxtrot 813 on sight.
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Paxton Fettel: Come to me. Stand before me. Let me look upon you. I've dreamed of this moment. My brother.
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