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Thread: FEAR 2 Project Origin Test

  1. #1
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    May 2008
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    FEAR 2 Project Origin Test

    Four years later, FEAR returns with the objective to create the same fear and correct some errors. Successful test?

    Initially, following official simply called Project Origin, and then back into the bosom of his father, Monolith, the game has become FEAR 2 Project Origin, a second strand of the best games of 2005. A heavy yet Filiation assumed since this sequence begins about 30 minutes before the apocalyptic end of the first strand.

    You find yourself in the shoes of a soldier overtraining, which also benefits from the ability to slow time. An enviable ability here, but rather widespread in the world of video games. You call Michael Beckett and therefore are responsible for exfiltration, the president of Armachem Technology, before things go wrong. Mission routine a priori, especially since you're together, until things slightly beyond your control and you find only a single bit ...


    FEAR 2 Project Origin

    It has the air of fear

    Solitude is the best close for the fear blocked up. And it must be said that here again, it works. We advance slowly in well beautiful dull blue-green scenery, it Flippe behind his big rifle and its sub-pull Kevlar. Who's the fault? At the sound, which is the primary cause of this massive erosion of resistance breakdown. Every sound, every silence and every movement of music is a bit more string worn your tired nerves.

    Play it without sound and you'll feel as though you walk in the land of the Smurfs a night of Halloween. Visions and their offhand appearances are of course the other highlight of adrenaline that willies. However, by dint of habit perhaps, you have less fear. This loss of effectiveness of fear is also felt faster on PC than on console. It is perhaps subjective. But this trivialization of fear may be at an FEAR 2.


    Unbridled pace, freedom chained

    If, as in the first FEAR, it was much fighting here nervous, super "diver", which is fun to see, less emphasis was placed on the printing of the clone to kill the chain. The developers had the good idea to alternate the pace and quieter, propose different activities to awaken more frequently. Thus, we get rid of a squad in combat near term, went on a bit unsettling, if not frightening, you snipe some heads, destroying some vehicles, etc..

    It remains in the FPS (First person shooter, or shooter subjective) but vary the pleasures. However, diversity does not mean freedom. More so than in the first opus, it is found to follow a path well-defined. Sometimes you can take an enemy from the rear through an adjoining room, but that's enough. A lack of freedom that usually associated with gaming consoles (or multi-platform). This is the case.

  2. #2
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    May 2008
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    Re: FEAR 2 Project Origin Test

    Almost too easy

    Yet there is something to celebrate. There is a greater variety of enemies and soldiers are stronger basis. One could even say they are rather clever. They do not hesitate to jump behind a wall to avoid a grenade or take cover as much as they can. They will be alerted if you leave your torch lit.
    However, despite these efforts some, it comes at the end of a small squad, including head, fairly easily. Just leave it there a little shielding. It is rare that life decline. The fault in part to the ability to slow time. Too easy in normal mode, FEAR 2 will consume mode difficult for addicts who like their FPS frags rare, with a large fries.


    The PC console?

    Too much simplicity that it takes place on the back of developing multi-platform (PC and consoles)? Maybe because that pad, you too will say, if this is playable, it is far from the headshot (shot in the head of the opponent) permanent. Other factors confirm this interpretation.

    The first relates to HUD, the interface that informs the player the number of balls in the store, on his state of health. It was here dealing with the big beautiful interface that quietly takes its place on the screen. Less showy on a television screen, it is obvious even on a large 24 inches. It is almost embarrassing when we find ourselves in the "mech" these kinds of mini bipodes, although reducing the viewing angle is also logical.

    Precisely, the transition in these tanks legs quickly turns to the massacre at Rambo. It is up to desoldering of a sudden soldier DCA ... and once again, apart from the fun to blow up some walls, we're back to follow the streets, well-defined corridors. Fun, loose, but ultimately not as exciting as hoped. It would then be able to tell developers: "Let me love the vibe with my Mech ..."

    Weapons and Players

    And when it leaves his bad guys, we are left with its four heavy weapons. No major innovations of this later, it was right to pump rifle, sniper rifle, rocket-launching, the super laser, etc.. Without forgetting the genuine Swiss Army knife that is the base gun gunner. It was he that cherishes and keeps almost permanent, leaving just enough time to swing a small grenade to brighten the enemy. Is this weapon is too successful or that the balance in the arsenal is a bit wobbly? Everyone to see.


    Finally, we pause a few seconds on the multiplayer mode. Frankly speaking, he will not forget the big successes of the moment: Left 4 Dead, Call of Duty, etc.. Simply because FEAR 2 is mainly due to its ambiance and its rhythm. Two elements that did not really belong in multiplayer. But the solo mode is worth the detour. It knocks unless the first FEAR but still a good FPS that can use his world and its atmosphere to exit the lot.

  3. #3
    Join Date
    May 2008
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    146

    Re: FEAR 2 Project Origin Test


    Pros:
    • The atmosphere, sound particularly
    • Visions
    • The intelligence of the enemies
    • The fast pace and varied


    Cons:
    • The lack of freedom
    • The relative ease

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