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.




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