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

Format: Xbox360 (reviewed) / PC / PS3
Genre: FPS
Developer: Monolith
Publisher: Warner Bros

Out now

Lewis Denby reckons Alma's let herself go a bit...

What is it to be 'average'?  Do we really mean "in the middle of the scoring spectrum," or is it something else?  F.E.A.R. 2 certainly couldn't be accused of being mediocre in terms of its combat mechanics or stratospheric production values.  But its content is about as middle-of-the-road as you can get.  This is FPS-by-numbers, and your views on that will shape your enjoyment of this highly polished yet unimaginative sequel.

Once again, it's a game primarily about blistering, high-octane combat, interrupted by short sequences of psychological horror.  The balance has been shifted even more in the direction of the former for this second outing, with the scares talking a back seat for the vast majority of the game.  There are regular stretches of an hour or more where literally nothing scary happens.  In fact, despite its name, F.E.A.R. 2 struggles to be particularly frightening at all.  Every time the screen began to flicker, I readied myself for a jump as brilliant as the 'ghosts on the ladder' moment in the first game.  Nothing like it ever materialised.  Project Origin is tense, but it's not going to send shivers down your spine for the rest of the night.

Mainly, this is a symptom of Alma, the creepy girl at the centre of the franchise's story, just not being inherently scary any more.  Now that we know who she is, what happened to her, and how she's exacting revenge on the world, the heavy air of sinister mystery has been completely removed.  Her purpose now seems to be merely to pop up at you from time to time, and be the subject of an admittedly unnerving and warped climax.  But we know that, in the game, she can do nothing to harm us (outside of a couple of Oh No Not Those Again quick-time events).  She's a tortured spirit wandering around our world, but it's the Replica forces that are to be feared.

"...bog-standard, albeit refined, action territory..."

The enemy AI is again delectably good, with foes utilising cover and working together to flank you.  On harder difficulty levels, there's a real necessity for careful strategic planning upon entering each battle, and failure to take advantage of your environment and slow-motion 'reflex' abilities often leads to a messy death.  Ranged combat is predictably superb, with a collection of meaty, satisfying weapons to juggle and a perfect difficulty balance that rarely becomes too straightforward or too frustrating.

And yet, elsewhere, the combat manages to be thoroughly disappointing.  Fans of the original F.E.A.R. will remember the hectic close-quarters fighting, complete with slide-tackles and flying kicks to the face.  In the sequel, it's rarely possible to pull this off with the same panache.  Monolith's admittedly excellent decision to "increase the size of the corridor" means enemies almost always approach from a distance, so melée is hardly ever the most sensible option.  You can still thwack people upside the head with your gun, or land a sweet kick to the goolies (though the latter move seems more difficult to trigger this time), but when you have to soak up a load of damage just to get close enough to do so, why bother?

This shift towards straightforward shooting leaves something to be desired.  The innovative and enormously fun gameplay mechanics of the original have been sidelined in favour of more bog-standard, albeit refined, action territory.  While diving between cover and lining up slow-mo headshots is undeniably exciting, it's difficult to get excited about it.  And that conflict lies at the heart of the F.E.A.R. 2 experience.

It's an excellent first-person shooter.  Few are going to argue with that.  The pacing is brilliant, and there's a real sense of exhilaration to be found in the firefights.  It's astoundingly polished, clearly optimised to suit the expectations of current-generation gamers.  But there's no evidence of Monolith's long-renowned creativity.  F.E.A.R. 2 might be mechanically the best game we've seen from this developer, but it's also the least inspired.

"...the lack of logic to some tasks is awful..."

I'm always disappointed to play through a game and constantly be thinking, "this bit reminds me of this, and that bit reminds me of that."  I certainly didn't expect this to be the case with F.E.A.R. 2, but, sadly, here we are.  Most obviously, the improved visual design of the levels has left them feeling plagiaristically similar to Left 4 Dead, particularly in the early hospital section and, later, out in the streets.  Then there's the Doom 3-esque research facility, and some huge, cavernous areas ripped straight out of Red Faction.  All this is compounded by the now-predictable delivery of the narrative: radio messages from friendly voices, supported by a collection of readable data-logs, conveniently scattered around the world.  If you've played the first game, even the story itself will feel achingly familiar, to the point where a couple of F.E.A.R. 2's twists are practically identical to those of its predecessor.

And, as if to scrape the icing off the cake, F.E.A.R. 2 makes things worse for itself with some really naff design decisions.  The levels are generally well-thought out, but the linearity is often ludicrous.  Attempts to disguise this are hideously contrived, and generally amount to doors blocked with junk (because god forbid you just lock them) and an inability to climb over obstacles that are clearly half your height.  There was also one boss fight (yes, we're still doing those, apparently) about two-thirds of the way through that really got my goat.  The overriding aim of the level was to ride a huge freight elevator up and out of a facility.  But, despite my having activated it, it obviously refused to budge until I'd destroyed the huge robot-suited enemy that trudged around the room.  This lack of logic to some of the tasks is awful.  I've no idea why no one picked up on it during the development process.

The robot suit makes for the only significant new addition in F.E.A.R. 2, but even that only really amounts to a generic vehicular-combat element.  Plodding around inside a practically indestructible machine is rather good fun, but it does feel a little out of place, particularly as there are only a couple of opportunities to do so.

It's all a bit underwhelming.  If you've played the demo, you've seen all that F.E.A.R. 2 is going to throw at you, pieced together into a half-hour trailer that manages to far outshine anything the full game has to offer.  I appreciate the purpose of a demo is to advertise the product but, surely, this advert shouldn't be more enjoyable than the game it's trying to shift.

All that said, I enjoyed Project Origin.  Forget about innovation and focus on the delightful shooting, and you'll have a lot of fun with it.  It's got all the elements of a solid modern action title, and if that's all you're after, there are far worse places to look than F.E.A.R. 2.  With so many of these games around, however, do we really need another one?

Probably not.  But it'll still while away the hours quite nicely.

76%
Accomplished shooting, but we've seen it all before.

About our scores...

Contents
Issue 4

Podcast

Editor's Note

The Special Report
A silly video! Hooray!

The Evolution of Horror
A look back at the genre's history

16-Bit Boy
Do our minds corrupt the most innocent games?

Is it 'Game Over' for survival horror?
Where's the genre heading?

The Angry Gamer
Are games programmed to cheat?

Listen to your Elders!
Lessons from the FPS grandfathers

Interview:
Vince D. Weller
What makes a good RPG?

Interview: Dan Pinchbeck
How far can we push FPS boundaries?

First Impressions: Resident Evil 5
Rekindling the spirit?

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