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F.E.A.R. 2 Project Origin (PS3 360 PC)

post #1 of 33
Thread Starter 
Release date is 31 Oct 2008

http://pc.ign.com/objects/812/812589.html

http://projectorigin.warnerbros.com/

Quote:
The second heart-stopping shooter by Monolith (after F.E.A.R.) continues the spine-tingling supernatural suspense story of an escalating paranormal crisis that threatens to destroy a major American city. At the center of the calamity is the mysterious Alma, whose rage against those who wronged her triggered a chain of events that has spiraled completely out of control. Now that she has been loosed upon the world, the consequences will be unimaginable.
Although this game is technically a follow-up to F.E.A.R., the game will not carry the F.E.A.R. franchise name due to a shift in publishers -- instead, it will feature a new name for its terror.
post #2 of 33
I loved the first game and I will be playing this game but I'm not expecting it to be better.
post #3 of 33
Thread Starter 
The story will be a little different than fear itself but i have very high hopes for this game, no doubt it will be better than the first one.
post #4 of 33
I cant wait for this game either,
I have beaten all three of the f.e.a.r games really a good gaming series in my opinion!!! and as the title suggest its scarey!
Thanks for the great information,

Hey zomg have you guys seen this in game beat footage yet?!!!!!!!!
http://www.gametrailers.com/player/34240.html

it looks like we get an updated hud, new weapons and some type of robotic mobilesuit armor thingy?
http://www.gametrailers.com/game/5453.html

freaking sweeet!!!!
and looks even bloddir haha
I cant wait!!!
post #5 of 33
Quote:
Originally Posted by sid_c View Post
The story will be a little different than fear itself but i have very high hopes for this game, no doubt it will be better than the first one.
As do I. You have to admit the story-line in FEAR is pretty sick. I can't see it being expanded upon all that much, but you never know....

A prequel would be nice.
post #6 of 33
No doubt it will be better than the first game? I have plenty of doubt!!!
post #7 of 33
http://www.1up.com/do/previewPage?cI...7&sec=PREVIEWS

Quote:
Previews: Project Origin We play through some of the early levels in the 360/PS3 F.E.A.R. sequel.

By Garnett Lee 06/06/2008



Stepping out of the elevator high atop the Armacham corporate headquarters building in search of Genevieve Aristide, I startled two members of the rear guard from whatever paramilitary group beat us there. A quick shot dropped the first, but his buddy darted for the hallway. Before I could get him down, he managed to call out a startled, "We've got company!" and in the blink of an eye, the encounter ended. It came back to me in a flash how lightning-fast the firefights were in F.E.A.R., and the same holds true for its sequel, Project Origin. It also reminded me of the little details: the A.I.'s quick reactions and the vocal chatter among the enemy soldiers.
Playing through a section from early on in Project Origin brought several such rushes to mind, but something new stood out above all else: I had an Xbox 360 controller in my hand. While the porting of the console versions of F.E.A.R. was left to other developers, this time around, Project Origin on PS3/360 stands as every bit a part of the core development platform for developer Monolith as the PC version. It shows in the attention that's clearly gone into getting the feel for the controls right for playing with the controller. From the first squeeze of the trigger, aiming came naturally. The crosshair responded smoothly and predictably to the sticks, and there was just enough targeting assistance to make the shooting feel skilled but not frustrating.
And that's a good thing, too, because with the alarm sounded, the enemy stood ready in numbers the rest of the way through the level. After a couple of tense shootouts in tight halls and offices, the floor opened onto a rooftop garden. This area offered the most intense and exciting combat of our play session. Despite having just watched lead designer John Mulkey run through the same area, things started happening pretty fast. Monolith obviously hasn't rested on its laurels that it received for the A.I. in F.E.A.R. Soldiers poured onto the patio from a number of spots and immediately moved to engage us. They cautiously circled, taking advantage of the bar and various planters for cover, all the while applying steady pressure without making ill-advised dumb rushes.
SCREENS: Click the image above to check out all Project Origin screens.


Mulkey told us that the new A.I. treats each environment much like a child does a playground. "We want the A.I. to be reactive to the player's choices so it feels like a logical response," he said. To do that, as part of the various actions it could take, the A.I. needs to know a whole other set of actions. This allows it to interact with any potential object in the same ways a player can and improvise depending on how things unfold. For instance, one new feature of the game is the ability to use objects like tables as improvised cover. A quick tap of a button flips them over and positions you right behind your new barricade, ready to return fire. As our firefight went on, the action kept me moving around the patio, eventually bringing me back to the area where the action started. As if on cue, an enemy soldier that I was chasing ducked down behind a patio table I'd tipped over for improvised cover earlier.
The firefight continued in a fluid dance through the entire space, with me pulling over more tables and chairs for quick cover, moving to keep obstacles in the way of the enemies, and taking advantage of a few handy destructible items in the environment -- like the propane space heaters dotting the roof. A well-placed shot to one of the tanks resulted in a suitably destructive explosion that proved quite useful in flushing out enemies. Sure, it's basically another exploding barrel, but at least it's costumed appropriately to fit the setting.
As in F.E.A.R., plan on liberally making use of the series' signature slow-mo power to gain the advantage you need to take on groups of soldiers. You play as a special forces operative named Michael Beckett this time around, and the explanation for your ability makes plain sense: You're a highly trained professional. And you need to be, because your mission for the bulk of the game is to get to ground zero of the tremendous blast at the end of F.E.A.R. and investigate what happened.
You actually witness that moment in one of the more impressive -- to the point of almost being disturbing -- re-creations of such a violent detonation, complete with an amazing mushroom cloud. It ties this new chapter back to the original game in dramatic fashion and leaves no doubt that the streets of Auburn must have been left in complete chaos. And those streets are exactly where you're headed. Fast-forwarding a few levels ahead, I got to watch Beckett locked in a street fight among the rubble.
SCREENS: Click the image above to check out all Project Origin screens.


Opening up the environments to include the outdoor streetscapes of the ruined city provides a welcome contrast to the indoor spaces expected from the F.E.A.R. franchise. Crossing more than a few feet of open ground leaves you vulnerable to snipers perched behind signs or hiding on fire escapes. And at ground level, the enemies seem equally at home outdoors. They make full use of all the rubble, circling around abandoned busses, using debris for cover, and flanking you through bombed-out buildings.
Beckett also came across a particularly creepy new opponent on the sidewalk. Going about their business and seemingly oblivious to the devastation around them, the "Remnants" (as they're called) burst in a flash of psychic energy when your presence disturbs their trance, turning them hostile. But rather than fight you directly, they raise the surrounding dead from the streets. Like marionettes lifted on strings tied to their weapons, the fallen soldiers get dragged toward you, guns blazing, while the Remnant you must kill to take them down darts in and out of sight. Over the course of the game, these outdoor areas also aim to stitch the overall experience of the game together in ways absent from the first game. Throughout your journey you'll discover landmarks, and many of these become key locations in the game. These then provide a series of reference points by which you orient yourself as you move into the city. For instance, as the office building where you begin the game fades into the horizon, you get a feeling for how far you've progressed. That lays the foundation for Monolith's goal to deliver a more cohesive story this time out. Craig Hubbard, who led the team on F.E.A.R. and has been working closely with Project Origin, concludes, "[The idea is] that it all has got to add up to something."
post #8 of 33
Release date is 31 Oct 2008.
post #9 of 33
this games going to be amazing!
post #10 of 33
http://www.1up.com/do/newsStory?cId=3169556

Quote:
Project Origin Delayed to Early 2009

The sequel to F.E.A.R. has quietly been pushed into the New Year.

By Kris Pigna, 08/23/2008
Monolith has announced that Project Origin, their follow up to 2005's first-person shooter F.E.A.R. (with a new name chosen by fans online), has been pushed from its originally planned fall release into early 2009.
News of this slight delay came at the end of a progress report from the Leipzig Games Convention on IGN (via Joystiq), which lists the game as set for release in the first-quarter of 2009 -- putting the game past its previously planned fall release. No reasons were given for the push, although these sort of short release bumps tend to be attributed to needing (or wanting) more time to add a little more polish.
For more on Project Origin, check out our hands-on preview of the game from E3 last month.
post #11 of 33
Wtf???
post #12 of 33
Dam after watching the trailer I was really looking forward to this.
post #13 of 33
I am all about waiting so that they can polish/fix any problems they may be having. Hell its better to wait for a game then get on that is broken.
post #14 of 33
Ya whatever Darq, look at Too Human.......
post #15 of 33
Demo is out. This is a game that I feel should have just stuck to the PC. The controls are really not as tight as they could be. Though it does look AMAZING. And its still creepy yet very predictable. I would give it look. Rental for sure, purchase I doubt.
post #16 of 33
Nother reason to turn the PS3 on, thanks Darq
post #17 of 33
The demo is not a "scary" as dead space but I am really impressed with the AI in this game. Bastards keep flanking the hell out of me.
post #18 of 33
i beat this game today!
fooking hard n sweet as hell i hate the god damn tram part near the end god i kept dying the mech parts where sweet, at parts of the game i was cursing looking for more ammo n health....This game was sweet but to short....can someone please explain the ending n stuff.....
post #19 of 33
http://www.1up.com/do/reviewPage?cId=3172801

Quote:
Reviews

Military parapsychology experimentation goes horribly right in this intense shooter.
By Garnett Lee 02/14/2009
> Reviewer's Blog > Review Crew Profile

Part shooter and part thriller, F.E.A.R. 2: Project Origin wraps a web of conspiracies and cover-ups around an experimental military paranormal program gone horribly wrong. Each of these pieces plays a part in developer Monolith's master plan to unsettle your psyche, overload your senses with disturbing imagery, and then let you unleash the pent-up tension with a satisfying pull of the trigger. It works; so well in fact that, depending on your constitution, a break may be in order at times just to let your heart rate recover. That blurring of the line between game and reality reflects how well the design potential of the original F.E.A.R. matured into a polished follow-up. In an uncommon approach for a sequel, F.E.A.R. 2 lets you experience the story through the eyes of a brand new character while the events in the first game are still unfolding. Playing the role of a Special Forces soldier unaware of what's going on offers a much-needed new perspective on the series' convoluted roots. You and he gain a fresh understanding of the situation together, and it never feels like you're just being force-fed answers to all the questions the first game left hanging. It also makes this a sequel you can play and enjoy whether or not you played the first one.

Click the image above to check out all F.E.A.R. 2 screens.

While F.E.A.R. confused building suspense with simply keeping you in the dark about what was going on, F.E.A.R. 2 reveals itself at a more measured pace, tossing you just enough scraps of knowledge that you feel yourself connected to the increasingly freaky happenings. That bond gets put to good use. Most of the thing-popping-out-of-a-closet-to-startle-you moments have instead been replaced with the more unsettling paranormal effects you see in movies: lights flicker and fail, your flashlight goes dim, and static bursts overload your headset. Monolith also figured out that a complete lack of stimuli builds suspense just as well, because you start expecting something to happen around every corner. It gets pretty tough in places not to become so tense you find yourself unloading half a clip into nothing.
Stifling that reflex won't be easy because F.E.A.R. 2 continues in the tradition of the original game?s noteworthy ability to make you feel as if you're fighting real players instead of bots. The AI isn't content just finding a piece of cover and popping up for a shot every few seconds until you shoot them. They stay active, looking for opportunities to regroup, charge, or flank for a better position on you. Each enemy encounter evolves dynamically, forcing you to think on your toes.
To keep you up to speed with the increasingly breakneck pace of gun battles, F.E.A.R. 2 also brings back the slow-motion system of the original. While "bullet time" borders on cliché elsewhere in the video game world, it feels at home here. Slow-mo provides a welcome little escape that makes you feel as if you can handle what the game dishes out. And clearly, you're intended to use it a lot because, while you won't be able to stay in slow-mo for too long, it recharges very quickly. Used skillfully with the myriad of weapons at your disposal, popping in and out of slow-mo lets you effectively create your own combo attacks.

Click the image above to check out all F.E.A.R. 2 screens.

For some, the disappointment of the game will be that the features that give F.E.A.R. 2 its identity disappear in the multiplayer modes. Fun, if derivative, team modes might keep your attention for a while. In particular, the Armored Front variation on the capture-and-hold-control-points game sets up a satisfying mix of combat with its addition of a single mech for each side. Online response proved to be up to the action too, if a little shy of the hyper-connected feel of for instance Call of Duty 4: Modern Warfare. That leaves multiplayer in the awkward place of being fun to play for a change of pace, but not to the extent of challenging the dominance of currently favored multiplayer games.
F.E.A.R. 2's strength comes from the rhythm the single-player campaign takes in its progression to the climactic final encounter. Along the way you'll be scared, startled, and grossed out (lest it go unmentioned, with the gore option turned on, this is one of the bloodiest games around). You'll, fire thousands of rounds in hundreds of white-knuckled shootouts facing everything from soldiers to grotesques to specters, and tromp around in a totally bad-ass mech suit. Most importantly, you'll love every minute of it.
post #20 of 33
That's an impressive grade for a mediocre demo
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