FEAR 2: Project Origin is the scariest video game ever made
Not only scary, FEAR 2 is also very playable with a good variety of weapons to choose from
Something broke out of this operating room, something very, very nasty......
Nuclear fallout? This game's got it all!
This cheeky fellow ate too many doughnuts...
It looks like that little whipper- snapper has been a busy bee!
Interestingly, the Kiera Stokes (pictured) character is voiced by the same actress who played Cortana from the Halo games
When shotguns attack!
"Ahhh yeah, so I'm looking for Alma? Naked zombie chick with psychic death powers?"
And that is an EPA, or Elite Powered Armour: huge armour, heals itself and does big damage
This is the view from inside the Elite Powered Armour: it features a thermal imaging mode to sniff out campers
It was cold and dark outside. The
rain was persistent but so light that it was like a
mist, shrouding the path ahead.
But then, out of the gloom, I saw
something glowing. There it was - the Krispy Kreme doughnut
shop.
Besides the abhorrent alliteration
that almost sends me into a violent rage everytime I read it, I needed the sweet
treats.
It was clear after only 30 minutes
game time that, for where I was to tread, I would need the sustenance
of a such a vile sweet treat: I was heading straight into
hell.
After I showered.
Not just an entertaining,
ultra-violent first-person shooter, but Fear 2 lays
down an intriguing, excruciatingly creepy story that unfolds in front
of gamers through a range of different narratives.
It's the kind of game that once
you start playing, you won't want to stop until you've uncovered the
mysteries of this excellent story - hence my needs for
carcinogenic sustenance in the form of chemically enhanced doughnuts.
In short, this is one of the
scariest, most engrossing FPS games I've ever played.
The story of Fear 2 overlaps
slightly with the story from the first game and resolves some
unanswered questions of the previous title. But don't worry if you haven't played the first game - it's not essential.
Allow me to set the scene:
it's a few years into the future and there's a sinister
conglomerate called the Armacham Technology Corporation (ATC). In essence,
it's like Microsoft but not quite as militant.
This corporation has been working
on a number of clandestine research projects aimed at
developing "psycho-warfare". The idea was that one
psychically enhanced leader could control battalions of troops.
While the experiments yielded
some success, the end result was a resurrected dead chick who could
strip the skin off a human - and who had a propensity to do so -
through pure thought.
You play a soldier called Michael
Becket who, as it turns out, has been extensively experimented on by
the ATC, cut open, drilled, poked, prodded, probed, and manipulated to enable powerful telepathic abilities.
Indeed, the protagonist seems to
have a curious (and often gruesome) connection to Alma, the incredibly
powerful dead chick who thinks people to death.
The game begins as you and your
small squad of troopers are cruising along in the back of an APC, on
your way to collect Genevieve Aristide, the President of the ATC, from
her penthouse apartment.
First you have to find a way into
her apartment building and this level serves as a good tutorial to get
to grips with the controls.
You can fire your weapon, lob
grenades, jump, crouch, and turn on a torch, but sadly there's
no "cover" system that let's you take advantage of your surroundings.
This is a bit of a shame as
you can move certain objects and open car doors and the
like to provide cover, but I rarely found this to be of any
use as there's no 'hug' ability. Half the time when you're
crouching behind a recently upturned table your head is still exposed.
So it's kind of pointless.
Instead I used my innate
awesomeness and unparalleled hand-eye coordination to conquer foe after
pugnacious foe. Rattatatatatatata! Die heathen!!
The controls are fairly tight and
it's an easy game to get going with and the firefights that you will
encounter are rather gratifying for the most part.
I played through the game on the
medium difficulty level and found Fear
2 to be a fairly hardcore affair. Rarely will you breeze
through sections unscathed, though armour protection on top of your
health does help.
Your enemies are not always easy
to kill and they display fairly good AI
patterns: they will find cover, regularly moving from
spot to spot, and will try and flank you if there's
enough of them. And if you sit still long enough.
Not once in the game did I manage
to bamboozle a foe or see one just standing around. They look and act
like trained killers.
This extra challenge - not to
mention the fact that most enemies will eat a lot of bullets before
dropping - makes dispatching baddies very
satisfying.
Also,
the guns feel heavy and meaty and realistic and make very
authentic sounds
when you fire them. This makes you feel a little bit safer when
exploring dark corridors covered in blood streaks...
You can only hold four weapons at
a time, so choose wisely. Here's some of the weapons, along with my own
personal percentage score of their usefulness:
Pistol (35%): Crappy 9mm
pea-shooter that you should ditch post-haste.
Combat Shotgun(55%): Good
old-fashioned boom-stick that can pulp enemies up close, but is generally
pretty shite.
Automatic Shotgun (65%): Faster rate of
fire than the standard shotty, this one's also got better range and
sometimes cuts enemies in half.
Sub Machine Gun (70%): This will be your
mainstay for the first two levels and has a large 50 round clip. It's
got a decent zoom function but accuracy is average.
Assault Rifle (85%): One of my
favourite weapons. This gas-operated selective fire assault
rifle has good stopping power, excellent zoom, and is highly accurate.
Rattatatatata! Need I say more?
Heavy Assault Rifle (95%): An upgraded
version of the assault rifle. It's got a larger clip, a higher rate of
fire and features armour-piercing tungsten carbide core ammo. One of the game's best weapons.
Urban Assault Rifle (90%): Like all the
assault rifles in Fear 2,
this is one very useful with high levels of stopping power. And it looks tehcy to boot!
Sniper Rifle (70%): Low rate of fire
and bugger-all ammo are countered by excellent range, accuracy, and
1-shot kills. Always worth holding on to.
Hammerhead (60%): Developed by ATC,
this gun is powerful and very accurate but just isn't as useful as the
Assault Rifles. The large prototype rifle fires 14mm deplete
uranium spikes.
Flamethrower (30%): Next... This gun is a piece of junk and shoots
separate blobs of fire rather than a stream of incendiary justice. It
is funny watching enemies run around on fire though.
Rocket Launcher (75%): Like the Sniper
Rifle this bad boy is good to have as backup in case enemy vehicles
such as armoured cars or mechs try to rattle you. It does massive splash damage,
looks cool and can carry more than a dozen rockets too.
Shark Laser Cannon (70%): This 1.7kW laser
cannon uses neodymium-doped glass amplified by solid state heat
capacity technology. In other words it turns everything to slag. Super
powerful, it's like the rocket launcher in that it takes apart highly
armoured targets, but is quicker to fire.
Energy Rifle (80%): This is one of
the most fun weapons in the game as it fires superheated coherent
energy that turns soft tissue into pulp. Gravy! Only downside is that
it has eff-all ammo.
There are also four different
grenades which, with practice, are often more useful than many of the
hand cannons. Frag, stun and flame grenades can be primed to explode
early if need be, while proximity mines will bring a smile to the face of all N64 Goldeneye fans.
The X button is your 'action' move
and when pressing a wall button to call a lift
or moving tables and other objects or turning a valve, the motions are
really cool and are generally very accurate as you
see Becket's arms extend and move to work and operate things.
It's the attention to detail that
helps immerse you into the world of Fear 2 and make it
feel more believable, and it looks very impressive as you get footholds
on
the mechs and climb up into them, twisting around as you go. But more
on mechs later.
It doesn't take long to figure out the controls,
how to change grenade and weapon types -- and during the overly long
second mission, set in a hospital with lots of smashed windows and
pools of blood, you acquire a new power activated with the 'Y'
button.
Using your latent psychopathic powers, you can
slow down time.
It's essentially bullet time but as always it
makes the game infinitely more fun. And more gory. There's nothing like
entering the slow-mo state and unleashing a couple of quick shotgun
bursts into an unarmoured foe, completely gibbing them. Also, make sure
you watch a grenade explode in slow motion. It's looks wicked.
Needless to say, the blood and gore from the
firefights in Fear 2
is very intense, and wait until you see some of the horror scenes that
Alma creates... Most slasher movies don't even come close!
Good gameplay? Check. Cool guns?
Check. Clever enemies? Checkity check.
The foundations for a quality
first-person shooter are in place, and there's even online multiplayer
modes to increase longevity.
But what makes this game truly
memorable is the creepy atmosphere. And the destructive robot armour
suits.
The music is one of the
key elements to the game's chilling atmosphere which, as I mentioned
earlier, is without par.
Honestly, I have never been so
profoundly scared as when playing this videogame.
Fear 2: Project Origin
has so much atmosphere you could cut it with a rusty spoon and one of
the most powerful motivators of said terror is not what you see, but
what you hear.
The sound is exceptional
and adds to the tension and increases the potency of the
scares ten-fold.
Often you see a shadow or
something scurry across a hallway, but it's the sound it makes that
really sends chills up your spine.
Adding to the eerie sound effects
is an excellent soundtrack.
When the music seamlessly changes
from some soft ambient stuff you didn't really register to something
more sinister, you instantly shit bricks knowing full-well that some
ghoulish horror is going to spring from the shadows and try to defile
you.
The second level in the hospital
is the first place that you encounter demon-like enemies and sometimes
they jump at you, bloodied teeth gnashing up close, and you have to tap
the 'B' button super fast to ward them off.
I tells ya, it pumps the
adrenaline when you're attacked from seemingly nowhere, and sometimes
even when you catch a glimpse of something twisted and deformed.
Leading up to really scary points - and you know when they're coming -
my legs kept twitching, such was the terror (and the
chemically-enhanced doughnuts may have contributed somewhat).
Another factor that contributes to the game's impressive ability to
curdle your blood is the story. It's sort of like a really good
Japanese horror story, like The
Ring, but with far more blood and guts.
Though the game is linear, the
story is so compelling that you'll not
want to stop until you've uncovered the truth behind the hideous
demon-bitch Alma. Is she really your wife, should she be shot
- can she be shot? - or is she just a
misunderstood hell-maiden?
The story unfolds via in-game
cut-scenes that showcase the game's excellent graphics engine, and the
dialogue is pretty good for the most part.
Along with all the freaky horror,
there's quite a bit of language too. The f-bomb is dropped a fair bit,
but unlike some games it never seems overdone and only plays to enhance
the story, which is also told via remote communications with your squad
mates and data cards you accumulate along the way.
The autosave feature works quite
well, saving fairly
regularly. I would have preferred to do it myself, but in retrospect it
probably would have affected the game's pacing, which is spot and keeps
you engrossed in your objectives.
The final ingredient in the Fear 2's recipe for
scaring the bejesus out of gamers is the graphics.
The game looks
sensational from start to finish with high resolution visuals,
detailed 3D models and excellent texture and bump mapping to give
everything a smooth look.
From the very first level when you
get in the lift with a fellow soldier to reach the penthouse suite to
find the ATC's president and glimpse the sprawling city below, you know
the eye candy is going to be good.
The weapons look very cool, your
enemies move (and die) realistically and later on in the game you'll
also come across Elite Power Armour (EPA), basically a mech
with unlimited chain guns and quad rockets - and they look ace.
Able to mow down hundreds of
ground troops in seconds, the EPA's are the icing on the cake in Fear 2 and help mix
up the gameplay nicely so things never get stale.
The EPA's also have an awesome
thermal vision mode, which is very cool and help identify targets in
low light conditions.
It's twin chain guns grind up
infantry instantly and the quad rockets are good against
other mechs, vehicles and enemies in cover, able to sometimes blast
through concrete walls.
But getting back to the graphics,
the use of special effects to enhance the fear factor is
awesome.
Picture this: you've busted into
an elementary school. Why? I don't want to ruin the story. Well I kind
of do, but I won't.
The lights are out, the desks are
smashed, and of course you come across litres of blood dripping from
the ceiling.
You're walking down a corridor and
all of a sudden the end of the hall starts to warp and twist like some
interdimensional rift and then all the lockers start slamming open and
shut as the lights flicker and then a desk slides eerily across the
laminex floor.
Then the lights completely go out.
And your torch begins to falter...
These paranormal events are very
eerie but the scariest thing of all, though, is the build-up.
You've been exploring the school
for a good five minutes and have just been separated from your
squad-mate. So far you've encountered nothing - not a
soul. Then the music subsides and is replaced by your
heart-beat that serves to make you feel like you're there, so you freak
out as you turn every corner.
It's terrific stuff; few games
have ever managed to deliver such a convincingly scary atmosphere and I
found myself firing random bursts of bullets simply because the lack of
noise - save for my heartbeat - was so unnerving.
Doom 3 did some
really good things with darkness and ambiance, but Fear 2 delivers the
scares with more style, more thought, and more panache. It's
more believable too, and the experience is unlike anything else before
it.
I kind of thought that a co-op
mode would have been nice, but in hindsight it's may not have been
so scary. Playing alone, in a dark room, with only the howling
wind and Andrew O'Keefe to keep you company... Now that's scary.
Unlike the original game there's a
lot more variety in this one and the level design, while fairly linear,
is very polished. Again, the game looks superb.
Also, the gore is done rather
well, with excellent blood splatter effects and plenty of gibbing to be
done with the high powered weapons and of course the areas that have
been visited by Alma and other hellish characters will chill you to
your bones.
When a skinned body drops from a
balcony and look up to see what's there, and you see Alma flicker in
and out of vision for a second, you almost have to rub your eyes to see
if your mind is playing tricks on you.
It's gory, it's bloody, it's scary but it's so
damned captivating that you won't be able to look away.
Vegetarians and scaredy cats will not like this
game one bit and it's probably not a good game for those who suffer
from night tremors.
For everyone else, I seriously recommend you play
this game. It's highly involving stuff that combines a good,
solid shoot-em-up with one of the most thrilling stories ever
written for a videogame with a host of intriguing characters and bone-chilling scenarios.
Simply put, Fear
2: Project Origin takes gaming to a new
and intensely surreal level.
Turn the surround sound up, turn the lights off,
eat a few sketchy doughnuts and Fear
2 will scare you witless. Brilliant stuff.