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Spooky Sci-Fi Shooter Shapes Up Nicely

By William Barker

Project Origin

Project Origin

You'll get a good idea of the spooky
story line by watching this trailer

Project Origin

The blood spatter in Project Origin is very
detailed and very gruesome - violence ahoy!

Project Origin

Lara Croft's sister makes an appearance

Project Origin

William Barker on a good day...

Project Origin

Ah, now this is part of the level we played:
you have to re-energise the mech to use it

Project Origin

And this the mech, complete with cool heads-up
display and unlimited ammo - bring on the carnage

Everyday at about 3:30pm in the afternoon I get a bit sleepy, a bit drowsy. 

I often read the Old Testament, a tome written potentially 3200 years ago, to pep me up (caffeine gives me hives).

Generally speaking this historically curious book serves only to send me back to the land of nod...

But one fateful afternoon, not long after my habitual afternoon grandpa nap, as lunch began working its way through the gastric tract in earnest, I was summonsed to a hotel in a place not unlike paradise.

I call this place, the Hyatt.

In this strange establishment, full of fanciful masonry and obsequious motifs, I came to a room in a dream-like state, in which I found Project Origin.

A control pad was handed to me, and I delved into Monolith's latest creation....

Project Origin is the sequel to F.E.A.R, a rather spooky, slightly supernatural first person shooter which is set for an late 2008 launch.

Before I talk about Project Origin's story, which begins where the previous game ended, I have to talk about the graphics.

Using Monolith's new Jupiter EX graphics engine, the game is exceedingly pretty. If you thought Mandy Moore was a hottie tottie, you're probably right.

Boasting the kind of attention to detail that made Leonardo DaVinci famous, the Project Origin gameworld is very detailed, but gritty and seedy at the same time: there's a subtle sepia tone to the look of the game which adds a strange sense of foreboding to proceedings. 

Being a first-person shooter, your weapons are your tools, your oxygen, and during my time with the game I came across about half a dozen booms sticks (and a boom box), all of which looked very cool in a quasi futuristic kind of way.

There's the usual culprits: pistol, SMG, and a much larger assault rifle of sorts, complete with scope for zoomed-in bursts of fury. The shotgun is also a nice fire arm and good for close combat skirmishes and sniper rifle packs enough punch to take out your foes in one or two shots, complete with gouts of blood.

Of course the rocket launcher is the big daddy of them all and is very cool to use, firing off rockets complete with classy looking contrails and capable of mass destruction.

Another impressive aspect of the graphics is the slow motion feature. Like F.E.A.R, this game lets you enter a slow-motion 'bullet time' mode for short periods, which is considerably useful because the AI in this game is tougher than your average shooter.

Peppering baddies with round after round of high calibre ammunition looks excellent in slow motion, and let's just say that you enemies, um, they're bleeders...

The controls are tight and responsive which will please the die-hards, and this time around you can store four weapons at once instead of two, and most guns can be set to single shot or burst fire too.

I almost forgot about the story, which is an integral part of the game and it actually compels you to play, whereas normally the incentive to keep playing first person shooters is to unlock all the guns and special abilities then slay your mates online.

So, Project Origin is a shooter in most intrinsic sense - enemies shoot, you retaliate - but the story is not so simple.

It's a supernatural tale of a psychic child, Alma, who is creating all sorts of havoc for reasons both clear and murky.

Alma has created a very unstable situation thanks to her paranormal powers, and it's these unstable powers which are threatening to turn reality into something more like pumpkin goulash. 

Indeed, she's one freaked out little kid and it's your job to figure out why.

Who are you? Well, you're a solider who had an operation - not unlike a lot of your enemies who appear mutilated and bandaged and missing lips - but somehow you survived. Perhaps you'll discover why you survived during a grisly visit from Doctor Crooked!! Hahahahahah!

I mentioned before that the AI is fairly good, and I should qualify that comment by saying it's down right savage at times and highly challenging, which I really liked. 

You can't really just run in a start dropping enemies because a) they've got fairly good body armour and take a few hits and b) they're not dumb and getting a clear shot isn't guaranteed.

The game's developer, Monolith, has created some excellent AI scripts, and you're enemies are proactive too. As well as constantly taking cover and being difficult to hit (although the slow motion 'reflex powers' help to strike targets) I that enemies come searching you out if you camp too long in one spot.

Satisfying gaming? Affirmative!

Another cool feature of the game is that there's a bit of problem solving here and there. For example, I came across a large mech robot suit but couldn't operated it. It had no power.

So you shoot the power lines nearby which just so happen to fall onto the assault mech and power it up.

Getting into the suit and powering it up results in a very cool animation sequence as you clamber into it and an heads-up display moves into place. 

While much slower than walking around and about as stealthy as an elephant using a blender, the mech suits have a lot of firepower, and unlimited ammunition.

Chain guns and missiles are fired with the left and right trigger buttons, and the only thing you have to be careful of is overusing them, which causes the weapons to heat up and jam.

Taking out humans is a piece of cake with the mech's chaingun which minces through them ease, and it doesn't matter if your foes are hiding in buildings because the sheer firepower you have at your disposal can tear holes in concrete walls. 

The rockets meanwhile are tailor made for taking out other mechanoids but do tend to create a lot of havoc and obscure your vision with all the smoke. 

All in all there's a lot to like about Project Origin, which shaping up to be a quality product.

We only played the one level where enemies included human soldiers and a few different classes of mechanoid robots, but as you can see from the trailer, there's plenty of horrific beastieswith which to contend, who crawl the walls in Japanese horror-movie style.

I like what I've seen of Project Origin so far. It's already a lot of fun to play, dropping you into an inhospitable and sometimes spooky world. It's got atmosphere so thick you could cut it with a spork, and with a strong story line and plenty of scares (if you've played F.E.A.R you'll know what I mean) it's not you're average action game.

Check out the official website to get a feel for the game's horror leanings.

Level design is excellent, both indoor and outdoor areas, the controls are tight, the eye candy is sumptuous and with plenty of other cool features it could be one of the better story-driven shooters to hit the scene.

It's not as gripping as the Old Testament, but at the same token Monolith's new shooter won't put you to sleep and there's enough intrigue in the story to make this more than just another run and gun game.

Coming out on the Xbox 360, PS3, and PC, Project Origin is set for release in late 2008 just in time for the winter solstice. I mean Christmas. Am I dreaming? Change the channel Marge...

Game: Project Origin
System: PS3, PC, Xbox 360
Players
: 1 - multi
Online: Yes
Developer: Monolith Productions
Distributor
Warner Bros. Interactive

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