About the game
- F.E.A.R.2: Project Origin
- X360, PS3
- Published by Vivendi Games
- Developed by Monolith
- French release: Available
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- Copyright 2007-2009 Gamersyde SARL
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Game has some cool action going for it though, just don't like the slow-mo. I know it's part of this game, but I can't stand it. It's just way too overused in this game and the main issue I have with it is that in most situations...you're going to need it. It's barely optional.
There's actually a story connection to the slow-mo too though...
I like to just play through the campaign without too much hassle/annoyances. A la Half-Life. It's the lack of pacing that ruined the COD4 SP campaign for me. All too often you'd be hanging around killing enemies, just to have more and more and more (!) spawn on you. Absolutely horrible pacing (expecially when considering how awesome the MP pacing is).
Sadly it seems the game is being designed with the average console gamer in mind and not the original PC fanbase :(
Those player controlled mechanoid vehicles have absolutely no place whatsoever in the FEAR universe. There are plenty of third rate xbox/PS3 sci-fi shooters that accommodate that kind of nonsense but not here if you please Monolith.
Sadly it seems the game is being designed with the average console gamer in mind and not the original PC fanbase :(
environments are really upgraded. but i wonder series' signature particle effect with slo-mo does maintain its strength as the same before?
..and why not? There were mechanized soldiers in the first FEAR, remember?
What makes you think that?
I said player controled Mechanoids. Very crude and utterly reeks of a lack of imagination.
See above for one example. Maybe I'm wrong, its just the impression I'm getting. Aren't most PC ports 'simplified' for console owners? With this being developed in tandem with the 360 & PS3 Monolith will no doubt have to pander to them with 'kick ass explosions' and lots of 'fuck yeah!' whooping and hollering amongst NPC's.
See above for one example. Maybe I'm wrong, its just the impression I'm getting. Aren't most PC ports 'simplified' for console owners? With this being developed in tandem with the 360 & PS3 Monolith will no doubt have to pander to them with 'kick ass explosions' and lots of 'fuck yeah!' whooping and hollering amongst NPC's.
Yes, many console conversions of PC games have simplified interfaces and control schemes.. but I don't see how the inclusion of a mech somehow implies that it's "dumbed down" for the console audience. Hell, Call of Duty has inherited more from its console conversions than Project Origin will, and it's still the best new FPS on the platform (PC). It amazes me that people are still hung up on the environments--there are several FPS that didn't catch this much hell for their settings that took place in one single environment--give FEAR a damn break!
I expect this game to continue in the tradition of the first FEAR.. and only hope that they've enhanced the narrative quite a bit. The story in FEAR was excellent, but they made next to no attempt to actually tell that story to the player.
I'm hoping that your supernatural abilities are enhanced further than bullet time in this game, considering the revelations about your characters origin from the first. But either way, I expect this to be one of the premier action shooters on the PC this year, and I really am not bothered one bit by the premise of console co-development.
We like kick ass explosions on the PC too.. and who knows, maybe the inclusion of mechs will inspire Shogo 2. I can dream, right?
I'm amazed that the sequel to the legendary FEAR isn't even on my FPS radar this year, what with the deluge of blockbuster FPSs that are coming out at the same time. For me, this game is actually below Killzone 2, Resistance 2, Fallout 3, and Far Cry 2. All those are higher priority for me right now. Just goes to show you what a packed year this is.
Fallout 3 is easily one of my most anticipated games this year.. but action FPS it is not.
On the subject of Shogo, I didn't really like the game, it was such a stereotypical Westerner design take on anime games. A weeaboo designed game if you know what that means. It really lacked the 'feel' I would have gotten if it was designed by actual Japanese. Take note, I'm not saying their games are 'better' at all, in fact I think Japan is trailing these days, but it certainly has a different design aesthetic.