Rock, Paper, Shotgun

Wot I Think: F.E.A.R. 2 Project Origin

Posted by John Walker on February 19th, 2009 at 9:56 pm.

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EAR 2?

Monolith’s sequel to F.E.A.R., eventually called F.E.A.R. 2: Project Origin, came out last week. Alma’s back, messing with our heads, disturbing our telekinetic fields. Was it worth the scrabble to recover the name from Vivendi? Here’s wot I think.

She rarely plays on one of those boingy frogs.

I have come to the conclusion that FEAR 2 is about the importance of team communication. When one of your team mates radios to you that they’re off to investigate the sound of the crying woman – the same crying woman who’s tried to kill you in psychic attacks for most of that day – you’d think, maybe, you’d give him a heads-up. Not remain completely mute, waiting for the inevitable cries of pain to be broadcast back to you. In FEAR 2, the guy you play is a bit of a dick.

It is, in so many ways, an incredibly traditional first-person shooter. And as is the way of traditions, it’s safely familiar territory, but an experience you’ve maybe had once too often. It’s Christmas with your comfortably predictable, sometimes dull family. Except with perhaps slightly more viscera.

Rather nicely, Project Origin picks up the story half an hour before the end of FEAR. Playing Delta Force operative Michael Becket, you and your team are tasked with arresting Genevieve Aristide, the president of Armacham – the corporation behind all the evil psychic projects that made up the story of the first game. And indeed the people who had imprisoned Alma, the apparent little girl who haunted you throughout. Aristide soon escapes you, and through a series of events, you’re in a hospital, having received some sort of dodgy treatment that’s improved your psychic powers.

Of course what this all boils down to is shooting at the enemies, then running into the next corridor/room, and shooting at the enemies. Along the way you’ll be psychically disturbed, dragged into hallucinations, and rather peculiarly, occasionally forced to hammer the right mouse button to stop Alma from throttling you to death. And of course you’ve got bullet time. Beyond the completely batshit bonkers inclusion of two giant mech suit sequences, there’s nothing that stands out about the mechanics. In fact, what’s most peculiar about a game inspired by J-Horror spooks, is the astonishing amount of time it’s just yet another soldier shooter.

Focus bullet extreme time mode makes things look slightly prettier.

There’s all sorts of mystery about your team, your abilities, and who is why and where for when, told out through cutscenes and bits of information left lying around the levels, and there’s no need to spoil them here. But of course the larger story is that of Alma, who is released from her imprisonment near the beginning of the game, and messing with your head from the off. Oh, and then there’s the backstory to Armacham. And the story about the training facility. And the mysterious Snake Fist… FEAR 2 is a game that is in no way short of story, telling it in every imaginable way, occasionally effectively.

The primary school that makes up the game’s finest section is packed with little hints on the walls, notes in classrooms and so on, that satisfyingly unfold the farther you delve into the building’s secrets. But none of it feels forced upon you – there’s a sense of discovering it through your own thoroughness. However, this isn’t the case throughout, with great chunks of the information discovered on discarded, apparently “top secret” bits of data, lying around on the floor of vast, industrial complexes. It’s a little incongruous. The story overall, when reflected upon, just doesn’t add up to much. “Oh,” you’ll say. “So that did that, then. Oh, if you like.”

This back and forth, decent ideas and desperately hoary tropes, exemplifies the experience of FEAR 2. Technically, it’s extremely accomplished. The enemy AI lets it not only find cover, but also create it, tipping over objects, flipping tables, and hiding behind them. (You can do the same, but frustratingly only on pre-determined objects. One bookcase tips over, probably discovered after a firefight. Another, right before the next bullet exchange, does not.) The music is cleverly woven into the action, reacting in time to events, spiking the shocks, and generating tension. The visual effects are frenetic and varied, each associated to particular phenomena you encounter. The flashes of Alma appearing in rooms, on monitors, in shadows, and so on are fantastic. The poltergeist effects make you jump, as objects topple over, doors fly open, bodies get dragged rapidly away. All of this is true… for the first couple of hours.

Don't look now.

For the first hour or two I was jumping like a big idiot. At one point I was so engrossed that just the sudden appearance of a couple of soldiers had me firing my gun wildly at the ceiling before I’d gotten a hold of myself. But a few hours of tedious grey corridors and I was immune to it all. The opening sequences seem like a vaccine that prevents you from being effected by much of the game.

You learn how it works, and at that point it stops working. The musical cues eventually are so familiar they warn you of a surprise, rather than aiding one. The flashes of Alma become so predictable that I started saying hello to her. “Oh, hi Alma. How’s it going? Not sticking around?” The enemy AI reliably hides behind the object, so you know you can wait to get your shot. And the screen going black and white means your heart sinks as there’s going to be another tedious section in the dark with ghost pecking at your armour like a slightly cross chaffinch.

The two large sections that succeed are the hospital and the primary school. Both are real-world settings that are twisted by the actions of Alma, the enemy ATC soldiers, and Armacham. Here the game thrives, splashing colour and familiar signs that usually represent safety, and making them dangerous, terrible places. The secret to all good horror. Both, everywhere in the game, are tight, one-way corridors, but the nature of both buildings makes this feel reasonable. It’s a little contrived with piles of furniture blocking passages, and the number of barricaded doors is remarkable, but you can believe that panicked staff and pupils had done this at some point in the past. These bright, airy locations become effectively upsetting when things get messed up. The same cannot be said for the miles and miles of grey, metallic corridors and chambers, or dull, beige passages, that bulk out most of the rest of the game.

Awarded for the Best Decapitation in the District Sports.

There’s little opportunity to play smart. Equipped with a sniper rifle (all the weapons are satisfying to fire, but it’s deeply unsatisfying to see their laboured effectiveness when shot repeatedly into the face of the same soldier), you might crouch before the entrance to a large chamber, knowing it will be filled with guards. Pick off a few before you go in? No. Because their existence won’t be triggered until you’ve crossed that boundary. Eventually you start playing up to this, working out which action will generate the next wave. You reload your weapons and maybe use a medkit before going over to that crate with the ammo, which will certainly trigger their entrance. You can game it further, throwing proximity mines over to where the enemies will inevitably appear.

The firefights against the troops or Armacham’s Replica soldiers are fun enough. (It’s important to note that for most of the game, I wasn’t aware which of the two I was fighting – it never seemed important, unless they were shooting at each other). The slo-mo Reflex Time makes fights a degree more engaging, letting you take out multiple opponents before ducking back behind cover, with bullet tracers everywhere and globules of blood floating about. But you don’t often need to use it. It became something I kept forgetting I had, pulled out only in emergencies. But what’s especially strange about these extended sections is the game apparently forgetting it’s a horror. It’s all gone, for ages and ages, everything so overwhelmingly ordinary.

(Behind the scenes note: I’m editing this paragraph in a few minutes after thinking I’d finished the review.) The melee combat that was a big part of the popularity of FEAR is here too. You can use the butt of any weapon to bash enemies, and if jumping you’ll deliver a kick. And if in Reflex Time, sprinting or jumping toward bads will polish them off in a slick move. Except, well, I forgot to even mention it when discussing the game. There’s rarely a moment you’d ever need to use it, and fewer you’d want to. It’s clumsy, and almost never necessary.

This is what it looked like when I had my appendix out two years ago.

The shooting becomes significantly less fun, however, when fighting the frenetic, spasmodic experimental beasties that appear now and then. They’re effectively dispatched with a shotgun, but they’re a tiresome delay in progress, especially in one particular scene filled with them, that the game forces you to go through three times. By the later stages they’ve become invisible too, and since they don’t drop ammo, they can piss right off. But they’re still more fun than the damned ghosts.

There’s fantastic dollops of gore throughout. Revolting corpses festering in hallways, bodies exploding into bits, ripping in half, or having their heads pop off as you shoot at them. The dart gun lets you pin enemies to walls, resulting in some superbly gruesome poses, and this is never more satisfying than when it’s one of the annoying, wall-running, flitting beasts. “Stay there!” There’s no questioning that FEAR 2 does the job of being a first-person shooter.

But what it doesn’t do is stand out. The spooky effects were innovative and inspired in FEAR. They’ve been copied a lot since, but they’d still grow stale this time out if it were the first time anyone had thought to try them. As alluded to earlier, the only significantly original ingredient are the brief mech sections, in which you stomp through the post-explosion city streets in a giant robot suit, blasting everything to catastrophic bits. And sure, they’re a bunch of fun. But they’ve got absolutely nothing to do with anything, and feel ludicrously out of place.

Nailed it. (dies)

Monolith are still strong game developers, and it seems from the enormous amount of silliness hidden through the game (the resuscitation instructions on the wall of a room in which you’re stupidly trapped, fighting off wave after wave of enemies, almost make up for the laziness of that scene’s design) that the spirit that made No One Lives Forever might like to come out again. It’s trapped in a dull, metallic world of po-faced special forces soldiers and attempts at significance. But you’re still manning a turret here, and taking out the snipers over there. It so often feels like they’re going through the motions, rather than scaring the motions through us.

And we’ll talk about the ending once everyone’s got there.

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150 Comments »

  1. Ian says:

    @ DV-Doom: Alternatively, you could recommend RPS but also remind them other places review games too.

  2. Tei says:

    Recomend RPS, why?
    Wen a gamming blog has threads with 100 post, the commenting area is imposible to read, so people re-post opinions that are already expresed before. In some sense, the blog “die of sucess”. I don’t want RPS to die, there are posts of 9 comments, that are worth reading, and post with 80 comments that are worth reading. Most people that post here are worth reading. If RPS become more popular, this (IMHO) will end.

    If you want to recomend a blog, use kotaku, is already wildly popular and very good. Somewhat totally biased to consoles, but he!, seems the 90% of gamming ocurr on consoles. No damage in recomending Kotaku, all the threads are already 100 post, and no one read each another wots.

  3. Ian says:

    @ Tei: Even an article only has 9 comments there’s a chance opinions will get effectively repeated just with a slightly different slant.

    And besides, surely the articles (and quality thereof) themselves are what’s important rather than the number of comments it they receive?

  4. John Walker says:

    Okaaaaaaaaaaaay, shall we reel this one in? Everyone tell everyone you know about RPS, and we’ll make more money, which will allow us to work harder on RPS. We’ll take care of policing the comments to make sure they stay fantastic.

    Meanwhile, there was a discussion about FEAR 2. (Or sellotape stuff to your cat.)

  5. Dinger says:

    …So, the cat Walker used is about 78% black. I can’t believe it. Everyone knows F.E.A.R. is worth AT LEAST a 83% black cat!

  6. Gap Gen says:

    I remember a moment in the first FEAR, where I thought I heard something so I turned around, but then turned back and found a 2×4 in my face. That was pretty scary.

    As it is, I find a lot of ‘horror’ just vaguely unpleasant. Dead Space was good, but I was rarely ever scared. Perhaps I was playing it a notch too low on the difficulty scale, but you could pretty much see some things coming, and a lot of it felt like working at a well-designed butcher’s shop where the sides of ham aren’t quite dead.

  7. Simes says:

    I still think that, as the first game was titled “First Encounter: Assault Recon”, the title for this game should have been “Assault Recon: Second Encounter”.

    Other than that, I got nothing.

  8. I propose a new meme – CritCats, where we sellotape vague videogame criticism to our cats, then post pics on the internet.

    It will be glorious.

  9. Clovis says:

    Ya, all these comments are ruining RPS. Now you are gonna’ have to create an amazingly complex commenting system like slashdot. Then you can start posting the same story every other day too.

  10. Quirk says:

    There are ways and means of dealing with “too many comments”. I used to read Slashdot way back in the day, which had and has a ton of posters. They have a reasonably sophisticated comment filtering mechanism which, when you have an account, you can tune to your personal preferences, so you can browse only the comments selected as most insightful or wittiest (you can tweak for MORE SERIOUS or just turn up for the funnies); you can go for a healthy mid-range, hiding the weaker half the comments or you can read every last one, down to the trolls and spam. Reasonably good systems do exist for dealing with this sort of thing. If ever RPS needs to move to one of them, I’m sure they will.

    For now, let’s just keep recommending RPS so the RPS crew can keep devoting their time to it. That way we all win.

  11. PHeMoX says:

    “No One Lives Forever”

    It’s level design wasn’t as good as say Blood 2 The Chosen though. Actually when I come to think of it, Blood 2 had a lot more atmosphere going for it, it felt more real some how. I guess the sci-fi went over the top with F.E.A.R 1 already, but somehow this series never got me scared.

    The level design in F2 still seems to suffer from the room-corridor-room design. Why can’t people get this right? I mean, I say yes to claustrophobic corridors in horror games, but dang that doesn’t mean you should make rather dull designed levels. :P

  12. Muzman says:

    You’ve been playing some other “No One Lives Forever”. My one has a collection of great-to-utterly brilliant levels. It was like if Half-Life wasn’t excessively linear or combat driven and was more interested in “life” occasionally than just “battle” (not a harsh crit; Half Life was just doing what the story called for).
    There was a germ of that in Blood 2 but NOLF was where they took it to the …uh, next level (and then failed to get it back again for NOLF 2, which was pretty good but I think a lot of important people left Monolith by that point. Then came Contract JACK…)

  13. Gap Gen says:

    I think NOLF 1 was the better game, but NOLF2 had more funnies – particularly the banana skin weapon, where I ran around India chased by policemen, slipping myself and them up. And that was before the amazing chase sequence…

    Part of the problem with NOLF2 was the balancing with the leveling up – Russia was hardcore, and the rest of the game was pretty easy.

  14. Pags says:

    NOLF 2 was the View to Kill to NOLF’s Goldfinger.

  15. drewski says:

    I presume that’s a Bond reference.

    I actually like the WIT title. It’s self deprecating and ironic.

    I still haven’t played FEAR, despite buying it in a sale ages ago. For that, I blame EU3.

  16. SteveHatesYou says:

    I agree that the comments are growing too large. They’re just getting cumbersome to sort through. A threaded system would be nice (and it would make utter nonsense like that “Wot” debate easier to ignore).

  17. SteveHatesYou says:

    I propose a new meme – CritCats, where we sellotape vague videogame criticism to our cats, then post pics on the internet.

    It should become the new standard format for game reviews. It’s both succinct and adorable.

  18. solipsistnation says:

    I’m pretty much in agreement with this and Kieron’s review elsewhere… FEAR 2 is okay, but just okay. It has some good bits (the school in particular), and it has some boring or annoying bits (OH NOES ALMA IN YO FACE). It’s no “Contract JACK,” but it’s not even a FEAR 1 (which was also a combination of good and boring, but with a better ratio).

    Snake Fist IS wearing a Shogo 2 t-shirt. And the troops (not the replicas, as I mentioned elsewhere) are the guys with the light-up kneepads who fall down easier when you shoot them.

  19. Markoff Chaney says:

    I’m with KG on this one as well. Middling in every regard. Not one outstanding thing I’ve found in the game so far, and I don’t think I’ll keep going much longer. It’s polished, but polished glass is not a diamond. Even a flawed diamond has more value than a perfectly shiny hunk of glass. Such a shame too. The first one was quite enjoyable and felt really fresh when it came out. This actually feels like a step backwards in many regards. Finally, I still miss my lean.

  20. Pattom says:

    I’m really surprised to see the strong opinions against this game and nostalgia for FEAR. I don’t think Project Origin is any better than FEAR, but it’s comfortably equal to it. I can’t think anything this game does much worse than FEAR did, so could anyone explain to me what the problem areas are? I know there’s the lack of lean and that enemies glow during Bullet Time, for starters, but that can’t be enough to ruin the entire game.

  21. John Walker says:

    I like to think I mentioned one or two of the problem areas in the 1500 words at the top : )

  22. Anonononomous says:

    Pattom,
    Seems consolized:
    No more leaning.
    AI seems to be dumber.
    Can’t remap stuff to mouse 4.
    Can’t shoot grenades.
    Enemies light up in Reflex time.

    More general problems:
    Game is lacking in the shadows that FEAR had.
    No cool warping effect for explosives.
    Guns look silly.

    It just seems to be lacking on the whole. I expect a sequel to take what was in the original and add to it, not subtract. FEAR2’s only improvement is the bigger and more varied environments.

  23. Bret says:

    I say all the reviews should be written in the style of Sir Pelham Grenville Wodehouse. I defy anyone to think up a good reason not to do this.

  24. CrashT says:

    @Muzman: If you check the credits of Monolith’s games since the original No One Lives Forever you’ll see that nearlly all the Leads and a lot of the Designers are still there. Which makes the utterly average nature of Project Origin all the more frustrating we all know they are capable of so much better than this.

  25. Hashman says:

    Wot about “A Goon With a View”..Excuse the Wot cause i is from the lower classes innit!!

  26. Deuteronomy says:

    The lighting in FEAR 2 is atrocious. FEAR 1 had a much better dynamic lighting system, and a horror game is all about the lighting.

  27. F.E.A.R 2, is more of F.E.A.R but with better graphics and more variety of greys.
    It is a game i have been looking forward to playing, i am slightly disappointed with the lack of lean, the abundance of medipacks and the fact even on hard it really isn’t that hard. But i do enjoy the background story explanation which was sorta lacked in the original until the last part of the game, the Giant Mechs, the gun battles and the helmet hud.
    I am a fan of the F.E.A.R games I even played the disappointing expansions which I did find fun. What would redeem the game is if they release some modding tools, I could see fans of the game tweaking it.

  28. Pattom says:

    @John Walker: Well, yes, I know why you were underwhelmed by it. I just meant that some comments were being negative without really being clear why they though this game is inferior to FEAR.

    Thanks, Anonononomous. That’s a clear list I can understand, and now I realize why some are disappointed. Each little feature doesn’t strike me as a loss by itself, but so many little changes change the nature of the game for many people. That’s not something I had considered: my gut reaction was that it was much the same as FEAR, and that pleased me.

  29. Nick says:

    Like Oblivion all the little utterly needless changes for the worse just eat away at the otherwise quite tasty fruit for me. That and almost all the weapons feel weak and rubbish. I reinstalled FEAR to make sure I wasn’t just imagining things but every gun there sounded meaty bar the sub machinegun (which isn’t meant to..) and just felt powerful. No slo-mo dual pistols grenade shooting and decapitation fun, which was all stylistically part of FEARs wonderful gun battles. No clouds of dust and debris.. no.. satisfaction? I still like it but if you transported the levels and story into the originals engine.. it would be BETTER. Which is just wrong imo.

    I do like fly kicking doors open though.

  30. solipsistnation says:

    @Anonononomous: You might check the graphics settings– I get shadows and distortion around explosions (and other stuff). I had to go set it all myself, though– it autodetected my reasonable-hefty system (dual geforce 9600GT SLI, dual-core 3.0GHz, etc) at mostly the lowest video quality settings. Once I set everything to the top it looked much better.

  31. Anonononomous says:

    I wish I could concur with you, but I can’t. I just replayed the beginning of Climax, the last level, with everything set to high to test and I can confirm that both of those are lacking. During the psychic sequence that starts the level the elevator door and the PC both make shadows, but nothing else in the room does. Once you get out of the vision, nothing at all makes shadows. I also checked that grenades don’t do the cool effect from FEAR, and they don’t. Just a big puff of smoke. Also, you don’t get the ridiculous decals from shooting walls anymore. Rooms have small bullet decals on the walls after a firefight, but nothing like the foot wide chunks from the original. F2 does have rooms with proper shadows sometimes, but for the most part they are either missing or simple decals.

    Here’s a video demonstration of the sahodows/lack thereof. http://www.youtube.com/watch?v=lbzFfYwhz68 Now, I can’t confirm that he is playing with settings at full, but after my testing I don’t doubt it. You can even look at the pictures posted for this article and see the lack of shadows. The trophy case especially stands out. There is a bright light in the case but no shadows next to the trophies or the shelves.

  32. malkav11 says:

    So it’s basically FEAR, but a bit shinier and with a few slightly more creative level designs? Disappointing. I mean, I love FEAR and all, but it was never perfect and they seem to have made most of the same mistakes all over again. Always frustrating.

    And I am deeply in favor of the brief-review-taped-to-cat school of games journalism.

  33. Nick says:

    I have settings on medium and I get the distortion shockwave from grenades in slo mo mode… weird.

  34. M. P. says:

    My problem with the original FEAR was the ridiculous power of the unarmed attack in multiplayer. You could run absurdly fast if you had no guns equipped, so in a lot of the tighter corridor-based maps there would always be 1-2 smartarses who just threw down their weapons and bunnyhopped towards you while you emptied a whole clip of ammo in their direction and felling you with a single kick to the head.
    My problem with that wasn’t that being fast and lightly-armed could beat being slow and weighed down by half a brigade’s worth of anti-tank equipment. That was fair enough. My problem was that, somehow, their flying ninja kicks were far deadlier than the half a clip of bullets that I was able to empty into their face by the time they reached me. I imagine most of them were under half health by the time they reached me, and certainly if they weren’t jumping around like hyperactive munchkins they’d get the WHOLE of my ammo clip in their face and that would certainly finish them off, but it just created so many WTF??? moments that I would die from a single kick whereas they were still standing and picking my slugs from the gaping holes in their torso that I quit playing.

    If this were a sci-fi-themed game I maybe wouldn’t mind that much, but I find it harder to suspend my disbelief in a vaguely realistic shooter. Unless I imagine my teammates swapped my ammo clip for chocolate bullets for a laugh.

  35. Muzman says:

    CrashT says:
    If you check the credits of Monolith’s games since the original No One Lives Forever you’ll see that nearlly all the Leads and a lot of the Designers are still there.
    That is a sad story. Losing people was the only thing I could think would explain the discontinuity. Maybe NOLF didn’t do well enough to give anyone confidence they were doing the right thing (still, sequel? I dunno anymore)

  36. Joseph says:

    http://www.rockpapershotgun.com/images/09/feb/dexfear.jpg

    Laughing my arse off (I typed it out, I’m so civilised, do I fit in now?). I want to stick one to my cat that is relevant to this topic. Maybe it should be something like:

    Don’t Recommend:
    RPS
    (It might make the comments unmanageable.)

    Oh wait, this is a F.E.A.R. 2: P.O. discussion? Hey!

    Here’s my contribution, then:

    More like, F.E.A.R. P.O.O. Just kidding:

    Demo scared the hell out of me, repeatedly, but the combat felt… bad, and yes very probably it was mostly due to shooting guys in the face X (insert any number) times with an assault rifle just to have them give you the finger and return fire. At least, it felt like they gave me the finger.

    I was also not very good with the killing, at parts, and the more careful I was not to die, the more I killed. It seemed like the only defense was a good offense, and as I didn’t have that I got frustrated.

    The mech walker part was, however, enticing but it sounds like the full game doesn’t offer much more in the use of it, or many new exciting opponents / situations?

    Cheers.

  37. Joseph says:

    Oops. It’s supposed to read: “the more careful I was to not die, the more I was killed”. I am signed up but see no way to edit. Ta.

  38. Buemba says:

    Hard to believe that NOLF and FEAR were made by the same people. NOLF and its sequel showed an ingenuity when it comes to set pieces, humor and environments that’s still unmatched in the FPS genre, while FEAR 1 and 2 were so boring I can’t bring myself to finish them.
    FEAR has some good moments, sure, but I’d rather play NOLF’s worst levels (The “get spotted and it’s game over” office level from the first game instantly comes to mind) over it any day.

  39. malkav11 says:

    FEAR -is- an SF shooter, though. It’s just..pseudo-modern-day SF. The enemies are meant to be a psychically linked hive mind army being controlled by some nutter, and Alma’s the result of some experiments or other. You don’t think we really have mechanized armor suits, hyperaccelerated reflexes, or rod guns, do you?

  40. Pundabaya says:

    Fear2 – Good fun, nothing too original, qabout 8 times better than Crysis.

  41. MeestaNob says:

    @Pundabaya

    I don’t think I could possibly disagree more – it was close to game of the year for me.

  42. Brad Root says:

    I am pretty sure the mech sections are just a bonus for long-time Monolith fans who miss and want another SHOGO. Hopefully they’re just a big teaser from Monolith suggesting they’re going to make a SHOGO2 because that would be the most amazing thing ever.

    Also, I enjoy FEAR 2. Haven’t beat it yet, but I played FEAR and the expansion, and while neither (plus FEAR 2) are anything but blow-shit-up-with-a-shotgun-eyecandy-engines, they are satisfying games. I dig.

  43. The Almighty Narshe says:

    Just finished the game. Oh my god. What a piece of ^^%$^%$&^%&%£&%^£&%^ ending.

  44. Anonononomous says:

    Pretty sure it’s the first game ever to have that sequence in it, though. At least the first Western game.

  45. Psychopomp says:

    Can we talk about the ending now?

    Cuz, I shat a brick when I realized what was going on.

  46. PHeMoX says:

    Quoted: “You’ve been playing some other “No One Lives Forever”. My one has a collection of great-to-utterly brilliant levels. It was like if Half-Life wasn’t excessively linear or combat driven and was more interested in “life” occasionally than just “battle” (not a harsh crit; Half Life was just doing what the story called for).
    There was a germ of that in Blood 2 but NOLF was where they took it to the …uh, next level (and then failed to get it back again for NOLF 2, which was pretty good but I think a lot of important people left Monolith by that point. Then came Contract JACK…) ”

    Mmm, when I come to think of it, I might indeed be confusing NOLF2 with the first game. Still, Blood 2 The Chosen had lots of great level design, eventhough it’s probably also just a generation older when it comes to standards, linearity and such – but really it managed to pull all that off in a good way.

  47. JKjoker says:

    the first NOLF was about a strange plan to turn ppl into bombs, it has better story but the fps part while pretty good it was not perfected yet ( i seem to remember you couldnt free look, but i might be wrong) the game is also extremebly loooong and yet manages to hold your interest (boss battles were a chore tho), best of all, it ends with a bang!

    NOLF2 was about making super soldiers, it has waaaay better fps elements (in fact i consider it the BEST fps ive ever played to date, and yes ive tried almost all of em) you can develop your character with points, there are less boss battles and they are better, the AI worked great, but sadly the game is much shorter and the story is not as interesting, the ending was lacking

    Contract JACK was “so bad it’s horrible”, it took NOLF2, removed everything that was good about it : the story, the char development, the stealth, even the interesting ai and turned into some kind of zombie(ok they werent zombies but they behaved like them) shooter

  48. Werrick says:

    I loved FEAR. I was so excited to play FEAR 2, until I realized it was a generic shooter and that they’d changed the gameplay.

    I hate, hate, HATE shooters that don’t let you lean around corners!! Gimme a fucking break! FEAR was fine for this, but not FEAR 2? Why?!

    *****************SPOILER ALERT!******************

    I got to near the end of the game in the facility, after the second tram ride, when you get in the elevator and Alma comes at you the third time… I hammered that right mouse button as fast as I possibly could and it wasn’t good enough.

    When the “skill” required to beat the game is represented by how fast you can press a button, the game loses me. I was inches from the end of the game and then that happened… I uninstalled it. I don’t have fucking patience for that horse-shit.

  49. @Werrick
    That part was frustrating and killed me a couple of times, just press the button like your pressing a door bell. Their really isn’t much more to play after that.

    The Ending was weird and also interesting and sets the scene for fear 3.

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