Those of you who played through the first F.E.A.R. will remember that earth-shattering explosion that took place at the end of the game. F.E.A.R. 2: Project Origin begins a short while before that explosion rocks the F.E.A.R. universe, placing you in the shoes of Sergeant Michael Becket (the Point Man, the protagonist from the original, doesn’t make an appearance in this new title). You’re a member of a special forces squad that has been sent in to retrieve one Genevieve Aristide, who some will remember as having played a major role (even though you never got a chance to see or meet her) in the whole “we’re Armacham and we’re going to kill your dudes” business that took place in the first game. Armacham Technology Corporation started all that trouble with Alma, and it’s up to you to try to clean up their mess, even if that means creating an even bigger mess in the process.


Flames = Fun

Project Origin’s game dynamic consists of two main elements: intense action and wet-pants-inducing horror, the latter being provided mostly by that creepy little girl/young woman/old hag, Alma. The head honchos over at Armacham planned to use her psychic abilities (and those that they could harvest from her to create new psychic commanders) to telepathically control their new breed of super soldiers, the Replica. In so doing they created the most powerful psychic known to the F.E.A.R. universe. Understandably, she’s angry about the whole situation. In Project Origin, Alma is her usual self: she appears and disappears at random, she turns people she doesn’t deem worthy of her presence into nothing but skeletal remains and, this time around, she’s chosen Becket to get all touchy-feely with. This is bad, because in general you don’t really want someone like Alma to get close enough to touch you. Alma isn’t the only one providing the frights this time around – she’s got a few friends joining her. Mutants that are the result of Armacham experiments, undead puppet masters who control the dead around them to give you a hard time, and the ghosts of fallen enemies all serve to keep your heart racing.


The explosions in the game are meaty and send objects flying (along with the limbs of unfortunate enemies)

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