The multiplayer modes were entertaining, but, like the campaign, were flawed as well. The different game modes are deep and the weapon loadouts are good enough. However, it is the game loading that will certainly bug multiplayer enthusiasts. To get into a game, player first must enter a lobby and wait for everyone to toggle the “Ready” button. But, if a few people don’t claim their preparedness, you could be waiting in the initial lobby for a while. Once in a game, some modes make players have to endure two more waiting screens. While it wasn’t terrible, it wasn’t a great multiplayer experience.

The in-game animations were superb. Each and every one of the paranormal events (which occurred when Alma has psychic connections with Becket) left me wondering how the engineers did it. Sometimes I would see Alma in the distance, but she would disappear in a half-second. Other times, the entire environment, though initially a stable building, would seamlessly turn into a flaming hellscape. At these points in the game, I felt like I was really in a movie. They also made me terrified. Well played, Monolith. Well played.

The soundtrack of Project Origin was also a success. Though quite experimental, I thought it was quite enjoyable. The songs built tension and heightened the action well. There were heavy drums and some Middle Eastern vocals that were actually quite catchy. However, listen at your own risk. If my experience in sharing opinions about music has taught me anything, it’s that not everyone agrees with what you think. Consider yourself warned.

Ah, but Project Origin wasn’t all grand. After all, the Indian-inspired soundtrack only played through so much of the game.

My first major criticism of the game (beside the clarity of the story) is within the graphics. The character models were fine but their motion was unforgivably flawed. Some of the characters were meant to be scary when attacking by jumping from wall to wall. However, instead of a smooth motion, the models would just sort of skip around, taking what could have been a scary moment into a clinic for awkward situational comedy.

Additionally, effective environment creation still haunts the F.E.A.R. developers. As it was in the original F.E.A.R., Project Origin had some issues in the development of interesting environments. Many of the larger areas were very monotonous and easy to get lost in. There were not enough landmarks in some levels, leaving players to memorize large environmental layouts by themselves.

A lot of these criticisms may sound like nitpicking and I must agree to a point. They are not huge issues when considering the entire production. However, considering at how good the in-game animations were, I truly believe that this game could have been significantly better. Even if the character model motions and environments were half the quality of some of the sequences, this game would have been in 9ish territory. Instead, the smalls flaws and the clarity issues within the story were just too much to handle.

At $59.99, I would hardly call this game “worth it”. However, if you see it for rent, I wouldn’t hesitate on picking it up.

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About The Author

Chase Gharrity is a Blast Games correspondent.

One Response

  1. nick.

    yea i agree the game was basiacly not as good as the first.
    the only thing that was better than the first was the enviroments and the graphics (but just).
    it had so much potental but fell so short its not scary, it may make your hair stand up at times but it does not make you jump like the first.
    like the part in the school where you walk through the corridor than sudenly the lights flicker continuesly and the lockers blow open and closes.
    thats creepy sends chills down your spine gets you ready for a fright expecting a climax but than to find out that was the climax.
    it builds up to nuthing so to speak.
    there was alot of points in the game where i was thinking this would of scared the shit out of me they build up to the fright well they build the intensity they make you feel un easy but dont know how to climax on that wich was verry dissapointing.
    other than that the game is fun the weapons are perfect exept the shotgun its far to weak you pop an enemie in the head at point blank range and he just falls to the ground like you choped his legs off theres no recoil you would think he would go flying back but nope.
    basicly if they change the horror make a build up like fear 2 than a climax.
    and fix the shotgun.
    and fix the combat, what i mean is you could do something 1000 times with 1000 different results like if i pop an enemie in the head with a shotgun and he dies should that be the case 100% of the time for that enemie? not number 1 dies 2 does not 3 does not 4 does and so on.
    and my biggest gripe with the game.
    NOT EVERY AREA HAS TO BE SO FRIGGEN DARK.
    90% of the combat i would shoot at an enemie than blow them and myself up because there was a petrol bottle wich i could not see because its so friggen dark.
    yes i understand its dark to build suspence.
    but when your in a fire fight it helps if you can see ALL of your enemies and ALL of your enviroment not 80%.
    so yea fix up those small things and it will be a 9+ game.

    Reply

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