F.E.A.R. 2 : Project Origin
Wild, dark and inhuman treatment, a second experiment between shooting and screams of terror. Alma again unleashes its power on the PC, and does so with Project Origin, the second installment of PC Game FEAR.
And now comes the million dollar question. What’s better, the first or second part? The answer is obvious and unequivocally that the original is superior. The impact of the first FEAR will soon be leveled, and Project Origin for PC is a good action game, but it lacks inspiration, rhythm and charisma to be a match.
FEAR 2 takes the witness moments after the end of the first part, and gives us the view of subsequent events, from the perspective of a different soldier hero of the first part.
We face an army of soldiers look identical to each other, and attended the sequence identity with the pen as Alma girl protagonist, but this time much more raw and aggressive than its predecessor.
Whoever had the opportunity to enjoy the first part and to complete its campaign will rem
ember the shocking end of it, and the relationship between the young and the protagonist. Many fans argue, not without reason, that this outcome was somewhat awkward and definitely unfinished, and a fantastic game as the other senses needed a more final responses.
Project Origin comes in to rescue those who were disappointed before and brings new questions. This time the plot and the dialogues are over weight, betting even at times by a refreshing sense of humor. But it is a little repetitive and predictable in terms of argument, but leaves a few moments more interesting and useful information in the messages they pick up along the way, before reaching the final of the campaign.
In FEAR 2 I think the main problem is its excessive loyalty to the original, which makes half of the situations that we may live hear and a view. 
It is likely that the fan creates a certain feeling of desperation in the early stages of the game. Everything in the first third of Project Origin looks too boring and recycled to the office levels of th
e first part, and recently returned if the original memorandum, the redundancy may be a little more unpleasant as expected. From the second third, however, change the tornadoes, and we face a radical change in the dark and repetitive environments start betting on some really powerful scenarios that help to more spectacular shootings.
And this is to expand and enhance the combat FEAR, at this point if someone thought that the shooting of the series needed some kind of jump in terms of equipment and concerns frenzy. Project Origin gives the impression of going slightly faster than its predecessor the shootings, which from the beginning gives us a greater sense of scatters of adrenaline.
The final run of the game was, however, truly terrifying, with a crecidita Alma and frightening that it was capable of inflicting damage to the player.
In FEAR 2, as we say, no time for respite. After a snapshot of the city ravaged by the closure of the original explosion, we plant in an armored vehicle with other soldiers from one command. We quickly infiltrated in an apartment building and from there to the end of every game is a wild and correcalles removed where there are hardly any moments of respite, where the terror and the shootings are so massive and continuous from the outset that there is no place any progression. 
Other additives of interest are the sections that piloted vehicles and Mechs, and help to make the whole package, bringing a sense of variety. Pilotos some heavily armored vehicle with which to run and destroy our enemies without too many problems, which together with certain sections of machine gun turrets that will work with the diversity factor.
Also emphasizes the incorporation of a more direct interaction with the environment through the manipulation of objects in our favor. We can, for example, a stretcher down to use as a parapet, but the method is not something lame to count the game with a real system of coverage that make the real profit.
Moreover the fourteen missions that make up the campaign are of varying lengths and, although some of them over time, others only be around three quarters. Project Origin but also hides other proposals, and that is that we finally left for the final paragraph of playable FEAR 2 is its multiplayer component, with severe difference, the more irregular patterns that are offered. The online game of the first part was no prodigy, but by this time have been thunder some important elements such as the slow motion.
For the rest remain
s as a fairly traditional shooter in the field, with support for 16 players and in the manner of classic Deathmatch or Capture the Flag. However extra sparkle between two modes which are listed separately from more typical, first points to win the favor of the scenario seriously designing the mapping, and the Failsafe is certainly due to his frenetic approach to Counter Strike . The best of them all, however, the mechs. Two gigantic robots are placed in stage two, one for each team, and both sides are faced with the enormous help of these huge vehicles.
On a more purely related to the visual aspect of FEAR 2, it is remarkable that the game was halfway between what was the first part and what we expected from the second. The game is notable in all its visual aspects, it is clear, but it has failed to produce a very similar impact to that generated the first part.
Both Xbox 360 and PlayStation 3 in the game is quite fluid in terms of frames per second, although the appearance of the polished and the effects of the two versions were below Edition compatible.
The effects of explosions, gunfire and the impact of bullets on the walls and objects have improved significantly over the precursor of the series, though this, as we say, still the same patterns of excessive conventionalism. 
The music is appropriate and gunfire and explosions are vibrant with a team of surround sound. The dubbing, finally, is significantly higher than the first part, and although they have voices too recycled from other games, the result is is a reasonably good pc game.
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